Xlua hotfix C#案例

1 Xlua调用C#方法并传递参数

lua调用C#协程,传递Action类型参数,c#中Action类型参数,可以直接用function进行替代

public void TestFuntion()
    {
        Action<string> callBack = (res) =>
        {
            Debug.Log("res is " + res);
        };
        StartCoroutine(TextEnumerator(callBack));
    }

    IEnumerator TextEnumerator(Action<string> callBack)
    {
        yield return new WaitForSeconds(0.1f);
        Debug.Log("finish waite in unity");
        callBack?.Invoke("excute callback");
    }

lua hotfix重写TestFuntion方法

xlua.hotfix( CS.GameMain, {
	TestFuntion = function(self)
		local endAction = function(res)
			print("lua endAction", res)
		end
		self:StartCoroutine(self:TextEnumerator(endAction))
	end;

})

执行结果
在这里插入图片描述

lua调用C#协程,传递集合类型参数,c#中集合类型参数,可以直接用table类型数据进行替代

public class User
{
    public string Name { get; set; }
    public int Age { get; set; }

    public User(string name, int age)
    {
        this.Name = name;
        this.Age = age;
    }
}
......

public void ShowDictionary(Dictionary<string, User> dic)
    {
        foreach (var VARIABLE in dic)
        {
            Debug.Log("dic info is " + VARIABLE.Key + ":" + VARIABLE.Value.Name);
        }
    }

lua调用c#方法,参数类型是 Dictionary<string, User>

xlua.hotfix( CS.GameMain, {
	TestFuntion = function(self)
		local tab={}
		tab["dd"] = CS.User("tom", 22)
		tab["ff"] = CS.User("jeck", 18)
		--调用C#方法,参数是
		self:ShowDictionary(tab)
	end;
})

执行结果
在这里插入图片描述

2重写协程方法

IEnumerator TextEnumerator(Action<string> callBack)
    {
        yield return new WaitForSeconds(0.1f);
        Debug.Log("finish waite in unity");
        callBack?.Invoke("excute callback");
    }

lua重写协程方法的时候,要用的xlua提供的工具脚本util中cs_generator方法,工具位置在XLua/Resources/xlua/util.lua.txt

local util = require("xlua.util")

xlua.hotfix( CS.GameMain, {
	
	TextEnumerator = function(self, endAction)
		return util.cs_generator(function()
			coroutine.yield(UnityEngine.WaitForSeconds(0.1))
			print("wait 0.1 second finish")
			coroutine.yield(0)
			print("wait finish")
			endAction("lua excute callback ")
		end)
	end;


})

运行结果
在这里插入图片描述
.

3 lua中创建C#集合类型数据对象

lua 代码

local UnityEngine = CS.UnityEngine
local util = require("xlua.util")

local TestDictionary = function (  )
		--创建list
		local List_V3 = CS.System.Collections.Generic.List(UnityEngine.Vector3)
		local v3List = List_V3()
		v3List:Add(UnityEngine.Vector3(1,1,1))
		v3List:Add(UnityEngine.Vector3(2,1,1))
		v3List:Add(UnityEngine.Vector3(3,1,1))
		for i=0,v3List.Count-1 do
				print(v3List[i])
		end
		--创建字典 key:string, value:string
		local Dic_String_String=CS.System.Collections.Generic.Dictionary(CS.System.String, CS.System.String)
		local dicString=Dic_String_String()
		dicString:Add("ddd", "this is dictionary test")
		print(dicString:get_Item("ddd"))

		local vect3 = UnityEngine.Vector3(1,11,111)
		print(vect3)

		--创建字典 key:string, value:Vector3
		local Dic_String_V3=CS.System.Collections.Generic.Dictionary(CS.System.String, UnityEngine.Vector3)
		local dic3=Dic_String_V3()
		dic3:Add("s0",UnityEngine.Vector3.right)
		dic3:Add("s1",UnityEngine.Vector3.zero)
		-- lua中创建的字典若键不是int类型 需要使用set_Item, get_Item特殊的访问方式
		print(dic3:get_Item("s0"))
		print("s1 is", dic3:get_Item("s1"))
		dic3:set_Item("s0", CS.UnityEngine.Vector3(1,11,111))
		for i,v in pairs(dic3) do
			print("Dictionary item:",i,v)
		end
end;


xlua.hotfix( CS.GameMain, {
	
	TestFuntion = function(self)
		TestDictionary()
	end;


})

unity执行结果
在这里插入图片描述

unity中可以正常执行,但是在IL2Cpp模式下,打包安装到手机上面之后,运行会报错 for which no ahead of time (AOT) code was generated,报错的原因好像是因为没有定义调用对象类型, 导致的

LuaException: c# exception:Attempting to call method 'System.Collections.Generic.Dictionary`2[[System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089],[UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]::.ctor' for which no ahead of time (AOT) code was generated.,stack:  at System.Reflection.MonoCMethod.InternalInvoke (System.Object obj, System.Object[] parameters) [0x00000] in <00000000000000000000000000000000>:0 
  at XLua.OverloadMethodWrap.Call (System.IntPtr L) [0x00000] in <00000000000000000000000000000000>:0 
  at XLua.MethodWrap.Call (System.IntPtr L) [0x00000] in <00000000000000000000000000000000>:0 
  at XLua.StaticLuaCallbacks.FixCSFunction (System.IntPtr L) [0x00000] in <00000000000000000000000000000000>:0 
stack traceback:
        [C]: in local 'Dic_String_V3'
        mylua.lua:25: in upvalue 'TestDictionary'
        mylua.lua:41: in function <mylua.lua:40>

我这边测试的时候,发现如果在C#中有创建这个类型的dictionary类型对象,lua在次调用在手机上面就不会报错了
比如c#代码这样写

public void TestFuntion()
    {
        Action<string> callBack = (res) =>
        {
            Debug.Log("res is " + res);
        };
        StartCoroutine(TextEnumerator(callBack));
        //创建 Dictionary<string, Vector3>
        Dictionary<string, Vector3> dic = new Dictionary<string, Vector3>();
    }

4 泛型方法

c# json序列化测试

[Serializable]
public class Book
{
    public string name ;
    public string price;
    public int pageNum;

    public Book(string name, string price, int page)
    {
        this.name = name;
        this.price = price;
        this.pageNum = page;
    }

}
......

public void JsonTest()
    {
        Book u = new Book("Unity 入门到放弃", "$99", 10000);
        string json = JsonUtility.ToJson(u).ToString();
        Debug.Log(json);
        Book bb = FromJsone<Book>(json);
        Debug.Log(bb.name);
    }

    public T FromJsone<T>(string json)
    {
       T res = JsonUtility.FromJson<T>(json);
       return res;
    }

lua调用json反序列化方法

xlua.hotfix( CS.GameMain, {
	
	JsonTest = function(self)
		local u = CS.Book("lua 入门到放弃", "$88", 8888)
		local json = CS.UnityEngine.JsonUtility.ToJson(u)
		print(json)
		--定义泛型方法
		local methord = xlua.get_generic_method(CS.GameMain,"FromJsone")
		--定义泛型参数类型
		local fromJson = methord(CS.Book)
		--调用泛型方法,第一个参数是调用对象,后面是方法参数
		local bb = fromJson(self, json)
		print(bb.name)
	end;

})

运行结果
在这里插入图片描述

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转载自blog.csdn.net/u011484013/article/details/125658387