优化场景LUA处理

This commit is contained in:
flswld
2023-03-03 11:48:42 +08:00
parent 58b98f189d
commit 353403606d
9 changed files with 201 additions and 63 deletions

View File

@@ -158,16 +158,18 @@ func (g *GameDataConfig) readCsvFileData(fileName string) []byte {
return standardCsvData
}
func RegScriptLib(fnName string, fn lua.LGFunction) {
for _, sceneLuaConfig := range CONF.SceneLuaConfigMap {
for _, block := range sceneLuaConfig.BlockMap {
for _, group := range block.GroupMap {
luaState := group.LuaState
scriptLib := luaState.NewTable()
luaState.SetField(scriptLib, fnName, luaState.NewFunction(fn))
}
}
}
type ScriptLibFunc struct {
fnName string
fn lua.LGFunction
}
var SCRIPT_LIB_FUNC_LIST = make([]*ScriptLibFunc, 0)
func RegScriptLibFunc(fnName string, fn lua.LGFunction) {
SCRIPT_LIB_FUNC_LIST = append(SCRIPT_LIB_FUNC_LIST, &ScriptLibFunc{
fnName: fnName,
fn: fn,
})
}
func initLuaState(luaState *lua.LState) {
@@ -181,6 +183,9 @@ func initLuaState(luaState *lua.LState) {
luaState.SetGlobal("EntityType", entityType)
luaState.SetField(entityType, "NONE", lua.LNumber(constant.ENTITY_TYPE_NONE))
luaState.SetField(entityType, "AVATAR", lua.LNumber(constant.ENTITY_TYPE_AVATAR))
luaState.SetField(entityType, "MONSTER", lua.LNumber(constant.ENTITY_TYPE_MONSTER))
luaState.SetField(entityType, "NPC", lua.LNumber(constant.ENTITY_TYPE_NPC))
luaState.SetField(entityType, "GADGET", lua.LNumber(constant.ENTITY_TYPE_GADGET))
regionShape := luaState.NewTable()
luaState.SetGlobal("RegionShape", regionShape)
@@ -192,8 +197,11 @@ func initLuaState(luaState *lua.LState) {
questState := luaState.NewTable()
luaState.SetGlobal("QuestState", questState)
luaState.SetField(questState, "NONE", lua.LNumber(0))
luaState.SetField(questState, "UNFINISHED", lua.LNumber(1))
luaState.SetField(questState, "NONE", lua.LNumber(constant.QUEST_STATE_NONE))
luaState.SetField(questState, "UNSTARTED", lua.LNumber(constant.QUEST_STATE_UNSTARTED))
luaState.SetField(questState, "UNFINISHED", lua.LNumber(constant.QUEST_STATE_UNFINISHED))
luaState.SetField(questState, "FINISHED", lua.LNumber(constant.QUEST_STATE_FINISHED))
luaState.SetField(questState, "FAILED", lua.LNumber(constant.QUEST_STATE_FAILED))
gadgetState := luaState.NewTable()
luaState.SetGlobal("GadgetState", gadgetState)
@@ -228,7 +236,7 @@ func newLuaState(luaStr string) *lua.LState {
return luaState
}
func parseLuaTableToObject[T any](luaState *lua.LState, tableName string, object T) bool {
func getSceneLuaConfigTable[T any](luaState *lua.LState, tableName string, object T) bool {
luaValue := luaState.GetGlobal(tableName)
table, ok := luaValue.(*lua.LTable)
if !ok {
@@ -269,6 +277,24 @@ func parseLuaTableToObject[T any](luaState *lua.LState, tableName string, object
return true
}
func ParseLuaTableToObject[T any](table *lua.LTable, object T) bool {
tableObject := convLuaValueToGo(table)
jsonData, err := json.Marshal(tableObject)
if err != nil {
logger.Error("build json error: %v", err)
return false
}
if string(jsonData) == "{}" {
return true
}
err = json.Unmarshal(jsonData, object)
if err != nil {
logger.Error("parse json error: %v", err)
return false
}
return true
}
func convLuaValueToGo(lv lua.LValue) any {
switch v := lv.(type) {
case *lua.LNilType: