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xlua的迁入与hotfix的环境配置

程序员文章站 2022-06-24 12:07:08
xlua的迁入与hotfix的环境配置hotfix的初次使用与打包的坑using UnityEngine;using XLua;[Hotfix]//添加这个标签后,就可以对类中任一方法进行更改public class HotfixTest : MonoBehaviour{ LuaEnv luaenv = new LuaEnv();// lua虚拟环境 publ......

xlua的迁入与hotfix的环境配置

hotfix的初次使用与打包的坑

using UnityEngine;
using XLua;

[Hotfix]//添加这个标签后,就可以对类中任一方法进行更改
public class HotfixTest : MonoBehaviour
{
    LuaEnv luaenv = new LuaEnv();// lua虚拟环境

    public int tick = 0; //如果是private的,在lua设置xlua.private_accessible(CS.HotfixTest)后即可访问

    // Use this for initialization
    void Start()
    {

    }

    // Update is called once per frame
    [LuaCallCSharp]//添加标签,在Lua中调用C#
    void Update()
    {
        if (++tick % 50 == 0)
        {
            Debug.Log(">>>>>>>>Update in C#, tick = " + tick);
        }
    }

    void OnGUI()
    {
        if (GUI.Button(new Rect(10, 10, 300, 80), "Hotfix"))
        {
            //对类中某个方法打补丁
            //xlua.hotfix(CS.HotfixTest,)//(类名,想要修复的方法,替换代码)
            luaenv.DoString(@"
                xlua.hotfix(CS.HotfixTest, 'Update', function(self)

                    --找到主相机,并输出名字    在Update中使用lua调用c#,要在Update上添加标签   [LuaCallCSharp]
                    local a= CS.UnityEngine.GameObject.Find('Main Camera')
                    CS.UnityEngine.Debug.Log(a.name)

                    self.tick = self.tick + 1
                    if (self.tick % 50) == 0 then
                        print('<<<<<<<<Update in lua, tick = ' .. self.tick)
                    end
                end)
            ");
        }

        string chHint = @"在运行该示例之前,请细致阅读xLua文档,并执行以下步骤:

1.宏定义:添加 HOTFIX_ENABLE 到 'Edit > Project Settings > Player > Other Settings > Scripting Define Symbols'。
(注意:各平台需要分别设置)

2.生成代码:执行 'XLua > Generate Code' 菜单,等待Unity编译完成。

3.注入:执行 'XLua > Hotfix Inject In Editor' 菜单。注入成功会打印 'hotfix inject finish!' 或者 'had injected!' 。";
        string enHint = @"Read documents carefully before you run this example, then follow the steps below:

1. Define: Add 'HOTFIX_ENABLE' to 'Edit > Project Settings > Player > Other Settings > Scripting Define Symbols'.
(Note: Each platform needs to set this respectively)

2.Generate Code: Execute menu 'XLua > Generate Code', wait for Unity's compilation.


3.Inject: Execute menu 'XLua > Hotfix Inject In Editor'.There should be 'hotfix inject finish!' or 'had injected!' print in the Console if the Injection is successful.";
        GUIStyle style = GUI.skin.textArea;
        style.normal.textColor = Color.red;
        style.fontSize = 16;
        GUI.TextArea(new Rect(10, 100, 500, 290), chHint, style);
        GUI.TextArea(new Rect(10, 400, 500, 290), enHint, style);
    }
}

1、将Xlua Assets中的内容copy到目标项目的Assets内

2、将XLua内的Tools复制到项目Assets外

3、打开项目,在项目的Build Settings——Other Settings——Scripting Define Symbols填入:HOTFIX_ENABLE

4、将本地Unity目录下的\Editor\Data\Managed下的Unity.Cecil.dll、Unity.Cecil.Mdb.dll、Unity.Cecil.Pdb.dll三个文件复制到项目中的\Assets\XLua\Src\Editor文件夹下

注意:不可将XLua放在中文目录下

5、逐步运行Unity中的XLua—Generate Code、Hotfix Inject In Editor(若第一次未出现,再重复运行一次).

 

6、打包发布时,需删掉XLua中的Examples,并且重新运行:XLua—Clear Generated Code—Generate Code—Hotfix Inject In Editor

本文地址:https://blog.csdn.net/qq_35422344/article/details/85929276

相关标签: xlua