XLua的MVVM框架

Loxodon.Framework.XLua 是一個XLua的開源的MVVM框架,它作爲Unity3D的MVVM框架Loxodon.Framework的插件來使用。使用這個框架,能夠作到徹底使用Lua來編寫遊戲邏輯,而且遵循MVVM的開發習慣,支持數據綁定,有感興趣的朋友能夠去github下載javascript

下面是代碼示例

  • 數據綁定示例

require("framework.System")

local Context = CS.Loxodon.Framework.Contexts.Context
local LuaBindingServiceBundle = CS.Loxodon.Framework.Binding.LuaBindingServiceBundle
local ObservableObject = require("framework.ObservableObject")
local ObservableDictionary = require("framework.ObservableDictionary")

---
--建立一個Account子視圖模型
--@module Account
local Account = class("Account",ObservableObject)

function Account:ctor(t)
	--執行父類ObservableObject的構造函數,這個重要,不然沒法監聽數據改變
	Account.super.ctor(self,t)
	
	if not (t and type(t)=="table") then
		self.id = 0
		self.username = ""
		self.Password = ""
		self.email = ""
		self.birthday = os.time({year =1970, month = 00, day =00, hour =00, min =00, sec = 00})
		self.address = ""
	end
end

---
--建立一個數據綁定示例的視圖模型
--@module DatabindingViewModel
local DatabindingViewModel = class("DatabindingViewModel",ObservableObject)

function DatabindingViewModel:ctor(t)
	--執行父類ObservableObject的構造函數,這個重要,不然沒法監聽數據改變
	DatabindingViewModel.super.ctor(self,t)
	
	if not (t and type(t)=="table") then
		self.account = Account()
		self.remember = false
		self.username = ""
		self.email = ""
		self.errors = ObservableDictionary()
	end
	
end

function DatabindingViewModel:submit()
	if #self.username < 1 then
		--注意C#字典類型的使用方式,經過set_Item或者get_Item 訪問
		self.errors:set_Item("errorMessage","Please enter a valid username.")
		return
	end
	
	if #self.email < 1 then
		--注意C#字典類型的使用方式,經過set_Item或者get_Item 訪問
		self.errors:set_Item("errorMessage","Please enter a valid email.")
		return
	end
	
	self.errors:Clear()
	
	self.account.username = self.username
	self.account.email = self.email
	self.account.remember = self.remember
end

---
--建立一個數據綁定視圖,擴展DatabindingExample.cs 對象,這裏的target是從C#腳本傳過來的
--@module DatabindingExample
local M = class("DatabindingExample",target)

function M:awake()
	local context = Context.GetApplicationContext()
	local container = context:GetContainer()
	
	--初始化Lua的數據綁定服務,通常建議在遊戲的C#啓動腳本建立
	local bundle = LuaBindingServiceBundle(container)
	bundle:Start();
end

function M:start()
	--初始化Account子視圖模型
	local account = Account({
			id = 1,
			username = "test",
			password = "test",
			email = "yangpc.china@gmail.com",
			birthday = os.time({year =2000, month = 03, day =03, hour =00, min =00, sec = 00}),
			address = "beijing",
			remember = true
		})
	
	--初始化視圖模型
	self.viewModel = DatabindingViewModel({
			account = account,
			username = "",
			email = "",
			remember = true,
			errors = ObservableDictionary()
		})
	
	self:BindingContext().DataContext = self.viewModel
	
	--進行數據綁定
	local bindingSet = self:CreateBindingSet();
	
