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@@ -243,7 +243,7 @@ C#的delegate调用:和调用普通lua函数一样
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##### 64位整数支持
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Lua53版本64位整数(long,ulong)映射到原生的64未整数,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:
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Lua53版本64位整数(long,ulong)映射到原生的64位整数,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:
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支持在lua里头进行64位的运算,比较,打印
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Assets/XLua/Doc/XLua的配置.doc
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@@ -30,7 +30,7 @@ pause
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## 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)
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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
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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
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## 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
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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。
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## Unity 2018兼容性问题解决
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## Unity 2018及以上版本兼容性问题解决
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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:
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@@ -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
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编译链接的是:unity安装目录\Editor\Data\MonoBleedingEdge\lib\mono\4.7.1-api\mscorlib.dll
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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。
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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。
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## Plugins源码在哪里可以找到,怎么使用?
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