BeginStaticLibs 参考CustomSettings.cs
public static List<Type> staticClassTypes = new List<Type> { typeof(UnityEngine.Application), typeof(UnityEngine.Time), typeof(UnityEngine.Screen), typeof(UnityEngine.SleepTimeout), typeof(UnityEngine.Input), typeof(UnityEngine.Resources), typeof(UnityEngine.Physics), typeof(UnityEngine.RenderSettings), typeof(UnityEngine.QualitySettings), typeof(UnityEngine.GL), typeof(UnityEngine.Graphics), };
LuaHelper
LuaFramework_LuaHelperWrap.cs public static void Register(LuaState L) { L.BeginStaticLibs("LuaHelper"); L.RegFunction("GetType", GetType); L.RegFunction("GetPanelManager", GetPanelManager); L.RegFunction("GetResManager", GetResManager); L.RegFunction("GetNetManager", GetNetManager); L.RegFunction("GetSoundManager", GetSoundManager); L.RegFunction("OnCallLuaFunc", OnCallLuaFunc); L.RegFunction("OnJsonCallFunc", OnJsonCallFunc); L.EndStaticLibs(); }
Debugger
LuaInterface_DebuggerWrap.cspublic static void Register(LuaState L) { L.BeginStaticLibs("Debugger"); L.RegFunction("Log", Log); L.RegFunction("LogWarning", LogWarning); L.RegFunction("LogError", LogError); L.RegFunction("LogException", LogException); L.RegVar("useLog", get_useLog, set_useLog); L.RegVar("threadStack", get_threadStack, set_threadStack); L.RegVar("logger", get_logger, set_logger); L.EndStaticLibs(); }
Application . lua中使用-> UnityEngine.Application
UnityEngine_ApplicationWrap.cs public static void Register(LuaState L) { L.BeginStaticLibs("Application"); L.RegFunction("Quit", Quit); L.RegFunction("CancelQuit", CancelQuit); L.RegFunction("Unload", Unload); L.RegFunction("GetStreamProgressForLevel", GetStreamProgressForLevel); L.RegFunction("CanStreamedLevelBeLoaded", CanStreamedLevelBeLoaded); L.RegFunction("GetBuildTags", GetBuildTags); L.RegFunction("SetBuildTags", SetBuildTags); L.RegFunction("HasProLicense", HasProLicense); L.RegFunction("ExternalCall", ExternalCall); L.RegFunction("RequestAdvertisingIdentifierAsync", RequestAdvertisingIdentifierAsync); L.RegFunction("OpenURL", OpenURL); L.RegFunction("GetStackTraceLogType", GetStackTraceLogType); L.RegFunction("SetStackTraceLogType", SetStackTraceLogType); L.RegFunction("RequestUserAuthorization", RequestUserAuthorization); L.RegFunction("HasUserAuthorization", HasUserAuthorization); L.RegVar("streamedBytes", get_streamedBytes, null); L.RegVar("isPlaying", get_isPlaying, null); L.RegVar("isFocused", get_isFocused, null); L.RegVar("isEditor", get_isEditor, null); L.RegVar("isWebPlayer", get_isWebPlayer, null); L.RegVar("platform", get_platform, null); L.RegVar("buildGUID", get_buildGUID, null); L.RegVar("isMobilePlatform", get_isMobilePlatform, null); L.RegVar("isConsolePlatform", get_isConsolePlatform, null); L.RegVar("runInBackground", get_runInBackground, set_runInBackground); L.RegVar("dataPath", get_dataPath, null); L.RegVar("streamingAssetsPath", get_streamingAssetsPath, null); L.RegVar("persistentDataPath", get_persistentDataPath, null); L.RegVar("temporaryCachePath", get_temporaryCachePath, null); L.RegVar("srcValue", get_srcValue, null); L.RegVar("absoluteURL", get_absoluteURL, null); L.RegVar("unityVersion", get_unityVersion, null); L.RegVar("version", get_version, null); L.RegVar("installerName", get_installerName, null); L.RegVar("identifier", get_identifier, null); L.RegVar("installMode", get_installMode, null); L.RegVar("sandboxType", get_sandboxType, null); L.RegVar("productName", get_productName, null); L.RegVar("companyName", get_companyName, null); L.RegVar("cloudProjectId", get_cloudProjectId, null); L.RegVar("targetFrameRate", get_targetFrameRate, set_targetFrameRate); L.RegVar("systemLanguage", get_systemLanguage, null); L.RegVar("backgroundLoadingPriority", get_backgroundLoadingPriority, set_backgroundLoadingPriority); L.RegVar("internetReachability", get_internetReachability, null); L.RegVar("genuine", get_genuine, null); L.RegVar("genuineCheckAvailable", get_genuineCheckAvailable, null); L.RegVar("lowMemory", get_lowMemory, set_lowMemory); L.RegVar("logMessageReceived", get_logMessageReceived, set_logMessageReceived); L.RegVar("logMessageReceivedThreaded", get_logMessageReceivedThreaded, set_logMessageReceivedThreaded); L.RegVar("onBeforeRender", get_onBeforeRender, set_onBeforeRender); L.RegFunction("AdvertisingIdentifierCallback", UnityEngine_Application_AdvertisingIdentifierCallback); L.RegFunction("LogCallback", UnityEngine_Application_LogCallback); L.RegFunction("LowMemoryCallback", UnityEngine_Application_LowMemoryCallback); L.EndStaticLibs(); }
TestProtol(在CustomSetting.cs 中注册即可使用)
TestProtolWrap.cs public static void Register(LuaState L) { L.BeginStaticLibs("TestProtol"); L.RegVar("data", get_data, set_data); L.EndStaticLibs(); }
TestStack
TestLuaStack.cs Instance = this; new LuaResLoader(); testGo = gameObject; state = new LuaState(); state.Start(); LuaBinder.Bind(state); state.BeginModule(null); state.RegFunction("TestArgError", TestArgError); state.RegFunction("TestTableInCo", TestTableInCo); state.RegFunction("TestCycle", TestCycle); state.RegFunction("TestNull", TestNull); state.RegFunction("TestAddComponent", TestAddComponent); state.RegFunction("TestOutOfBound", TestOutOfBound); state.RegFunction("TestMulStack", TestMulStack); state.BeginStaticLibs("TestStack"); state.RegFunction("Test1", Test1); state.RegFunction("PushLuaError", PushLuaError); state.RegFunction("Test3", Test3); state.RegFunction("Test4", Test4); state.RegFunction("Test5", Test5); state.RegFunction("Test6", Test6); state.EndStaticLibs(); state.EndModule();
Input
UnityEngine_InputWrap.cs public static void Register(LuaState L) { L.BeginStaticLibs("Input"); L.RegFunction("GetAxis", GetAxis); L.RegFunction("GetAxisRaw", GetAxisRaw); L.RegFunction("GetButton", GetButton); L.RegFunction("GetButtonDown", GetButtonDown); L.RegFunction("GetButtonUp", GetButtonUp); L.RegFunction("GetKey", GetKey); L.RegFunction("GetKeyDown", GetKeyDown); L.RegFunction("GetKeyUp", GetKeyUp); L.RegFunction("GetJoystickNames", GetJoystickNames); L.RegFunction("GetMouseButton", GetMouseButton); L.RegFunction("GetMouseButtonDown", GetMouseButtonDown); L.RegFunction("GetMouseButtonUp", GetMouseButtonUp); L.RegFunction("ResetInputAxes", ResetInputAxes); L.RegFunction("GetAccelerationEvent", GetAccelerationEvent); L.RegFunction("GetTouch", GetTouch); L.RegVar("compensateSensors", get_compensateSensors, set_compensateSensors); L.RegVar("gyro", get_gyro, null); L.RegVar("mousePosition", get_mousePosition, null); L.RegVar("mouseScrollDelta", get_mouseScrollDelta, null); L.RegVar("mousePresent", get_mousePresent, null); L.RegVar("simulateMouseWithTouches", get_simulateMouseWithTouches, set_simulateMouseWithTouches); L.RegVar("anyKey", get_anyKey, null); L.RegVar("anyKeyDown", get_anyKeyDown, null); L.RegVar("inputString", get_inputString, null); L.RegVar("acceleration", get_acceleration, null); L.RegVar("accelerationEvents", get_accelerationEvents, null); L.RegVar("accelerationEventCount