	bindingSet:Bind(self.username):For("text"):To("account.username"):OneWay()
	bindingSet:Bind(self.password):For("text"):To("account.password"):OneWay()
	bindingSet:Bind(self.email):For("text"):To("account.email"):OneWay()
	bindingSet:Bind(self.remember):For("text"):To("account.remember"):OneWay()
	bindingSet:Bind(self.birthday):For("text"):ToExpression(function(vm)
			return os.date("%Y-%m-%d",vm.account.birthday)
		end ,"account.birthday"):OneWay()
	bindingSet:Bind(self.address):For("text"):To("account.address"):OneWay()
	bindingSet:Bind(self.errorMessage):For("text"):To("errors['errorMessage']"):OneWay()	
	bindingSet:Bind(self.usernameInput):For("text","onEndEdit"):To("username"):TwoWay()
	bindingSet:Bind(self.emailInput):For("text","onEndEdit"):To("email"):TwoWay()
	bindingSet:Bind(self.rememberInput):For("isOn","onValueChanged"):To("remember"):TwoWay()
	bindingSet:Bind(self.submit):For("onClick"):To("submit"):OneWay()
	
	bindingSet:Build()
end

return M
複製代碼
  • 在Lua中使用協程的示例

require("framework.System")

local util = require("xlua.util")
local Executors = CS.Loxodon.Framework.Execution.Executors
local ProgressResult = CS.Loxodon.Framework.Asynchronous["ProgressResult`1[System.Single]"]

---
-- 在Lua中使用協程的例子
-- 將一個Lua函數經過util.cs_generator包裝成一個C#的迭代器IEnumerator,而後用Executors調用
--@module CoroutineExample
local M=class("CoroutineExample",target)

function M:start()
	--[[--
	在C#腳本LuaBehaviour中定義的屬性或者是經過Variables配置而虛擬出來的屬性,均可以在Lua腳本中經過self.xxx 來訪問
	以下示例,經過self.startButton self.stopButton 訪問啓動和中止按鈕,經過self.slider 訪問滑動條
	]]	
	self.startButton.onClick:AddListener(function() 
			print("onClick Start")
			self.loadResult = self:Load()
			self.loadResult:Callbackable():OnProgressCallback(function(progress)
					--printf("progress:%0.2f",progress) -- 打印進度,%0.2f 是小數點2位的浮點數
					self.slider.value = progress
				end)
		end)
	
	self.stopButton.onClick:AddListener(function()
			if self.loadResult then
				self.loadResult:Cancel()
				self.loadResult = nil
			end
			print("onClick Stop") 
		end)
	
	print("lua start...")
end

---
-- 加載
function M:Load()
	local result = ProgressResult(true)
	Executors.RunOnCoroutineNoReturn(util.cs_generator(function() self:doLoad(result) end))
	return result
end

---
-- 模擬一個加載任務
function M:doLoad(promise)
	print("task start")
	
	for i = 1, 50 do
		--若是有取消請求,即調用了ProgressResult的Cancel()函數,則終止任務
		if promise.IsCancellationRequested then
			break
		end
		
		promise:UpdateProgress(i/50) --更新任務進度		
		
		--這裏coroutine.yield中能夠不傳入參數,則表示是每幀執行一次,
		--也能夠傳入全部繼承了YieldInstruction的參數,如:UnityEngine.WaitForSeconds(0.1)
		--還能夠傳入一個IEnumerator對象,如:AsyncResult.WaitForDone()
		coroutine.yield(CS.UnityEngine.WaitForSeconds(0.1))--等待0.1秒
	end	
	promise:UpdateProgress(1)
	promise:SetResult()	--設置任務執行完成
	print("task end")
end

return M
複製代碼
  • 建立窗口視圖的示例

LoginViewModel.luajava

require("framework.System")

local Context = CS.Loxodon.Framework.Contexts.Context
local SimpleCommand = CS.Loxodon.Framework.Commands.SimpleCommand
local AsyncTask = CS.Loxodon.Framework.Asynchronous["AsyncTask`1[System.Object]"]

local ObservableObject = require("framework.ObservableObject")
local ObservableDictionary = require("framework.ObservableDictionary")
local InteractionRequest = require("framework.InteractionRequest")

---
--模塊
--@module LoginViewModel
local M=class("LoginViewModel",ObservableObject)

