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115 lines
2.9 KiB
115 lines
2.9 KiB
using XLua;
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#if !XLUA_GENERAL
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using UnityEngine;
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#endif
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using System.Collections.Generic;
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using System;
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public class LuaEnvSingleton {
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static private LuaEnv instance = null;
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static public LuaEnv Instance
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{
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get
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{
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if(instance == null)
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{
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instance = new LuaEnv();
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#if XLUA_GENERAL
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instance.DoString("package.path = package.path..';../Test/UnitTest/xLuaTest/CSharpCallLua/Resources/?.lua.txt;../Test/UnitTest/StreamingAssets/?.lua'");
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#endif
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}
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return instance;
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}
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}
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}
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[LuaCallCSharp]
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public class LuaTestCommon
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{
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#if UNITY_IOS || UNITY_IPHONE
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public static string resultPath = Application.persistentDataPath + "/";
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public static string xxxtdrfilepath = Application.dataPath + "/Raw" + "/testxxx.tdr";
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public static string xxxtdr2filepath = Application.dataPath + "/Raw" + "/testxxx2.tdr";
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public static bool android_platform = false;
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#elif UNITY_ANDROID
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public static string resultPath = "/sdcard/luatest/";
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public static string xxxtdrfilepath = Application.streamingAssetsPath + "/testxxx.tdr";
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public static string xxxtdr2filepath = Application.streamingAssetsPath + "/testxxx2.tdr";
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public static bool android_platform = true;
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#elif UNITY_EDITOR || UNITY_WSA
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public static string resultPath = Application.dataPath + "/xLuaTest/";
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public static string xxxtdrfilepath = Application.dataPath + "/StreamingAssets" + "/testxxx.tdr";
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public static string xxxtdr2filepath = Application.dataPath + "/StreamingAssets" + "/testxxx2.tdr";
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public static bool android_platform = false;
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#elif XLUA_GENERAL
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public static string resultPath = ".";
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public static bool android_platform = false;
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public static string xxxtdrfilepath = "../Test/UnitTest/StreamingAssets" + "/testxxx.tdr";
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#endif
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public static bool IsXLuaGeneral()
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{
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#if XLUA_GENERAL
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return true;
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#else
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return false;
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#endif
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}
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public static bool IsMacPlatform()
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{
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#if UNITY_EDITOR
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string os = System.Environment.OSVersion.ToString();
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if (os.Contains("Unix"))
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{
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return true;
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}
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else
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{
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return false;
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}
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#else
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return false;
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#endif
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}
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public static bool IsIOSPlatform()
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{
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#if UNITY_IOS || UNITY_IPHONE
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return true;
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#else
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return false;
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#endif
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}
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public static void Log(string str)
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{
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#if XLUA_GENERAL
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System.Console.WriteLine(str);
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#else
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UnityEngine.Debug.Log(str);
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#endif
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}
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}
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#if !XLUA_GENERAL
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//注意:用户自己代码不建议在这里配置,建议通过标签来声明!!
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public class TestCaseGenConfig
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{
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//lua中要使用到C#库的配置,比如C#标准库,或者Unity API,第三方库等。
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[LuaCallCSharp]
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public List<Type> LuaCallCSharp
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{
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get
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{
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return new List<Type>()
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{
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typeof(UnityEngine.TextAsset),
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};
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}
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}
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}
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#endif
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