CN112579062A - Data interaction method between Lua language and Unity - Google Patents

Data interaction method between Lua language and Unity Download PDF

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CN112579062A
CN112579062A CN202011544878.3A CN202011544878A CN112579062A CN 112579062 A CN112579062 A CN 112579062A CN 202011544878 A CN202011544878 A CN 202011544878A CN 112579062 A CN112579062 A CN 112579062A
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lua
unity
variable
language
data
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CN112579062B (en
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梁超
汪兴
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Ultimate Attainment Interactive Network Technical Concern Co ltd In Xiamen
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Ultimate Attainment Interactive Network Technical Concern Co ltd In Xiamen
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F8/00Arrangements for software engineering
    • G06F8/30Creation or generation of source code
    • G06F8/31Programming languages or programming paradigms
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/77Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F8/00Arrangements for software engineering
    • G06F8/40Transformation of program code
    • G06F8/41Compilation
    • G06F8/42Syntactic analysis
    • G06F8/427Parsing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5526Game data structure

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Abstract

The invention discloses a data interaction method between Lua language and Unity, which comprises the following steps: s1, defining the type of the Lua variable, converting the type of the Lua variable into a Lua code with a fixed format and writing the Lua code into a Lua script file mounted on the C # intermediary component; s2, automatically assigning the Lua variables and storing the Lua variables into a data container in the C # intermediary component; s3, automatically serializing the data in the data container; s4, the C # intermediary component deserializes all the serialized data collected from the data container and assembles the serialized data into a LuaTable type variable which can be identified by the Lua language; s5, the C # broker component initializes the Lua script file and passes the LuaTable type variables to the Lua script file for use to pass the variables. The invention realizes the data interaction between the Lua and the Unity through the C # intermediary component, greatly simplifies the variable declaration and the using process of the Lua language, and simultaneously improves the game performance of the Lua language when the Unity object is used.

