(转)LuaPlus子表遍历

简单的配置,先将就用吧,luaplus那由于别人的教材在表循环那里没写清楚,导致浪费了很多时间,最后还是看src才知道。

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tabObjectData = {
[0x00001000] = {
   MeshName = "00040_lian.mesh",
   MeshDIR = "/models/Player/female/",
   ShowName = "女主角1",
   Scale = 0.01,
   Image = "ptgw.tga",
   ImageIndex = 0,
   EffectList = {
    [0x00000001] = {
     BindBone = "",
     OffestPos = { x = 0.0, y = 0.0, z= 0.0 },
     Direction = { x = 0.0, y = 0.0, z= 0.0 }
    }
   }
},
[0x00002000] = {
   MeshName = "男衣服30.mesh",
   MeshDIR = "/models/Player/male/",
   ShowName = "女主角1",
   Scale = 0.01,
   Image = "ptgw.tga",
   ImageIndex = 0,
   EffectList = {
    [0x00000001] = {
     BindBone = "",
     OffestPos = { x = 0.0, y = 0.0, z= 0.0 },
     Direction = { x = 0.0, y = 0.0, z= 0.0 }
    }
   }
},
[0x00000007] = {
   MeshName = "ninja.mesh",
   MeshDIR = "/models/Player/ninja/s",
   ShowName = "女主角1",
   Scale = 0.01,
   Image = "ptgw.tga",
   ImageIndex = 0,
   EffectList = {
    [0x00000001] = {
     BindBone = "",
     OffestPos = { x = 0.0, y = 0.0, z= 0.0 },
     Direction = { x = 0.0, y = 0.0, z= 0.0 }
    }
   }
}
}

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LuaPlus::LuaObject ObjectData = GameGlobalManager::GetSingletonPtr()->getLuaState().Get()->GetGlobal( "tabObjectData" );
for ( LuaTableIterator it( ObjectData ); it; it++ )
{
   LuaPlus::LuaObject gameObj = it.GetValue();
   if ( gameObj.IsTable() )
   {
    //每个对象的表了
    printf( "对象:%08x\n", it.GetKey().ToInteger() );
   
    LuaPlus::LuaObject EffectObj = gameObj.GetByName( "EffectList" );
    if ( EffectObj.IsTable() )
    {
     for ( LuaTableIterator itr( EffectObj ); itr; itr++ )
     {
      if ( itr.GetValue().IsTable() )
      {
       printf( "对象:%08x的特效:%08x\n", it.GetKey().ToInteger(), itr.GetKey().ToInteger() );
      }
     }
    }    
   }   
}


原文地址:https://www.cnblogs.com/lancidie/p/1903562.html