Code Monkey home page Code Monkey logo

sluaunreal's Introduction

What's slua-unreal?

slua-unreal is unreal4 plugin, you can use lua language to develop game login and hot fix your lua code via this plugin, slua-unreal give you 3 way to wrap your c++ interface for lua, including reflection(by blueprint), c++ template and static code generation by a tool, meanwhile you can communicate with blueprint, call lua from blueprint, vice versa.

slua-unreal 是什么

slua-unreal作为unreal引擎的插件,通过unreal自带蓝图接口的反射能力,结合libclang静态c++代码分析,自动化导出蓝图接口和静态c++接口,提供给lua语言,使得可以通过lua语言开发unreal游戏业务逻辑,方便游戏高效迭代开发,上线热更新,同时支持lua到c++双向,lua到蓝图双向调用,使用lua语言完美替代unreal的c++开发方式,修改业务逻辑不需要等待c++编译,大大提升开发速度。

目前该项目作为腾讯PUBG手游和潘多拉系统,该系统用于腾讯UE4游戏业务,帮助游戏业务构建周边系统、运营系统,上线质量稳定。

欢迎issue,pr,star,fork。

Showcases

icon_logologo

Feature

  • call reflection method exported by blueprint
  • add event listener for blueprint event as lua function
  • normal c++ function and class exported by c++ template
  • auto code generation to wrap your normal c++ fucntion to lua
  • support enum, FVector etc
  • support operator overload in FVector or other struct class
  • support extension method to add a non-blueprint function to uobject for lua use(extent bluepirnt function)
  • call lua function from blueprint, vise versa
  • detect dead loop code, report error if happen dead loop
  • support multi state for isolate lua runtime
  • cpu profile tool
  • multithread lua gc

slua-unreal 有什么功能

  • 通过蓝图反射机制,自动导出unreal 4的蓝图api到lua接口
  • 支持以lua function作为蓝图事件的回调函数
  • 支持普通c++函数和类 通过静态代码生成或者泛型代码展开导出到lua接口,同时支持与蓝图接口交互
  • 完整支持了unreal4的枚举,并导出了全部枚举值到lua
  • 支持FVector等非蓝图类,同时支持操作符重载
  • 支持扩展方法,将某些未标记为蓝图方法的函数,手动添加到蓝图类中,例如UUserWidget的GetWidgetFromName方法。
  • 支持从蓝图中调入lua,并接收lua返回值,支持任意参数类型和任意参数个数。
  • 支持蓝图out标记参数,支持c++非const引用作为out类型参数返回。
  • 自动检查脚本死循环,当代码运行超时自动报错。
  • 支持多luastate实例,用于创建不同运行环境的luastate。
  • lua代码支持cpu profile
  • lua 多线程 GC

1

使用方法简单范例

Usage at glance

-- import blueprint class to use
local Button = import('Button');
local ButtonStyle = import('ButtonStyle');
local TextBlock = import('TextBlock');
local SluaTestCase=import('SluaTestCase');
-- call static function of uclass
SluaTestCase.StaticFunc()
-- create Button
local btn=Button();
local txt=TextBlock();
-- load panel of blueprint
local ui=slua.loadUI('/Game/Panel.Panel');
-- add to show
ui:AddToViewport(0);
-- find sub widget from the panel
local btn2=ui:FindWidget('Button1');
local index = 1
-- handle click event
btn2.OnClicked:Add(function() 
    index=index+1
    print('say helloworld',index) 
end);
-- handle text changed event
local edit=ui:FindWidget('TextBox_0');
local evt=edit.OnTextChanged:Add(function(txt) print('text changed',txt) end);

-- use FVector
local p = actor:K2_GetActorLocation()
local h = HitResult()
local v = FVector(math.sin(tt)*100,2,3)
local offset = FVector(0,math.cos(tt)*50,0)
-- support Operator
local ok,h=actor:K2_SetActorLocation(v+offset,true,h,true)
-- get referenced value
print("hit info",h)

在蓝图中调用lua

Blueprint call lua

-- this function called by blueprint
function bpcall(a,b,c,d)
    print("call from bp",a,b,c,d)
end

Output is:

Slua: call from bp 1024 Hello World 3.1400001049042 UObject: 0x136486168

使用lua扩展Actor

Using lua extend Actor

-- LuaActor.lua
local actor={}

-- override event from blueprint
function actor:BeginPlay()
    self.bCanEverTick = true
    print("actor:BeginPlay")
end

function actor:Tick(dt)
    print("actor:Tick",self,dt)
    -- call actor function
    local pos = self:K2_GetActorLocation()
    -- can pass self as Actor*
    local dist = self:GetHorizontalDistanceTo(self)
    print("actor pos",pos,dist)
end

return actor

性能

slua-unreal提供3中技术绑定lua接口,包括:

1)蓝图反射方法

2)静态代码生成

3)CppBinding(模板展开)

其中方法2和3运行原理上没差别,只是方法2是基于libclang自动化生成代码,方法3是手写代码,所以下面的统计上仅针对1和3来对比,可以认为2和3的性能是等价的。

100万次函数调用时间统计(秒),测试用例可以参考附带的TestPerf.lua文件。

测试机器 MacOSX,Unreal 4.18 dev版(非release,release应该会稍微快一点),CPU i7 4GHz。

Performance

unit in second, 1,00,000 call to c++ interface from lua, compared reflection and cppbinding, (both reflection and cppbinding support by slua-unreal).

Test machine, MacOSX, Unreal 4.18 develop building, CPU i7 4GHz, test case can find in TestPerf.lua

蓝图反射方法(Reflection) CppBinding方法(CppBinding)
空函数调用(empty function call) 0.541507 0.090571
函数返回int(function return int) 0.560052 0.090419
传入int函数返回int(function return int and pass int) 0.587115 0.097639
传入Fstring函数返回int(function return FString and pass int) 0.930042 0.223207

与slua unity版本相比,因为unreal的蓝图反射更高效,没有gc alloc开销,基于蓝图反射的方法的性能比slua unity的静态代码生成还要快1倍,而cppbinding则快一个数量级。

相关参考

slua-unreal依赖dot-clang做c++静态代码生成的工具稍后开源,目前常用FVector等常用类的静态生成代码已经附带。

使用帮助(Document in Chinese)

调试器支持 Debugger

更完整的demo

sluaunreal's People

Contributors

fdcumt avatar jayatubi avatar kakapo00 avatar lyuavery avatar pangweiwei avatar rpg3d avatar scriptkitz avatar shrimpabc avatar zjhongxian avatar

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.