", get_accelerationEventCount, null); L.RegVar("touches", get_touches, null); L.RegVar("touchCount", get_touchCount, null); L.RegVar("touchPressureSupported", get_touchPressureSupported, null); L.RegVar("stylusTouchSupported", get_stylusTouchSupported, null); L.RegVar("touchSupported", get_touchSupported, null); L.RegVar("multiTouchEnabled", get_multiTouchEnabled, set_multiTouchEnabled); L.RegVar("location", get_location, null); L.RegVar("compass", get_compass, null); L.RegVar("deviceOrientation", get_deviceOrientation, null); L.RegVar("imeCompositionMode", get_imeCompositionMode, set_imeCompositionMode); L.RegVar("compositionString", get_compositionString, null); L.RegVar("imeIsSelected", get_imeIsSelected, null); L.RegVar("compositionCursorPos", get_compositionCursorPos, set_compositionCursorPos); L.RegVar("backButtonLeavesApp", get_backButtonLeavesApp, set_backButtonLeavesApp); L.EndStaticLibs(); }
RenderSettings
UnityEngine_RenderSettingsWrap.cs public static void Register(LuaState L) { L.BeginStaticLibs("RenderSettings"); L.RegFunction("__eq", op_Equality); L.RegVar("fog", get_fog, set_fog); L.RegVar("fogMode", get_fogMode, set_fogMode); L.RegVar("fogColor", get_fogColor, set_fogColor); L.RegVar("fogDensity", get_fogDensity, set_fogDensity); L.RegVar("fogStartDistance", get_fogStartDistance, set_fogStartDistance); L.RegVar("fogEndDistance", get_fogEndDistance, set_fogEndDistance); L.RegVar("ambientMode", get_ambientMode, set_ambientMode); L.RegVar("ambientSkyColor", get_ambientSkyColor, set_ambientSkyColor); L.RegVar("ambientEquatorColor", get_ambientEquatorColor, set_ambientEquatorColor); L.RegVar("ambientGroundColor", get_ambientGroundColor, set_ambientGroundColor); L.RegVar("ambientLight", get_ambientLight, set_ambientLight); L.RegVar("ambientIntensity", get_ambientIntensity, set_ambientIntensity); L.RegVar("ambientProbe", get_ambientProbe, set_ambientProbe); L.RegVar("subtractiveShadowColor", get_subtractiveShadowColor, set_subtractiveShadowColor); L.RegVar("reflectionIntensity", get_reflectionIntensity, set_reflectionIntensity); L.RegVar("reflectionBounces", get_reflectionBounces, set_reflectionBounces); L.RegVar("haloStrength", get_haloStrength, set_haloStrength); L.RegVar("flareStrength", get_flareStrength, set_flareStrength); L.RegVar("flareFadeSpeed", get_flareFadeSpeed, set_flareFadeSpeed); L.RegVar("skybox", get_skybox, set_skybox); L.RegVar("sun", get_sun, set_sun); L.RegVar("defaultReflectionMode", get_defaultReflectionMode, set_defaultReflectionMode); L.RegVar("defaultReflectionResolution", get_defaultReflectionResolution, set_defaultReflectionResolution); L.RegVar("customReflection", get_customReflection, set_customReflection); L.EndStaticLibs(); }
Resources
UnityEngine_ResourcesWrap.cs public static void Register(LuaState L) { L.BeginStaticLibs("Resources"); L.RegFunction("FindObjectsOfTypeAll", FindObjectsOfTypeAll); L.RegFunction("Load", Load); L.RegFunction("LoadAsync", LoadAsync); L.RegFunction("LoadAll", LoadAll); L.RegFunction("GetBuiltinResource", GetBuiltinResource); L.RegFunction("UnloadAsset", UnloadAsset); L.RegFunction("UnloadUnusedAssets", UnloadUnusedAssets); L.EndStaticLibs(); }
Screen
