cocos2d多语言互调之二---java调lua

1 package org.cocos2dx.lib;
2 
3 public class Cocos2dxLuaJavaBridge
4 {
5     public static native int callLuaFunctionWithString(int luaFunctionId, String value);
6     public static native int callLuaGlobalFunctionWithString(String luaFunctionName, String value);
7     public static native int retainLuaFunction(int luaFunctionId);
8     public static native int releaseLuaFunction(int luaFunctionId);
9 }
public static native int callLuaFunctionWithString(int luaFunctionId, String value);  // 调用局部Lua-Function
public static native int callLuaGlobalFunctionWithString(String luaFunctionName, String value); // 调用全局Lua-Function
public static native int retainLuaFunction(int luaFunctionId); // retain一次Lua-Function
public static native int releaseLuaFunction(int luaFunctionId); // release掉Lua-Function
下面提供callLuaFunctionWithString用法:
function JniUtil:callJavaCallbackLua(func)
    local luaj = require "cocos.cocos2d.luaj"
    local className = "org/cocos2dx/lua/AppActivity"
    local args = { "callbacklua", func }
    local sigs = "(Ljava/lang/String;I)V"
    local ok = luaj.callStaticMethod(className,"callbackLua",args,sigs)
    if not ok then
        print("============= call callback error")
    else
        print("------------- call callback success")
    end
end
某启用充值的地方,预先注册局部函数


local function onBack(msg)
    self:resumeGame() 
end

JniUtil:getInstance():callJavaCallbackLua(onBack)
Java中可以直接回调这个函数,也可以先保存下来这个注册的Lua局部函数,一般都是保存下来,等待启用SDK充值逻辑走完后再回调
static int luaFuncCallback = 0;
public static void callbackLua(final String tipInfo,final int luaFunc){
  // 根据需要,看是否要retainLuaFunction
  luaFuncCallback = luaFunc;
  // tipInfo为Lua里传来的“callbacklua”这里没用
}
Java中充值后回调函数中调用游戏里的lua逻辑

sInstance.runOnGLThread(new Runnable() {
  @Override
  public void run() {
    Cocos2dxLuaJavaBridge.callLuaFunctionWithString(luaFuncCallback, "success");
    Cocos2dxLuaJavaBridge.releaseLuaFunction(luaFuncCallback);
  }
});
 
原文地址:https://www.cnblogs.com/danmoqingshan/p/7561643.html