Description

Data interaction method between Lua language and Unity
Technical Field
The invention relates to the technical field of computers, in particular to a data interaction method between Lua language and Unity.
Background
The hot update of the Unity engine game is an important technology of the current mobile platform network game, and the interaction flow of the C # language and the Unity object provided by the existing Unity game engine is as follows: c # declares the variable, drags the bound or edited object under the Unity editor. Different from the C # language supported by the Unity engine, the Unity does not provide the support of variable binding for the Lua language, including Lua variable identification, editing, storage and use processes, and in game development, the Lua language, the Unity object and the component can only call the C # interface "Find" (query) and "GetComponent" (obtain object) provided by the Unity to obtain the object or the component when interacting, which leads to a tedious development process, and meanwhile, the game performance is also affected in a frequent object calling process.
Disclosure of Invention
In order to solve the problems, the invention provides a data interaction method between the Lua language and the Unity, which greatly simplifies the variable declaration and the use flow of the Lua language and simultaneously improves the game performance of the Lua language when the Unity object is used.
The invention adopts the following technical scheme:
a data interaction method between Lua language and Unity comprises the following steps:
s1, defining the type of Lua variable: defining the type of the Lua local variable in a naming mode, converting the type of the Lua local variable into a Lua code with a fixed format, and writing the Lua code into a Lua script file mounted on a C # intermediate component on a corresponding Unity scene or a prefabricated body;
s2, assignment and storage of Lua variables: analyzing the Lua codes, identifying all variables and the types corresponding to the variables, traversing the stored Unity scene or prefabricated body, finding objects corresponding to the Lua variables through names, automatically assigning values to the Lua variables, and putting all the collected objects into a data container in the C # intermediary component;
s3, automatic serialization: serializing and persistently storing the data in the data container into a scene file or a prefabricated body file of Unity;
s4, deserialization: after the game runs and is activated, the C # intermediary component deserializes all the serialized data collected in the data container and assembles the serialized data into a LuaTable type variable which can be identified by Lua language;
s5, transfer variable: and the C # intermediary component initializes the self-mounted Lua script file and transmits the LuaTable type variable to the Lua script file for use.
Further, the definition of the type in the step S1 is written manually or automatically.
Further, the types include a reference type including a game object, a material, a morph, a camera, or a button, and a value type including an integer variable, a single precision floating point number, or an array.
Further, the Lua code parsing in step S2 adopts a regular expression.
Further, the assignment in step S2 may also adopt manual assignment, specifically: and the Unity calls an EditorGUILAyout-ObjectField interface to draw, and assigns the Lua variable directly on a monitor panel of the Unity.
Further, the automatic serialization in the step S3 is automatically completed by Unity.
Further, the step S3 needs to mark the scene file or the pre-form file of Unity as dirty before storing.
Further, the deserialization process in step S4 is automatically performed for Unity.
After adopting the technical scheme, compared with the background technology, the invention has the following advantages:
1. data interaction between Lua and Unity is realized through the C # intermediary component, variable declaration and using flow of Lua language are greatly simplified, and game performance of Lua language when a Unity object is used is improved;
2. the functions of type definition, identification, editing, storage and use of the Lua variable of the weak type language by the Unity are realized, and the Lua definition variable is added to automatically generate codes;
3. before the Unity scene or the prefabricated body is stored, the value of the Lua variable is automatically assigned, so that the support of C # language by the Unity is more convenient than that of C # language;
4. when the game runs, the data is deserialized and transmitted to the Lua script file, so that the development personnel can use the data conveniently.
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FIG. 1 is a schematic flow chart of the method of the present invention.
Detailed Description
In order to make the objects, technical solutions and advantages of the present invention more apparent, the present invention is described in further detail below with reference to the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are merely illustrative of the invention and are not intended to limit the invention.
Examples
As shown in fig. 1, a method for data interaction between Lua language and Unity includes the following steps:
s1, defining the type of Lua variable: defining the type of the Lua local variable in a naming mode, converting the type of the Lua local variable into a Lua code with a fixed format, and writing the Lua code into a Lua script file mounted on a C # intermediate component on a corresponding Unity scene or a prefabricated body;
for example: for the Lua variable "_ gosest" (execution test), which is defined as the Game object type of Unity, the Lua code definition declares as:
annotating the code: - @ typeGameObject @ _ goTest;
variable declaration: local _ goTest ═ bind. _ goTest;
this artificially defines the Lua variable "_ goTest" without any type as a GameObject type, whose object naming requires the beginning of "_ go" for subsequent recognition. The same holds true for common types in Unity such as: objects and components such as Materail (materials), Transform (variants), Camera (Camera), Button (buttons), etc., are also type-defined using the above method;
thus, step S1 realizes automatic writing of the corresponding Lua code by means of identifying a name.
The definition of the type described in the step S1 is written manually or automatically.
The types include a reference type including game objects, materials, morphs, cameras, buttons, etc., and a value type including integer variables, single precision floating point numbers, arrays, etc.
S2, assignment and storage of Lua variables: analyzing the Lua codes, identifying all variables and the types corresponding to the variables, traversing the stored Unity scene or prefabricated body, finding objects corresponding to the Lua variables through names, automatically assigning values to the Lua variables, and putting all the collected objects into a data container in the C # intermediary component;
and adopting a regular expression when the Lua code is analyzed in the step S2.
The assignment in step S2 may also adopt manual assignment, specifically: the Unity calls the editor guiliayout. objectfield interface to draw, and assigns the Lua variable directly on the supervisor panel (observer) of Unity. Variables of the reference type can be assigned manually or automatically, while variables of the value type are assigned manually mainly on a supervisor (observer) panel.
For example: after parsing, for the Lua variable "_ goTest", the corresponding type "GameObject" is found.
S3, automatic serialization: serializing and persistently storing the data in the data container into a scene file or a prefabricated body file of Unity; the automatic serialization in said step S3 is automatically completed by Unity. Said step S3 requires marking the scene (.unity) file or the prefabricated body (.prefab) file of said Unity as dirty "", before storing.
S4, deserialization: after the game runs and is activated, the C # intermediary component deserializes all the serialized data collected in the data container and assembles the serialized data into a LuaTable type variable which can be identified by Lua language; the deserialization process in step S4 is performed automatically for Unity.
For the LuaTable type variable "bind", we only need to correspond the LuaTable type variable "bind" to the name of the Lua variable, such as: and assigning the 'goTest' object of Unity to the 'bind. _ goTest', namely finishing the assembly.
S5, transfer variable: and the C # intermediary component initializes the self-mounted Lua script file and transmits the LuaTable type variable to the Lua script file for use.
From the above steps, the local variable "local _ goTest" of Lua can be assigned by "bind. _ goTest", and the developer can conveniently use the already assigned local variable "goTest".
The above description is only for the preferred embodiment of the present invention, but the scope of the present invention is not limited thereto, and any changes or substitutions that can be easily conceived by those skilled in the art within the technical scope of the present invention are included in the scope of the present invention. Therefore, the protection scope of the present invention shall be subject to the protection scope of the claims.

Claims (8)

1. A data interaction method between Lua language and Unity is characterized in that: the method comprises the following steps:
s1, defining the type of Lua variable: defining the type of the Lua local variable in a naming mode, converting the type of the Lua local variable into a Lua code with a fixed format, and writing the Lua code into a Lua script file mounted on a C # intermediate component on a corresponding Unity scene or a prefabricated body;
s2, assignment and storage of Lua variables: analyzing the Lua codes, identifying all variables and the types corresponding to the variables, traversing the stored Unity scene or prefabricated body, finding objects corresponding to the Lua variables through names, automatically assigning values to the Lua variables, and putting all the collected objects into a data container in the C # intermediary component;
s3, automatic serialization: serializing and persistently storing the data in the data container into a scene file or a prefabricated body file of Unity;
s4, deserialization: after the game runs and is activated, the C # intermediary component deserializes all the serialized data collected in the data container and assembles the serialized data into a LuaTable type variable which can be identified by Lua language;
s5, transfer variable: and the C # intermediary component initializes the self-mounted Lua script file and transmits the LuaTable type variable to the Lua script file for use.
2. The method of claim 1, wherein the data interaction between the Lua language and Unity is as follows: the definition of the type described in the step S1 is written manually or automatically.
3. The method of claim 2, wherein the data interaction between the Lua language and Unity is as follows: the types include a reference type including a game object, material, morph, camera, or button, and a value type including an integer variable, a single precision floating point number, or an array.
4. The method of claim 1, wherein the data interaction between the Lua language and Unity is as follows: and adopting a regular expression when the Lua code is analyzed in the step S2.
5. The method of claim 1, wherein the data interaction between the Lua language and Unity is as follows: the assignment in step S2 may also adopt manual assignment, specifically: and the Unity calls an EditorGUILAyout-ObjectField interface to draw, and assigns the Lua variable directly on a monitor panel of the Unity.
6. The method of claim 5, wherein the data interaction between the Lua language and the Unity is as follows: the automatic serialization in said step S3 is automatically completed by Unity.
7. The method of claim 6, wherein the data interaction between the Lua language and the Unity is as follows: the step S3 needs to mark the scene file or the prefabricated file of Unity as dirty before storing.
8. The method of claim 7, wherein the data interaction between the Lua language and Unity is as follows: the deserialization process in step S4 is performed automatically for Unity.
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CN113656417A (en) * 2021-07-23 2021-11-16 厦门雅基软件有限公司 Data processing method, device, equipment and computer readable storage medium
CN114679493A (en) * 2022-03-23 2022-06-28 北京睿芯高通量科技有限公司 Safe method for transmitting data in serialization and deserialization mode

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