Loxodon.Framework.XLua 是一个XLua的开源的MVVM框架,它做为Unity3D的MVVM框架Loxodon.Framework的插件来使用。使用这个框架,可以做到完全使用Lua来编写游戏逻辑,并且遵循MVVM的开发习惯,支持数据绑定,有感兴趣的朋友可以去github下载。
下面是代码示例
- 数据绑定示例
require("framework.System")
local Context = CS.Loxodon.Framework.Contexts.Context
local LuaBindingServiceBundle = CS.Loxodon.Framework.Binding.LuaBindingServiceBundle
local ObservableObject = require("framework.ObservableObject")
local ObservableDictionary = require("framework.ObservableDictionary")
---
--创建一个Account子视图模型
--@module Account
local Account = class("Account",ObservableObject)
function Account:ctor(t)
--执行父类ObservableObject的构造函数,这个重要,否则无法监听数据改变
Account.super.ctor(self,t)
if not (t and type(t)=="table") then
self.id = 0
self.username = ""
self.Password = ""
self.email = ""
self.birthday = os.time({year =1970, month = 00, day =00, hour =00, min =00, sec = 00})
self.address = ""
end
end
---
--创建一个数据绑定示例的视图模型
--@module DatabindingViewModel
local DatabindingViewModel = class("DatabindingViewModel",ObservableObject)
function DatabindingViewModel:ctor(t)
--执行父类ObservableObject的构造函数,这个重要,否则无法监听数据改变
DatabindingViewModel.super.ctor(self,t)
if not (t and type(t)=="table") then
self.account = Account()
self.remember = false
self.username = ""
self.email = ""
self.errors = ObservableDictionary()
end
end
function DatabindingViewModel:submit()
if #self.username < 1 then
--注意C#字典类型的使用方式,通过set_Item或者get_Item 访问
self.errors:set_Item("errorMessage","Please enter a valid username.")
return
end
if #self.email < 1 then
--注意C#字典类型的使用方式,通过set_Item或者get_Item 访问
self.errors:set_Item("errorMessage","Please enter a valid email.")
return
end
self.errors:Clear()
self.account.username = self.username
self.account.email = self.email
self.account.remember = self.remember
end
---
--创建一个数据绑定视图,扩展DatabindingExample.cs 对象,这里的target是从C#脚本传过来的
--@module DatabindingExample
local M = class("DatabindingExample",target)
function M:awake()
local context = Context.GetApplicationContext()
local container = context:GetContainer()
--初始化Lua的数据绑定服务,一般建议在游戏的C#启动脚本创建
local bundle = LuaBindingServiceBundle(container)
bundle:Start();
end
function M:start()
--初始化Account子视图模型
local account = Account({
id = 1,
username = "test",
password = "test",
email = "yangpc.china@gmail.com",
birthday = os.time({year =2000, month = 03, day =03, hour =00, min =00, sec = 00}),
address = "beijing",
remember = true
})
--初始化视图模型
self.viewModel = DatabindingViewModel({
account = account,
username = "",
email = "",
remember = true,
errors = ObservableDictionary()
})
self:BindingContext().DataContext = self.viewModel
--进行数据绑定
local bindingSet = self:CreateBindingSet();
bindingSet:Bind(self.username):For("text"):To("account.username"):OneWay()
bindingSet:Bind(self.password):For("text"):To("account.password"):OneWay()
bindingSet:Bind(self.email):For("text"):To("account.email"):OneWay()
bindingSet:Bind(self.remember):For("text"):To("account.remember"):OneWay()
bindingSet:Bind(self.birthday):For("text"):ToExpression(function(vm)
return os.date("%Y-%m-%d",vm.account.birthday)
end ,"account.birthday"):OneWay()
bindingSet:Bind(self.address):For("text"):To("account.address"):OneWay()
bindingSet:Bind(self.errorMessage):For("text"):To("errors['errorMessage']"):OneWay()
bindingSet:Bind(self.usernameInput):For("text","onEndEdit"):To("username"):TwoWay()
bindingSet:Bind(self.emailInput):For("text","onEndEdit"):To("email"):TwoWay()
bindingSet:Bind(self.rememberInput):For("isOn","onValueChanged"):To("remember"):TwoWay()
bindingSet:Bind(self.submit):For("onClick"):To("submit"):OneWay()
bindingSet:Build()
end
return M
- 在Lua中使用协程的示例
require("framework.System")
local util = require("xlua.util")
local Executors = CS.Loxodon.Framework.Execution.Executors
local ProgressResult = CS.Loxodon.Framework.Asynchronous["ProgressResult`1[System.Single]"]
---
-- 在Lua中使用协程的例子
-- 将一个Lua函数通过util.cs_generator包装成一个C#的迭代器IEnumerator,然后用Executors调用
--@module CoroutineExample
local M=class("CoroutineExample",target)
function M:start()
--[[--
在C#脚本LuaBehaviour中定义的属性或者是通过Variables配置而虚拟出来的属性,都可以在Lua脚本中通过self.xxx 来访问
如下示例,通过self.startButton self.stopButton 访问启动和停止按钮,通过self.slider 访问滑动条
]]
self.startButton.onClick:AddListener(function()
print("onClick Start")
self.loadResult = self:Load()
self.loadResult:Callbackable():OnProgressCallback(function(progress)
--printf("progress:%0.2f",progress) -- 打印进度,%0.2f 是小数点2位的浮点数
self.slider.value = progress
end)
end)
self.stopButton.onClick:AddListener(function()
if self.loadResult then
self.loadResult:Cancel()
self.loadResult = nil
end
print("onClick Stop")
end)
print("lua start...")
