SignatureLoader

SignatureLoaderTest.cs

    using UnityEngine;
    using System.Collections;
    using XLua;
    using System.IO;

    public class SignatureLoaderTest : MonoBehaviour {
        public static string PUBLIC_KEY = "BgIAAACkAABSU0ExAAQAAAEAAQBVDDC5QJ+0uSCJA+EysIC9JBzIsd6wcXa+FuTGXcsJuwyUkabwIiT2+QEjP454RwfSQP8s4VZE1m4npeVD2aDnY4W6ZNJe+V+d9Drt9b+9fc/jushj/5vlEksGBIIC/plU4ZaR6/nDdMIs/JLvhN8lDQthwIYnSLVlPmY1Wgyatw==";

        // Use this for initialization
        void Start () {
            LuaEnv luaenv = new LuaEnv();
    #if UNITY_EDITOR
            luaenv.AddLoader(new SignatureLoader(PUBLIC_KEY, (ref string filepath) =>
            {
                filepath = Application.dataPath + "/XLua/Examples/10_SignatureLoader/" + filepath.Replace('.', '/') + ".lua";
                if (File.Exists(filepath))
                {
                    return File.ReadAllBytes(filepath);
                }
                else
                {
                    return null;
                }
            }));
    #else //为了让手机也能测试
            luaenv.AddLoader(new SignatureLoader(PUBLIC_KEY, (ref string filepath) =>
            {
                filepath = filepath.Replace('.', '/') + ".lua";
                TextAsset file = (TextAsset)Resources.Load(filepath);
                if (file != null)
                {
                    return file.bytes;
                }
                else
                {
                    return null;
                }
            }));
    #endif
            luaenv.DoString(@"
                require 'signatured1'
                require 'signatured2'
            ");
            luaenv.Dispose();
        }

        // Update is called once per frame
        void Update () {

        }
    }

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