Comments (9)
已经增加,文档:https://github.com/Tencent/xLua/blob/master/Assets/XLua/Doc/hotfix.md
from xlua.
MethodBase关于Invoke的定义:
public object Invoke(object obj, object[] parameters);
public abstract object Invoke(object obj, BindingFlags invokeAttr, Binder binder, object[] parameters, CultureInfo culture);
下面那个是子类实现的,而反射找到的是子类,里头只有下面那个方法,换言之,按目前xLua的实现你访问MonoMethodInfo实例只能调用到下面那个。
是个问题,但其实也不建议你反射直接在lua里头做,在C#封装一下,提供个更简单的接口给lua更合适些。
类似这样:
public class HotfixUtils
{
public static void SetPrivateField(object obj, string feildName, object val);
。。。
}
稍后我提供一下
from xlua.
我决定提供一个api,设置一下后,所有private的东东可用。
from xlua.
设置某类
from xlua.
原来是这样,谢谢!期待您的更新!
from xlua.
使用很方便,谢谢!
from xlua.
xlua.private_accessible(CS.HotfixTest)
把这一句加到lua里面,访问私有函数不会报错,但访问私有变量还是会报错
from xlua.
@mydodolookdo 我试了ok,代码贴一下?报啥错呢?
from xlua.
刚才重新生成code编译了之后,没有报错可以访问私有变量了,不好意思。
from xlua.
Related Issues (20)
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- Unity2022.3.16 IOS 打包 报错
- 最新版本支持多asmdef功能revert? HOT 1
- iOS编译报错 duplicate symbol '_luaopen_bit'
- "SymbolsNotMatchingException" occurs when performing Obfuscator after HotFix Injection.
- 想编译Nintendo Switch平台用的XLua版本 HOT 1
- 鸿蒙平台导出包报错
- ps4平台编译xlua不通过 HOT 1
- 添加HOTFIX_ENABLE宏,在主线程中调用GC.WaitForPendingFinalizers导致死锁,有什么推荐修改方案吗? HOT 4
- 代码里using了UnityEngine.Purchasing.Security命名空间导致Android打包inject失败
- self.gameObject无法访问 HOT 2
- xLua适配 OpenHarmony 平台吗 HOT 1
- Unity2022.3.17发布WebGL后运行报错 HOT 1
- 使用ExampleConfig.cs中的热更新Delegate配置,会使C#方法通过反射调用
- webgl平台下如何自定义异步加载loader HOT 2
- webgl微信小程序打包出现错误,求帮助 HOT 1
- 集成第三方库,在webgl平台要怎么处理? HOT 1
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from xlua.