end
---
-- 加载
function M:Load()
local result = ProgressResult(true)
Executors.RunOnCoroutineNoReturn(util.cs_generator(function() self:doLoad(result) end))
return result
end
---
-- 模拟一个加载任务
function M:doLoad(promise)
print("task start")
for i = 1, 50 do
--如果有取消请求,即调用了ProgressResult的Cancel()函数,则终止任务
if promise.IsCancellationRequested then
break
end
promise:UpdateProgress(i/50) --更新任务进度
--这里coroutine.yield中可以不传入参数,则表示是每帧执行一次,
--也可以传入所有继承了YieldInstruction的参数,如:UnityEngine.WaitForSeconds(0.1)
--还可以传入一个IEnumerator对象,如:AsyncResult.WaitForDone()
coroutine.yield(CS.UnityEngine.WaitForSeconds(0.1))--等待0.1秒
end
promise:UpdateProgress(1)
promise:SetResult() --设置任务执行完成
print("task end")
end
return M
- 创建窗口视图的示例
LoginViewModel.lua
代码语言:javascript复制require("framework.System")
local Context = CS.Loxodon.Framework.Contexts.Context
local SimpleCommand = CS.Loxodon.Framework.Commands.SimpleCommand
local AsyncTask = CS.Loxodon.Framework.Asynchronous["AsyncTask`1[System.Object]"]
local ObservableObject = require("framework.ObservableObject")
local ObservableDictionary = require("framework.ObservableDictionary")
local InteractionRequest = require("framework.InteractionRequest")
---
--模块
--@module LoginViewModel
local M=class("LoginViewModel",ObservableObject)
--[[--
构造函数
@param #table self
@param #table t 初始化参数
]]
function M:ctor(t)
M.super.ctor(self,t)
self.username = self.globalPreferences:GetString("LAST_USERNAME", "");
self.password = ""
self.account = nil
self.errors = ObservableDictionary()
self.loginCommand = SimpleCommand(function() self:login() end,true)
self.cancelCommand = SimpleCommand(function() self.interactionFinished:Raise(nil) end,true)
self.interactionFinished = InteractionRequest(self)
self.toastRequest = InteractionRequest(self)
end
function M:validateUsername()
if not self.username or self.username == '' or not string.gmatch(self.username, "^[a-zA-Z0-9_-]{4,12}$") then
self.errors:set_Item("username",self.localization:GetText("login.validation.username.error", "Please enter a valid username."))
return false
else
self.errors:Remove("username");
return true
end
end
function M:validatePassword()
if not self.password or self.password == '' or not string.gmatch(self.password, "^[a-zA-Z0-9_-]{4,12}$") then
self.errors:set_Item("password",self.localization:GetText("login.validation.password.error", "Please enter a valid password."))
return false
else
self.errors:Remove("password");
return true
end
end
function M:login()
self.account = nil;
self.loginCommand.Enabled = false --by databinding, auto set button.interactable = false.
local task = nil
if not (self:validateUsername() and self:validatePassword()) then
task = AsyncTask(function() return nil end)
else
task = AsyncTask(function()
local result = self.accountService:Login(self.username, self.password)
local account = result:Synchronized():WaitForResult()
if account then
Context.GetApplicationContext():GetMainLoopExcutor():RunOnMainThread(function()
self.globalPreferences:SetString("LAST_USERNAME", self.username)
self.globalPreferences:Save()
end)
end
return account
end)
end
task:OnPostExecute(function(account)
if account then
--login success
self.account = account
self.interactionFinished:Raise(nil) --Interaction completed, request to close the login window
else
--Login failure
local tipContent = self.localization:GetText("login.failure.tip", "Login failure.")
self.toastRequest:Raise(tipContent) --show toast
end
end):OnError(function(e)
local tipContent = self.localization:GetText("login.exception.tip", "Login exception.")
self.toastRequest:Raise(tipContent) --show toast
end):OnFinish(function()
self.loginCommand.Enabled = true --by databinding, auto set button.interactable = true.
end):Start()
end
return M
LoginWindow.lua
代码语言:javascript复制require("framework.System")
local Loading = CS.Loxodon.Framework.Views.Loading
local Toast = CS.Loxodon.Framework.Views.Toast
---
--模块
--@module LoginWindow
local M=class("LoginWindow",target)
function M:onCreate(bundle)
local bindingSet = self:CreateBindingSet();
bindingSet:Bind():For("onInteractionFinished"):To("interactionFinished")
bindingSet:Bind():For("onToastShow"):To("toastRequest")
bindingSet:Bind(self.username):For ("text", "onEndEdit"):To ("username"):TwoWay ()
bindingSet:Bind(self.usernameErrorPrompt):For ("text"):To ("errors['username']"):OneWay ()
bindingSet:Bind(self.password):For ("text","onEndEdit"):To ("password"):TwoWay ()
bindingSet:Bind(self.passwordErrorPrompt):For ("text"):To ("errors['password']"):OneWay ()
bindingSet:Bind(self.confirmButton):For ("onClick"):To ("loginCommand")
bindingSet:Bind(self.cancelButton):For ("onClick"):To ("cancelCommand")
bindingSet:Build()
end
function M:onInteractionFinished(sender, args)
self:Dismiss()
end
function M:onToastShow(sender, args)
local notification = args.Context
if not notification then
return
end
Toast.Show(self, notification, 2);
end
return M
下载和安装
请在github下载项目 Loxodon.Framework,在Docs/XLua目录下面有个插件包Loxodon.Framework.XLua,安装之后,就可以完全使用Lua来开发游戏,安装步骤请看Docs/XLua/Readme 文件,如果疑问,请加技术支持群,在项目介绍页面能看到。