此种方法来自LoxodonFramework,这里只做记录
定义一个LoaderBase类,做一个到CustomLoader的隐式类型转换
public abstract class LoaderBase
{
protected abstract byte[] Load(ref string fileName);
/// <summary>
/// 隐式类型转换,将LoaderBase转换为CustomLoader的byte[]
/// </summary>
/// <param name="loader"></param>
/// <returns></returns>
public static implicit operator LuaEnv.CustomLoader(LoaderBase loader)
{
return loader.Load;
}
}
再让一个PathLoaderBase类继承,做进一步路径封装
public abstract class PathLoaderBase : LoaderBase, IDisposable
{
/// <summary>
/// 前缀
/// </summary>
protected string prefix = "";
/// <summary>
/// 后缀
/// </summary>
protected string suffix = ".lua.txt";
public PathLoaderBase(string prefix, string suffix)
{
this.prefix = prefix;
if (!string.IsNullOrEmpty(this.prefix))
{
this.prefix = this.prefix.Replace(@"\", "/");
}
if (!this.prefix.EndsWith("/"))
{
this.prefix += "/";
}
this.suffix = suffix;
}
/// <summary>
/// 得到文件路径
/// </summary>
/// <param name="className">文件名</param>
/// <returns></returns>
protected virtual string GetFullName(string className)
{
return string.Format($"{prefix}{className.Replace(".", "/")}{suffix}");
}
protected virtual void Dispose(bool disposing)
{
}
~PathLoaderBase()
{
Dispose(false);
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
}
最后,来个FileLoader类,继承PathLoaderBase,具体重写Load方法
public class FileLoader : PathLoaderBase
{
public FileLoader(string prefix, string suffix) : base(prefix, suffix)
{
}
public FileLoader(string prefix) : this(prefix, ".lua.txt")
{
}
/// <summary>
/// 加载require的文件
/// </summary>
/// <param name="fileName"></param>
/// <returns></returns>
protected override byte[] Load(ref string fileName)
{
string fullName = GetFullName(fileName);
if (!FileUtil.Exists(fullName))
{
return null;
}
fileName = fullName;
byte[] data = FileUtil.ReadAllBytes(fullName);
if (!HasBOMFlag(data))
{
return data;
}
return data.Skip(3).ToArray(); //跳过BOM开头
}
/// <summary>
/// 检查一个字节数组是否以字节顺序标记(Byte Order Mark, BOM)开头,
/// BOM是一种用于指示文本文件编码方式的特殊字节序列,通常出现在文件的开头
/// </summary>
/// <param name="data"></param>
/// <returns></returns>
protected bool HasBOMFlag(byte[] data)
{
if (data == null || data.Length < 3)
{
return false;
}
if (data[0] == 239 && data[1] == 187 && data[2] == 191)
{
return true;
}
return false;
}
}
最后在LuaBehaviour类中写一个方法,做Lua的自定义加载
public class LuaBehaviour : MonoBehaviour
{
...........
/// <summary>
/// 设置xlua的加载路径
/// </summary>
private void SetPackagePath()
{
//在Unity项目的“Assets”文件夹(或指定的Application.dataPath路径)及其所有子目录中,查找名为“LuaScripts”的目录,并返回一个包含这些目录路径的字符串数组
foreach (string dir in Directory.GetDirectories(Application.dataPath,"LuaScripts", SearchOption.AllDirectories))
{
luaEnv.AddLoader(new FileLoader(dir, ".lua"));
luaEnv.AddLoader(new FileLoader(dir, ".lua.txt"));
}
}
..............
}
这样,Lua代码就可以require目录为“LuaScripts”下的所有Lua文件