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URL: GameFramework
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Commit: dc1ea7ccced00c834437a3f347b5dd72549bf36f
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Modifications:
- Add necessary game objects and components in GameFramework.unity.
- Tick procedures on
Procedure Component
but still selectProcedure Launch
with which to run the project. - Select
Package
mode onResource Component
so it won't check for resource update/download.
- Tick procedures on
- Git ignore AssetBundleBuilder.xml since its output directory field depends on your own folder structure.
- Add necessary game objects and components in GameFramework.unity.
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URL: Tolua
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Commit: ea55728d57473bcf1a36e818f9e81bb1be0a0f25
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Modifications:
- Exclude LuaJit for now.
- Remove the examples.
- Copy Unity 5.x meta files to the right locations.
- Change path constants in CustomSettings.cs and LuaConst.cs. (See comments like
// UGF
) - Add label 'LuaScript' for lua files so that they could be built into assetbundles. (Could be done by the editor script
AssetLabelEnsurer.cs
.
- Core functionality:
Assets/GameFrameworkExtensions/Lua/Scripts
LuaComponent
extendsGameFrameworkComponent
and provides features of loading and running Lua scripts.CustomLuaLoader
hacks ToLua's file reading mechanism so that asset bundles built by Game Framework will work.
- Usage example:
Assets/Scripts/ProcedureXXX.cs
Assets/LuaScripts/XXX.lua
- Editor helper scripts:
Assets/Scripts/Editor
- Download this repo and open it in Unity (5.3 or newer).
- Create your own AssetBundleBuilder.xml file according to Game Framework examples, especially the output directory for asset bundles.
- When assets are imported and source files are compiled, there will be a
Game
menu showing in the Unity editor. Select it and clickBuild AssetBundles
to build lua scripts into asset bundles. - Copy all
Package
assetbundles of the platform on which you're going to run the project intoAssets/StreamingAssets/
. - Run the game in the editor or build and run the game on any platform.
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If you tick
Editor resource mode
on theBase Component
of Game Framework,CustomLuaLoader
reads the Lua files on the disk. Otherwise, the project, when launched, first loads the asset bundles that contain Lua scripts so thatCustomLuaLoader
gets the script contents later from the loaded (and hence cached) texts. -
Currently
.lua
files will be recoginized by Unity as default assets, rather than text assets, so that you cannot load them directly from some asset bundle. SoAssetBundleBuilder.cs
add.bytes
extension to the file names before building asset bundles and revert them afterwards.