Hotfix
HotfixTest.cs
using UnityEngine;
using XLua;
[Hotfix]
public class HotfixTest : MonoBehaviour
{
LuaEnv luaenv = new LuaEnv();
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
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"))
{
luaenv.DoString(@"
xlua.hotfix(CS.HotfixTest, 'Update', function(self)
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);
}
}
HotfixTest2.cs
using UnityEngine;
using System.Collections.Generic;
using XLua;
[CSharpCallLua]
public delegate int TestOutDelegate(HotfixCalc calc, int a, out double b, ref string c);
[Hotfix]
public class HotfixCalc
{
public int Add(int a, int b)
{
return a - b;
}
public Vector3 Add(Vector3 a, Vector3 b)
{
return a - b;
}
public int TestOut(int a, out double b, ref string c)
{
b = a + 2;
c = "wrong version";
return a + 3;
}
public int TestOut(int a, out double b, ref string c, GameObject go)
{
return TestOut(a, out b, ref c);
}
public T Test1<T>()
{
return default(T);
}
public T1 Test2<T1, T2, T3>(T1 a, out T2 b, ref T3 c)
{
b = default(T2);
return a;
}
public static int Test3<T>(T a)
{
return 0;
}
public static void Test4<T>(T a)
{
}
public void Test5<T>(int a, params T[] arg)
{
}
}
public class NoHotfixCalc
{
public int Add(int a, int b)
{
return a + b;
}
}
[Hotfix]
public class GenericClass<T>
{
T a;
public GenericClass(T a)
{
this.a = a;
}
public void Func1()
{
Debug.Log("a=" + a);
}
public T Func2()
{
return default(T);
}
}
[Hotfix]
public class InnerTypeTest
{
public void Foo()
{
_InnerStruct ret = Bar();
Debug.Log("{x=" + ret.x + ",y= " + ret.y + "}");
}
struct _InnerStruct
{
public int x;
public int y;
}
_InnerStruct Bar()
{
return new _InnerStruct { x = 1, y = 2 };
}
}
[Hotfix]
public struct StructTest
{
GameObject go;
public StructTest(GameObject go)
{
this.go = go;
}
public GameObject GetGo(int a, object b)
{
return go;
}
}
[Hotfix(HotfixFlag.Stateful)]
public struct GenericStruct<T>
{
T a;
public GenericStruct(T a)
{
this.a = a;
}
public T GetA(int p)
{
return a;
}
}
public class HotfixTest2 : MonoBehaviour {
// Use this for initialization
void Start () {
LuaEnv luaenv = new LuaEnv();
HotfixCalc calc = new HotfixCalc();
NoHotfixCalc ordinaryCalc = new NoHotfixCalc();
int CALL_TIME = 100 * 1000 * 1000 ;
var start = System.DateTime.Now;
for (int i = 0; i < CALL_TIME; i++)
{
calc.Add(2, 1);
}
var d1 = (System.DateTime.Now - start).TotalMilliseconds;
Debug.Log("Hotfix using:" + d1);
start = System.DateTime.Now;
for (int i = 0; i < CALL_TIME; i++)
{
ordinaryCalc.Add(2, 1);
}
var d2 = (System.DateTime.Now - start).TotalMilliseconds;
Debug.Log("No Hotfix using:" + d2);
Debug.Log("drop:" + ((d1 - d2) / d1));
Debug.Log("Before Fix: 2 + 1 = " + calc.Add(2, 1));
Debug.Log("Before Fix: Vector3(2, 3, 4) + Vector3(1, 2, 3) = " + calc.Add(new Vector3(2, 3, 4), new Vector3(1, 2, 3)));
luaenv.DoString(@"
xlua.hotfix(CS.HotfixCalc, 'Add', function(self, a, b)
return a + b
end)
");
Debug.Log("After Fix: 2 + 1 = " + calc.Add(2, 1));
Debug.Log("After Fix: Vector3(2, 3, 4) + Vector3(1, 2, 3) = " + calc.Add(new Vector3(2, 3, 4), new Vector3(1, 2, 3)));
double num;
string str = "hehe";
int ret = calc.TestOut(100, out num, ref str);
Debug.Log("ret = " + ret + ", num = " + num + ", str = " + str);
luaenv.DoString(@"
xlua.hotfix(CS.HotfixCalc, 'TestOut', function(self, a, c, go)
print('TestOut', self, a, c, go)
if go then error('test error') end
return a + 10, a + 20, 'right version'
end)
");
str = "hehe";
ret = calc.TestOut(100, out num, ref str);
Debug.Log("ret = " + ret + ", num = " + num + ", str = " + str);
luaenv.DoString(@"
xlua.hotfix(CS.HotfixCalc, {
Test1 = function(self)
print('Test1', self)
return 1
end;
Test2 = function(self, a, b)
print('Test1', self, a, b)
return a + 10, 1024, b
end;
Test3 = function(a)
print(a)
return 10
end;
Test4 = function(a)
print(a)
end;
Test5 = function(self, a, ...)
print('Test4', self, a, ...)