UnityEngine_ScreenWrap.cs public static void Register(LuaState L) { L.BeginStaticLibs("Screen"); L.RegFunction("SetResolution", SetResolution); L.RegVar("resolutions", get_resolutions, null); L.RegVar("currentResolution", get_currentResolution, null); L.RegVar("width", get_width, null); L.RegVar("height", get_height, null); L.RegVar("dpi", get_dpi, null); L.RegVar("fullScreen", get_fullScreen, set_fullScreen); L.RegVar("autorotateToPortrait", get_autorotateToPortrait, set_autorotateToPortrait); L.RegVar("autorotateToPortraitUpsideDown", get_autorotateToPortraitUpsideDown, set_autorotateToPortraitUpsideDown); L.RegVar("autorotateToLandscapeLeft", get_autorotateToLandscapeLeft, set_autorotateToLandscapeLeft); L.RegVar("autorotateToLandscapeRight", get_autorotateToLandscapeRight, set_autorotateToLandscapeRight); L.RegVar("orientation", get_orientation, set_orientation); L.RegVar("sleepTimeout", get_sleepTimeout, set_sleepTimeout); L.EndStaticLibs(); }
SleepTimeout
UnityEngine_SleepTimeoutWrap.cs public static void Register(LuaState L) { L.BeginStaticLibs("SleepTimeout"); L.RegConstant("NeverSleep", -1); L.RegConstant("SystemSetting", -2); L.EndStaticLibs(); }
Time
UnityEngine_TimeWrap.cs public static void Register(LuaState L) { L.BeginStaticLibs("Time"); L.RegVar("time", get_time, null); L.RegVar("timeSinceLevelLoad", get_timeSinceLevelLoad, null); L.RegVar("deltaTime", get_deltaTime, null); L.RegVar("fixedTime", get_fixedTime, null); L.RegVar("unscaledTime", get_unscaledTime, null); L.RegVar("fixedUnscaledTime", get_fixedUnscaledTime, null); L.RegVar("unscaledDeltaTime", get_unscaledDeltaTime, null); L.RegVar("fixedUnscaledDeltaTime", get_fixedUnscaledDeltaTime, null); L.RegVar("fixedDeltaTime", get_fixedDeltaTime, set_fixedDeltaTime); L.RegVar("maximumDeltaTime", get_maximumDeltaTime, set_maximumDeltaTime); L.RegVar("smoothDeltaTime", get_smoothDeltaTime, null); L.RegVar("maximumParticleDeltaTime", get_maximumParticleDeltaTime, set_maximumParticleDeltaTime); L.RegVar("timeScale", get_timeScale, set_timeScale); L.RegVar("frameCount", get_frameCount, null); L.RegVar("renderedFrameCount", get_renderedFrameCount, null); L.RegVar("realtimeSinceStartup", get_realtimeSinceStartup, null); L.RegVar("captureFramerate", get_captureFramerate, set_captureFramerate); L.RegVar("inFixedTimeStep", get_inFixedTimeStep, null); L.EndStaticLibs(); }
Physics
UnityEngine_PhysicsWrap.cs public static void Register(LuaState L) { L.BeginStaticLibs("Physics"); L.RegFunction("Raycast", Raycast); L.RegFunction("RaycastAll", RaycastAll); L.RegFunction("RaycastNonAlloc", RaycastNonAlloc); L.RegFunction("Linecast", Linecast); L.RegFunction("OverlapSphere", OverlapSphere); L.RegFunction("OverlapSphereNonAlloc", OverlapSphereNonAlloc); L.RegFunction("OverlapCapsule", OverlapCapsule); L.RegFunction("OverlapCapsuleNonAlloc", OverlapCapsuleNonAlloc); L.RegFunction("CapsuleCast", CapsuleCast); L.RegFunction("SphereCast", SphereCast); L.RegFunction("CapsuleCastAll", CapsuleCastAll); L.RegFunction("CapsuleCastNonAlloc", CapsuleCastNonAlloc); L.RegFunction("SphereCastAll", SphereCastAll); L.RegFunction("SphereCastNonAlloc", SphereCastNonAlloc); L.RegFunction("CheckSphere", CheckSphere); L.RegFunction("CheckCapsule", CheckCapsule); L.RegFunction("CheckBox", CheckBox); L.RegFunction("OverlapBox", OverlapBox); L.RegFunction("OverlapBoxNonAlloc", OverlapBoxNonAlloc); L.RegFunction("BoxCastAll", BoxCastAll); L.RegFunction("BoxCastNonAlloc", BoxCastNonAlloc); L.RegFunction("BoxCast", BoxCast); L.RegFunction("IgnoreCollision", IgnoreCollision); L.RegFunction("IgnoreLayerCollision", IgnoreLayerCollision); L.RegFunction("GetIgnoreLayerCollision", GetIgnoreLayerCollision); L.RegFunction("ComputePenetration", ComputePenetration); L.RegFunction("ClosestPoint", ClosestPoint); L.RegFunction("Simulate", Simulate); L.RegConstant("IgnoreRaycastLayer", 