--[[--
構造函數
@param #table self
@param #table t 初始化參數
]]
function M:ctor(t)
	M.super.ctor(self,t)

	self.username = self.globalPreferences:GetString("LAST_USERNAME", "");
	self.password = ""
	self.account = nil
	self.errors = ObservableDictionary()

	self.loginCommand = SimpleCommand(function() self:login() end,true)
	self.cancelCommand = SimpleCommand(function() self.interactionFinished:Raise(nil) end,true)

	self.interactionFinished = InteractionRequest(self)
	self.toastRequest = InteractionRequest(self)
end

function M:validateUsername()
	if not self.username or self.username == '' or not string.gmatch(self.username, "^[a-zA-Z0-9_-]{4,12}$") then
		self.errors:set_Item("username",self.localization:GetText("login.validation.username.error", "Please enter a valid username."))
		return false
	else
		self.errors:Remove("username");
		return true
	end
end

function M:validatePassword()
	if not self.password or self.password == '' or not string.gmatch(self.password, "^[a-zA-Z0-9_-]{4,12}$") then
		self.errors:set_Item("password",self.localization:GetText("login.validation.password.error", "Please enter a valid password."))
		return false
	else
		self.errors:Remove("password");
		return true
	end
end

function M:login()
	self.account = nil;
    self.loginCommand.Enabled = false --by databinding, auto set button.interactable = false.

	local task = nil

	if not (self:validateUsername() and self:validatePassword()) then
		task = AsyncTask(function() return nil end)
	else
		task = AsyncTask(function()
            local result = self.accountService:Login(self.username, self.password)
            local account = result:Synchronized():WaitForResult()
            if account then            
                Context.GetApplicationContext():GetMainLoopExcutor():RunOnMainThread(function()
                    self.globalPreferences:SetString("LAST_USERNAME", self.username)
                    self.globalPreferences:Save()
                end)
            end
            return account
        end)
	end

	task:OnPostExecute(function(account)
        if account then
            --login success

            self.account = account
            self.interactionFinished:Raise(nil) --Interaction completed, request to close the login window 
        else 
            --Login failure

            local tipContent = self.localization:GetText("login.failure.tip", "Login failure.")
            self.toastRequest:Raise(tipContent) --show toast
        end
    end):OnError(function(e)
        local tipContent = self.localization:GetText("login.exception.tip", "Login exception.")
        self.toastRequest:Raise(tipContent) --show toast
    end):OnFinish(function()
        self.loginCommand.Enabled = true --by databinding, auto set button.interactable = true.
    end):Start()
end

return M
複製代碼

LoginWindow.luagit

require("framework.System")

local Loading = CS.Loxodon.Framework.Views.Loading
local Toast = CS.Loxodon.Framework.Views.Toast

---
--模塊
--@module LoginWindow
local M=class("LoginWindow",target)

function M:onCreate(bundle)
	local bindingSet = self:CreateBindingSet();

	bindingSet:Bind():For("onInteractionFinished"):To("interactionFinished")
    bindingSet:Bind():For("onToastShow"):To("toastRequest")

	bindingSet:Bind(self.username):For ("text", "onEndEdit"):To ("username"):TwoWay ()
	bindingSet:Bind(self.usernameErrorPrompt):For ("text"):To ("errors['username']"):OneWay ()
	bindingSet:Bind(self.password):For ("text","onEndEdit"):To ("password"):TwoWay ()
	bindingSet:Bind(self.passwordErrorPrompt):For ("text"):To ("errors['password']"):OneWay ()
	bindingSet:Bind(self.confirmButton):For ("onClick"):To ("loginCommand")
	bindingSet:Bind(self.cancelButton):For ("onClick"):To ("cancelCommand")
	bindingSet:Build()
end

function M:onInteractionFinished(sender, args)
    self:Dismiss()
end

function M:onToastShow(sender, args)
    local notification = args.Context
    if not notification then
        return
	end

    Toast.Show(self, notification, 2);
end

return M
複製代碼

下載和安裝

請在github下載項目 Loxodon.Framework,在Docs/XLua目錄下面有個插件包Loxodon.Framework.XLua,安裝以後,就能夠徹底使用Lua來開發遊戲,安裝步驟請看Docs/XLua/Readme 文件,若是疑問,請加技術支持羣,在項目介紹頁面能看到。github

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