end
})
");
int r1 = calc.Test1<int>();
double r2 = calc.Test1<double>();
Debug.Log("r1:" + r1 + ",r2:" + r2);
string ss = "heihei";
int r3 = calc.Test2(r1, out r2, ref ss);
Debug.Log("r1:" + r1 + ",r2:" + r2 + ",r3:" + r3 + ",ss:" + ss);
r3 = HotfixCalc.Test3("test3");
r3 = HotfixCalc.Test3(2);
r3 = HotfixCalc.Test3(this);
Debug.Log("r3:" + r3);
HotfixCalc.Test4(this);
HotfixCalc.Test4(2);
calc.Test5(10, "a", "b", "c");
calc.Test5(10, 1, 3, 5);
Debug.Log("----------------------before------------------------");
TestStateful();
System.GC.Collect();
System.GC.WaitForPendingFinalizers();
luaenv.DoString(@"
xlua.hotfix(CS.StatefullTest, {
['.ctor'] = function(csobj)
return {evt = {}, start = 0}
end;
set_AProp = function(self, v)
print('set_AProp', v)
self.AProp = v
end;
get_AProp = function(self)
return self.AProp
end;
get_Item = function(self, k)
print('get_Item', k)
return 1024
end;
set_Item = function(self, k, v)
print('set_Item', k, v)
end;
add_AEvent = function(self, cb)
print('add_AEvent', cb)
table.insert(self.evt, cb)
end;
remove_AEvent = function(self, cb)
print('remove_AEvent', cb)
for i, v in ipairs(self.evt) do
if v == cb then
table.remove(self.evt, i)
break
end
end
end;
Start = function(self)
print('Start')
for _, cb in ipairs(self.evt) do
cb(self.start, 2)
end
self.start = self.start + 1
end;
StaticFunc = function(a, b, c)
print(a, b, c)
end;
GenericTest = function(self, a)
print(self, a)
end;
Finalize = function(self)
print('Finalize', self)
end
})
");
Debug.Log("----------------------after------------------------");
TestStateful();
luaenv.FullGc();
System.GC.Collect();
System.GC.WaitForPendingFinalizers();
var genericObj = new GenericClass<double>(1.1);
genericObj.Func1();
Debug.Log(genericObj.Func2());
luaenv.DoString(@"
xlua.hotfix(CS['GenericClass`1[System.Double]'], {
['.ctor'] = function(obj, a)
print('GenericClass<double>', obj, a)
end;
Func1 = function(obj)
print('GenericClass<double>.Func1', obj)
end;
Func2 = function(obj)
print('GenericClass<double>.Func2', obj)
return 1314
end
})
");
genericObj = new GenericClass<double>(1.1);
genericObj.Func1();
Debug.Log(genericObj.Func2());
InnerTypeTest itt = new InnerTypeTest();
itt.Foo();
luaenv.DoString(@"
xlua.hotfix(CS.InnerTypeTest, 'Bar', function(obj)
print('lua Bar', obj)
return {x = 10, y = 20}
end)
");
itt.Foo();
StructTest st = new StructTest(gameObject);
Debug.Log("go=" + st.GetGo(123, "john"));
luaenv.DoString(@"
xlua.hotfix(CS.StructTest, 'GetGo', function(self, a, b)
print('GetGo', self, a, b)
return nil
end)
");
Debug.Log("go=" + st.GetGo(123, "john"));
GenericStruct<int> gs = new GenericStruct<int>(1);
Debug.Log("gs.GetA()=" + gs.GetA(123));
luaenv.DoString(@"
xlua.hotfix(CS['GenericStruct`1[System.Int32]'], 'GetA', function(self, a)
print('GetA',self, a)
return 789
end)
");
Debug.Log("gs.GetA()=" + gs.GetA(123));
try
{
calc.TestOut(100, out num, ref str, gameObject);
}
catch(LuaException e)
{
Debug.Log("throw in lua an catch in c# ok, e.Message:" + e.Message);
}
}
void TestStateful()
{
StatefullTest sft = new StatefullTest();
sft.AProp = 10;
Debug.Log("sft.AProp:" + sft.AProp);
sft["1"] = 1;
Debug.Log("sft['1']:" + sft["1"]);
System.Action<int, double> cb = (a, b) =>
{
Debug.Log("a:" + a + ",b:" + b);
};
sft.AEvent += cb;
sft.Start();
sft.Start();
sft.AEvent -= cb;
sft.Start();
StatefullTest.StaticFunc(1, 2);
StatefullTest.StaticFunc("e", 3, 4);
sft.GenericTest(1);
sft.GenericTest("hehe");
}
// Update is called once per frame
void Update () {
}
}
StatefullTest.cs
using UnityEngine;
using System.Collections;
[XLua.Hotfix(XLua.HotfixFlag.Stateful)]
public class StatefullTest {
public StatefullTest()
{
}
public StatefullTest(int a, int b)
{
if (a > 0)
{
return;
}
Debug.Log("a=" + a);
if (b > 0)
{
return;
}
else
{
if (a + b > 0)
{
return;
}
}
Debug.Log("b=" + b);
}
public int AProp
{
get;
set;
}
public event System.Action<int, double> AEvent;
public int this[string field]
{
get
{
return 1;
}
set
{
}
}
public void Start () {
}
void Update () {
}
public void GenericTest<T>(T a)
{
}
static public void StaticFunc(int a, int b)
{
}
static public void StaticFunc(string a, int b, int c)
{
}
~StatefullTest()
{
Debug.Log("~StatefullTest");
}
}
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