Unity3D中如何使用XLua实现热补丁对C代码的修改?

2026-04-27 11:582阅读0评论SEO教程
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本文共计316个文字,预计阅读时间需要2分钟。

Unity3D中如何使用XLua实现热补丁对C代码的修改?

在场景中挂载脚本,使用自定义Loader加载。示例代码如下:

csharpusing System.Collections;using System.Collections.Generic;using UnityEngine;using XLua;using System.IO;using UnityEngine.Networking;

public class HotFixScript : MonoBehaviour{ private void Start() { // 加载自定义Loader CustomLoader customLoader=new CustomLoader(); LuaEnv luaEnv=new LuaEnv(customLoader);

Unity3D中如何使用XLua实现热补丁对C代码的修改?

// 执行Lua脚本 luaEnv.DoString(print('Hello, world!')); }}


先在场景中挂载脚本,加载自定义Loader

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using XLua;
using System.IO;
using UnityEngine.Networking;

public class HotFixScript : MonoBehaviour {

private LuaEnv luaEnv;

private void Awake()
{
luaEnv = new LuaEnv();
luaEnv.AddLoader(MyLoader);
luaEnv.DoString("require 'xxx'");
}

// Use this for initialization
void Start () {

}

// Update is called once per frame
void Update () {

}


private byte[] MyLoader(ref string filePath)
{
string absPath = @"xxx\" + filePath+".lua.txt";
return System.Text.Encoding.UTF8.GetBytes(File.ReadAllText(absPath));
}

private void OnDisable()
{
luaEnv.DoString("require 'xxxDispose'");
}

private void OnDestroy()
{
luaEnv.Dispose();
}

要修复的C#脚本类上打上
[Hotfix]
这个类要修复的函数打上
[LuaCallCSharp]

例如

[Hotfix]
public class Test1: MonoBehaviour
{

[LuaCallCSharp]
private void OnTest()
{
Debug.Log("C#");
}
}

lua代码如下:

local UnityEngine = CS.UnityEngine
xlua.hotfix(CS.Test1,'OnTest',function(self)
-- body
UnityEngine.Debug.Log("Lua")
end
end)


本文共计316个文字,预计阅读时间需要2分钟。

Unity3D中如何使用XLua实现热补丁对C代码的修改?

在场景中挂载脚本,使用自定义Loader加载。示例代码如下:

csharpusing System.Collections;using System.Collections.Generic;using UnityEngine;using XLua;using System.IO;using UnityEngine.Networking;

public class HotFixScript : MonoBehaviour{ private void Start() { // 加载自定义Loader CustomLoader customLoader=new CustomLoader(); LuaEnv luaEnv=new LuaEnv(customLoader);

Unity3D中如何使用XLua实现热补丁对C代码的修改?

// 执行Lua脚本 luaEnv.DoString(print('Hello, world!')); }}


先在场景中挂载脚本,加载自定义Loader

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using XLua;
using System.IO;
using UnityEngine.Networking;

public class HotFixScript : MonoBehaviour {

private LuaEnv luaEnv;

private void Awake()
{
luaEnv = new LuaEnv();
luaEnv.AddLoader(MyLoader);
luaEnv.DoString("require 'xxx'");
}

// Use this for initialization
void Start () {

}

// Update is called once per frame
void Update () {

}


private byte[] MyLoader(ref string filePath)
{
string absPath = @"xxx\" + filePath+".lua.txt";
return System.Text.Encoding.UTF8.GetBytes(File.ReadAllText(absPath));
}

private void OnDisable()
{
luaEnv.DoString("require 'xxxDispose'");
}

private void OnDestroy()
{
luaEnv.Dispose();
}

要修复的C#脚本类上打上
[Hotfix]
这个类要修复的函数打上
[LuaCallCSharp]

例如

[Hotfix]
public class Test1: MonoBehaviour
{

[LuaCallCSharp]
private void OnTest()
{
Debug.Log("C#");
}
}

lua代码如下:

local UnityEngine = CS.UnityEngine
xlua.hotfix(CS.Test1,'OnTest',function(self)
-- body
UnityEngine.Debug.Log("Lua")
end
end)