4); L.RegConstant("DefaultRaycastLayers", -5); L.RegConstant("AllLayers", -1); L.RegVar("gravity", get_gravity, set_gravity); L.RegVar("defaultContactOffset", get_defaultContactOffset, set_defaultContactOffset); L.RegVar("bounceThreshold", get_bounceThreshold, set_bounceThreshold); L.RegVar("defaultSolverIterations", get_defaultSolverIterations, set_defaultSolverIterations); L.RegVar("defaultSolverVelocityIterations", get_defaultSolverVelocityIterations, set_defaultSolverVelocityIterations); L.RegVar("sleepThreshold", get_sleepThreshold, set_sleepThreshold); L.RegVar("queriesHitTriggers", get_queriesHitTriggers, set_queriesHitTriggers); L.RegVar("queriesHitBackfaces", get_queriesHitBackfaces, set_queriesHitBackfaces); L.RegVar("autoSimulation", get_autoSimulation, set_autoSimulation); L.EndStaticLibs(); }
QualitySettings
UnityEngine_QualitySettingsWrap.cs public static void Register(LuaState L) { L.BeginStaticLibs("QualitySettings"); L.RegFunction("GetQualityLevel", GetQualityLevel); L.RegFunction("SetQualityLevel", SetQualityLevel); L.RegFunction("IncreaseLevel", IncreaseLevel); L.RegFunction("DecreaseLevel", DecreaseLevel); L.RegFunction("__eq", op_Equality); L.RegVar("names", get_names, null); L.RegVar("pixelLightCount", get_pixelLightCount, set_pixelLightCount); L.RegVar("shadows", get_shadows, set_shadows); L.RegVar("shadowProjection", get_shadowProjection, set_shadowProjection); L.RegVar("shadowCascades", get_shadowCascades, set_shadowCascades); L.RegVar("shadowDistance", get_shadowDistance, set_shadowDistance); L.RegVar("shadowResolution", get_shadowResolution, set_shadowResolution); L.RegVar("shadowNearPlaneOffset", get_shadowNearPlaneOffset, set_shadowNearPlaneOffset); L.RegVar("shadowCascade2Split", get_shadowCascade2Split, set_shadowCascade2Split); L.RegVar("shadowCascade4Split", get_shadowCascade4Split, set_shadowCascade4Split); L.RegVar("shadowmaskMode", get_shadowmaskMode, set_shadowmaskMode); L.RegVar("masterTextureLimit", get_masterTextureLimit, set_masterTextureLimit); L.RegVar("anisotropicFiltering", get_anisotropicFiltering, set_anisotropicFiltering); L.RegVar("lodBias", get_lodBias, set_lodBias); L.RegVar("maximumLODLevel", get_maximumLODLevel, set_maximumLODLevel); L.RegVar("particleRaycastBudget", get_particleRaycastBudget, set_particleRaycastBudget); L.RegVar("softParticles", get_softParticles, set_softParticles); L.RegVar("softVegetation", get_softVegetation, set_softVegetation); L.RegVar("realtimeReflectionProbes", get_realtimeReflectionProbes, set_realtimeReflectionProbes); L.RegVar("billboardsFaceCameraPosition", get_billboardsFaceCameraPosition, set_billboardsFaceCameraPosition); L.RegVar("maxQueuedFrames", get_maxQueuedFrames, set_maxQueuedFrames); L.RegVar("vSyncCount", get_vSyncCount, set_vSyncCount); L.RegVar("antiAliasing", get_antiAliasing, set_antiAliasing); L.RegVar("desiredColorSpace", get_desiredColorSpace, null); L.RegVar("activeColorSpace", get_activeColorSpace, null); L.RegVar("blendWeights", get_blendWeights, set_blendWeights); L.RegVar("asyncUploadTimeSlice", get_asyncUploadTimeSlice, set_asyncUploadTimeSlice); L.RegVar("asyncUploadBufferSize", get_asyncUploadBufferSize, set_asyncUploadBufferSize); L.RegVar("resolutionScalingFixedDPIFactor", get_resolutionScalingFixedDPIFactor, set_resolutionScalingFixedDPIFactor); L.EndStaticLibs(); }
时间: 2024-11-05 06:05:54