一.xLua配置
1.GitHub 下载xLua压缩包 地址: xLua. 点击Code下载压缩包。
2.解压后,将Assets中四个文件复制到Unity项目Assets文件夹下
3.将Tool文件复制到Assets同级目录下
4.点击Build Settings.
点击Player Settings
OtherSettings的Scripting Define Symbols设置为HOTFIX_ENABLE
然后回车
5.找到Unity安装位置,将Editor\Data\Managed目录下3个dll文件
复制到Unity工程目录Assets\XLua\Src\Editor下
注意:工程目录不能存在中文
二. xLua使用
删除工程中xLua文件夹下的Examples文件夹
1.需要热更新的类加上[Hotfix]标签
2.需要热更的方法加上 [LuaCallCSharp]标签
3.编写lua脚本
例如: fish.lua.txt 文件
xlua.hotfix(CS.Gun,‘Attack’,function(self)
—用Lua实现业务逻辑
end)
fishDispose.lua.txt文件
xlua.hotfix(CS.Gun,‘Attack’,nil)
访问类的私有成员和方法xlua.private_accessible(CS.Gun)
4.在C#中和Xlua交互。编写HotFixScript脚本
using UnityEngine;
using XLua;
using System.IO;
public class HotFixScript : MonoBehaviour
{
private LuaEnv luaEnv;
private void Start()
{
luaEnv = new LuaEnv(); //创建xLua虚拟环境
luaEnv.AddLoader(MyLoader);//加载txt中xLua代码
luaEnv.DoString("require 'fish'");
}
private byte[] MyLoader(ref string filePath) {
//自定义加载器
string absPath = @"E:\unity3d progect\XluaProjects\PlayerGamePackage\"+filePath+".lua.txt";
return System.Text.Encoding.UTF8.GetBytes(File.ReadAllText(absPath));
}
private void OnDisable()
{
luaEnv.DoString("require 'fishDispose'");//注销引用
}
private void OnDestroy()
{
luaEnv.Dispose();//注销xLua虚拟环境
}
}
三.AB包
1.在工程Assets目录下创建Editor文件夹,新建CreateAB类放入其中
using UnityEditor;
using System.IO;
public class CreateAB
{
[MenuItem("Assets/Build AssetBundle")]
static void BuildAllAssetBundles() {
string dir = "AssetBundles";
if (!Directory.Exists(dir)) {
Directory.CreateDirectory(dir);
}
BuildPipeline.BuildAssetBundles(dir, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows64);
}
}
运行该代码后,就能将需要打包的资源打包到相对路径的AssetBundles目录下。
2.
(1)本地加载资源
public static Dictionary<string, GameObject> prefabDict = new Dictionary<string, GameObject>();
public static void LoadResource(string resName,string filePath) {
AssetBundle ab = AssetBundle.LoadFromFile(@"E:\unity3d progect\XluaProjects\FishingJoy\AssetBundles\" + filePath);
GameObject gameObject = ab.LoadAsset<GameObject>(resName);
prefabDict.Add(resName, gameObject);
}
public static GameObject GetGameObject(string goName) {
return prefabDict[goName];
}
(2)本地服务器加载资源
public static Dictionary<string, GameObject> prefabDict = new Dictionary<string, GameObject>();
[LuaCallCSharp]
public void LoadResource(string resName,string filePath) {
StartCoroutine(LoadResourceCoroutine(resName, filePath));
}
IEnumerator LoadResourceCoroutine(string resName, string filePath)
{
UnityWebRequest webRequest = UnityWebRequest.GetAssetBundle(@"http://localhost/AssetBundles/" + filePath);
yield return webRequest.Send();//发送请求
if (webRequest.isHttpError || webRequest.isNetworkError)
Debug.Log(webRequest.error);
else
{
Debug.Log(webRequest.downloadHandler.text);
}
AssetBundle ab = (webRequest.downloadHandler as DownloadHandlerAssetBundle).assetBundle;
GameObject gameObject = ab.LoadAsset<GameObject>(resName);
prefabDict.Add(resName, gameObject);
}
[LuaCallCSharp]
public static GameObject GetGameObject(string goName) {
return prefabDict[goName];
}
3.本地服务器加载lua文件
IEnumerator LoadResourceCorotine()
{
UnityWebRequest request = UnityWebRequest.Get(@"http://localhost/work.lua.txt");
yield return request.Send();
string str = request.downloadHandler.text;//获取处理器的文本 一堆资源的文本(字节)
File.WriteAllText(@".../work.lua.txt",str);
//若还有的话继续加载...注意这些都是内定的lua文件,一般都事先安排好。
}