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View Code? Open in Web Editor NEW请移步新版地址https://github.com/jarjin/LuaFramework_UGUI_V2 支持安卓ARM64【已停止更新】
请移步新版地址https://github.com/jarjin/LuaFramework_UGUI_V2 支持安卓ARM64【已停止更新】
项目开源免费,求上面点星支持(star ^o^) 本框架工程基于Unity 5.0 + UGUI + tolua构建 服务器端基于VS2012及其以上版本。 区块链.技术不对称社群成立!QQ群:548924854 支持平台:PC/MAC/Android(armv7-a + Intel x86)/iOS(armv7 + arm64) **资料地址**<br> 框架文档地址 http://doc.ulua.org/ 网盘下载地址 http://pan.baidu.com/s/1nu59wzJ tolua#地址: https://github.com/topameng/tolua 框架底层库: https://github.com/jarjin/tolua_rumtime 服务器框架: https://github.com/jarjin/ServerFramework XlsxToLua: https://github.com/zhangqi-ulua/XlsxToLua UnityHello: https://github.com/woshihuo12/UnityHello Excel配置:https://github.com/sy-yanghuan/proton 【最新版地址,已支持Android arm64】 最新版LuaFrameWork地址 : https://github.com/jarjin/LuaFramework_UGUI_V2 最新版tolua_runtime地址 : https://github.com/jarjin/tolua_runtime_V2 目前由MeniscusLight维护和更新 : https://github.com/MeniscusLight //-------------2018-05-26------------- (1)更新tolua#到May 21, 2018版 //-------------2018-01-07------------- (1)更新tolua#到1.0.7.388版 (2)修复AppConst.LuaByteMode = true报数据越界BUG //-------------2017-12-19------------- (1)更新tolua#到1.0.7.386版 //-------------2017-11-05------------- (1)更新tolua#到1.0.7.380版 //-------------2017-09-20------------- (1)LuaManager初始化加入委托初始化 //-------------2017-09-10------------- (1)更新tolua#到1.0.7.376版 //-------------2017-08-22------------- (1)更新tolua#到1.0.7.367版 //-------------2017-08-10------------- (1)更新tolua#到1.0.7.359版 //-------------2017-08-07------------- (1)修复LuaManager.DoFile的BUG。 (2)重新编译最新版sproto,请替换对应目录即可。 //-------------2017-08-05------------- (1)更新tolua#到1.0.7.356版 //-------------2017-07-27------------- (1)更新tolua#到1.0.7.350版 //-------------2017-07-20------------- (1)更新tolua#到1.0.7.344版 (2)提供了最新版的sproto的底层库。由于luajit2.1 b3改动较大, 需要修改很多代码才能编译OK,因此我单独提供了。但是主线分支依然保留老版本的sproto。 //-------------2017-07-18------------- (1)修复部分BUG报错。 (2)修复MAC下编码Lua文件可执行文件路径。 //-------------2017-07-17------------- (1)更新tolua#到1.0.7.343版 //-------------2017-07-13------------- (1)重新编译苹果版luajit,编译命令: make XCFLAGS=-DLUAJIT_ENABLE_GC64 (2)更新至tolua 1.0.7.334 fixed LuaTable this 操作问题 //-------------2017-07-12------------- (1)修复iOS底层库未集成PBC插件的BUG. //-------------2017-07-07------------- (1)更新tolua#到1.0.7.327版 (2)更新最新tolua_runtime库到1.0.7版。 //-------------2017-07-05------------- (1)重新编译luajit二进制文件到最新版本。 (2)替换Lua代码中Unity5.6.x废弃FindChild到Find函数。 (3)support ipv6 only. (4)重新编译luajit,编译命令: make XCFLAGS=-DLUAJIT_ENABLE_GC64 //-------------2017-07-04------------- (1)更新luajit二进制文件到最新版本。 (2)更新tolua#到1.0.7.316版 //-------------2017-06-20------------- (1)更新tolua#到1.0.6.312版 //-------------2017-04-18------------- (1)修复LuaClient.cs里在大于Unity5.3版本的命名空间报错。 (2)修复ToLuaExport.cs里Light.lightmapBakeType报错。 //-------------2017-04-18------------- (1)更新tolua#到1.0.6.304版 //-------------2017-03-19------------- (1)更新tolua#到1.0.6.293版 //-------------2017-03-01------------- (1)更新tolua#到1.0.6.291版 //-------------2017-01-07------------- (1)更新tolua#到1.0.6.284版 //-------------2016-12-21------------- (1)更新tolua#到1.0.6.277版 //-------------2016-12-05------------- (1)更新tolua#到1.0.6.273版 //-------------2016-11-03------------- (1)更新tolua#到1.0.6.266版 //-------------2016-10-24------------- (1)更新tolua#到1.0.6.264版 //-------------2016-10-06------------- (1)更新tolua#到1.0.6.261版 //-------------2016-09-18------------- (1)更新tolua#到1.0.6.253版 //-------------2016-09-09------------- (1)更新tolua#到1.0.6.248版 //-------------2016-09-03------------- (1)更新tolua#到1.0.6.247版 //-------------2016-08-27------------- (1)更新tolua#到1.0.6.244版 //-------------2016-08-20------------- (1)更新tolua#到1.0.6.238版 //-------------2016-08-13------------- (1)更新tolua#到1.0.6.233版 //-------------2016-07-30------------- (1)更新tolua#到1.0.5.214版 //-------------2016-07-16------------- (1)更新tolua#到1.0.5.208版 (2)修改资源管理器,减少GC与修正卸载某个AB正处于异步加载中导致崩溃的BUG (3)添加对象池管理器,可管理类对象+资源游戏对象 //-------------2016-07-08------------- (1)更新tolua#到1.0.5.205版 //-------------2016-07-01------------- (1)更新tolua#到1.0.5.203版 //-------------2016-06-23------------- (1)更新tolua#到1.0.5.189版 //-------------2016-06-07------------- (1)更新tolua#到1.0.5.180版 //-------------2016-06-04------------- (1)更新tolua#到1.0.5.178版 //-------------2016-05-28------------- (1)更新tolua#到1.0.5.176版 //-------------2016-05-07------------- (1)更新tolua#到1.0.5.152版 //-------------2016-04-17------------- (1)更新tolua#到1.0.4.126版 //-------------2016-04-08------------- (1)更新tolua#到1.0.4.118版 //-------------2016-03-25------------- (1)清理meta文件等问题。 (2)更新tolua#到1.0.4.109版 //-------------2016-03-22------------- (1)更新tolua#到1.0.4.102版 //-------------2016-03-21------------- (1)更新tolua#到1.04.80版 //-------------2016-03-15------------- (1)添加-fembed-bitcode标记支持BITCODE_MODE //-------------2016-03-12------------- (1)修复LuaLoop协同功能。 (2)修复IOS上面加载luabundle大小写问题。 //-------------2016-03-06------------- (1)更新tolua #到1.03版本 //-------------2016-02-28------------- (1)修复ByteBuffer.cs的WriteBuffer函数 //-------------2016-02-13------------- (1)重写资源管理器的异步加载模式,原来基于官方DEMO的版本在Lua跟c#同时请求同一份素材会存在加载BUG。 //-------------2016-01-31------------- (1)简化框架加载流程。 (2)集成第三方库pblua\pbc\cjson\sproto等功能。 (3)整理部分框架代码。 //-------------2016-01-30------------- (1)添加luajit2.1版本在ios下的32、64位编码器。 (2)修复加载Lua文件BUG。 //-------------2016-01-29------------- (1)同步tolua #1.0.2版本。 //-------------2016-01-24------------- (1)修复逻辑小bug,添加移除单击监听。 //-------------2016-01-23------------- (1)完善了Lua的字节码模式AppConst.LuaByteMode、Lua的AssetBundle模式AppConst.LuaBundleMode的交叉使用。 (2)同步tolua #1.0.1版本。 //-------------2016-01-18------------- (1)框架直接基于tolua#提供的luabundle功能,开关在AppConst.LuabundleMode。
切换场景后,该如何操作?lua面板等等如何管理
@jarjin WriteString方法中会将string转化成的bytes的长度写入stream变量,但是在SocketClient的WriteMessage的方法中会对传入的byte[]组参数再次取长度写入Network stream。这个byte[]本质还是ByteBuffer的stream,这样的话不是对string类型的参数重复写长度了吗?对于服务器来说只要解析开始的长度,然后取字符串长度即可,但是现在这个字符串会的开头会带上一个字符串本身程度的数字,请问是不是bug?
