uplev xlua

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2020-08-05 07:08:47 +08:00
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@@ -243,7 +243,7 @@ C#的delegate调用和调用普通lua函数一样
##### 64位整数支持
Lua53版本64位整数longulong映射到原生的64整数而luajit版本相当于lua5.1的标准本身不支持64位xlua做了个64位支持的扩展库C#的long和ulong都将映射到userdata
Lua53版本64位整数longulong映射到原生的64整数而luajit版本相当于lua5.1的标准本身不支持64位xlua做了个64位支持的扩展库C#的long和ulong都将映射到userdata
支持在lua里头进行64位的运算比较打印

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@@ -30,7 +30,7 @@ pause
## 2、编译能生成兼容格式的luac后续只能用这特定的luac和步骤1的Plugins配套使用
到[这里](build/luac/)如果你想编译window版本的执行make_win64.bat如果你要编译mac或者linux的用make_unix.sh
到[这里](../../../build/luac/)如果你想编译window版本的执行make_win64.bat如果你要编译mac或者linux的用make_unix.sh
## 3、加载字节码

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@@ -34,7 +34,7 @@ il2cpp默认会对诸如引擎、c#系统api第三方dll等等进行代码剪
解决办法增加引用比如配置到LuaCallCSharp或者你自己C#代码增加那函数的访问或者通过link.xml配置当配置了ReflectionUse后xlua会自动帮你配置到link.xml告诉il2cpp别剪裁某类型。
## Unity 2018兼容性问题解决
## Unity 2018及以上版本兼容性问题解决
2.1.14前的版本都建议先升级到2.1.14,升级后,还有如下两个使用注意事项:
@@ -52,7 +52,7 @@ il2cpp默认会对诸如引擎、c#系统api第三方dll等等进行代码剪
编译链接的是unity安装目录\Editor\Data\MonoBleedingEdge\lib\mono\4.7.1-api\mscorlib.dll
解决办法:2.1.14支持外部mono环境安装个Unity2017然后把Unity2017安装目录下的MonoBleedingEdge目录拷贝到工程目录下的Tools目录下即可
解决办法:用黑名单排除报错方法即可。不过2019年8月6号以前的版本的黑名单配置对泛型不友好要一个个泛型实例的配置比如Dictionary<int, int>和Dictionary<float, int>要分别配置而目前发现该问题主要出在泛型Dictionary上。可以更新到2019年8月6号之后的版本该版本支持配置一个过滤器对泛型方法过滤。这里有对unity 2018的Dictionary的[针对性配置](https://github.com/Tencent/xLua/blob/master/Assets/XLua/Editor/ExampleConfig.cs#L277)直接拷贝使用如果碰到其它泛型也有多出来的方法参考Dictionary进行配置
## Plugins源码在哪里可以找到怎么使用

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