PS:顺便问下LuaClient这个类是不是不再使用了?
LuaFramework_UGUI 版本:更新tolua#到1.0.7.386版
在 Build X Resource 时,提示如下错误:
Assets/LuaFramework/ToLua/Source/Generate/UnityEngine_TextureWrap.cs(354,34): error CS1061: Type UnityEngine.Texture' does not contain a definition for
imageContentsHash' and no extension method imageContentsHash' of type
UnityEngine.Texture' could be found. Are you missing an assembly reference?
Assets/LuaFramework/ToLua/Source/Generate/UnityEngine_TextureWrap.cs(594,8): error CS1061: Type UnityEngine.Texture' does not contain a definition for
imageContentsHash' and no extension method imageContentsHash' of type
UnityEngine.Texture' could be found. Are you missing an assembly reference?
Assets/LuaFramework/ToLua/Source/Generate/UnityEngine_WWWWrap.cs(356,16): error CS0234: The type or namespace name MovieTexture' does not exist in the namespace
UnityEngine'. Are you missing an assembly reference?
Assets/LuaFramework/ToLua/Source/Generate/UnityEngine_WWWWrap.cs(357,24): error CS0841: A local variable `o' cannot be used before it is declared
Error building Player because scripts had compiler errors
希望能提供技术支持,我在 CustomSettings 中注释掉 _GT(typeof(Texture)), 依然报错,谢谢
服务器和客户端的Sproto 不一样 服务器是最新的 客户端还未更新,麻烦更新一下
多谢
unity2018.2.6上无法打出所有的StreamingAssets资源文件,只有生成部分lua的代码(3rd文件夹下),其余都没有;在unity5.6.5上则没有问题。
有没有考虑一下拓展一个html5平台的支持
在安卓手机运行,已经将资源拷贝到游戏包资源目录,首次调用 LoadPrefab(异步)加载资源试很慢,关闭应用后再次打开应用时加载快是什么原因
之前使用2016-04-17,可以正常编译apk.
新版编译apk时提示"Assets/LuaFramework/ToLua/Source/Generate/UnityEngine_InputWrap.cs(259,52): error CS0117: UnityEngine.Input' does not contain a definition for
IsJoystickPreconfigured'"
大神好。
之前版本是public static string luaDir = Application.dataPath + "/LuaFramework/Lua";
现在是public static string luaDir = Application.dataPath + "/Lua";
是不是漏了?
local resManager = LuaFramework.LuaHelper.GetResManager()
local ret = resManager:LoadPrefab("shared_asset",
{"ButtonClick", "ButtonClick.png", "Shared/ButtonClick", "Shared/ButtonClick.png"},
function(objs)
for i=0,objs.Length-1 do
print("OBJS:", i, objs:GetValue(i)) -- 输出nil
end
end
)
print("ret", ret) -- 输出nil
我是这样写的,但只能取到nil,也没有找到相关的文档和例子,请高手指导下
--关闭事件--
function PromptCtrl.Close()
panelMgr:ClosePanel(CtrlNames.Prompt);
end
协议用的是pbc。运行unity的时候内存就会涨很多。运行一段时间后内存占满并且回收不回来。用过unity2017.4.16和2017.4.17以及unity5.6.4都有这个问题
我这边环境没办法配置,所以麻烦你编译一下新的DLL文件好吗。
Assets/LuaFramework/ToLua/Source/Generate/UnityEngine_LightWrap.cs(617,43): error CS1061: Type UnityEngine.Light' does not contain a definition for
lightmapBakeType' and no extension method lightmapBakeType' of type
UnityEngine.Light' could be found. Are you missing an assembly reference?
--require "misc.strict"
解开这句没有效果,仍然可以不声明全局变量而直接使用,我理解错了吗?
Assets/LuaFramework/ToLua/Source/Generate/UnityEngine_QualitySettingsWrap.cs(1077,32): error CS0200: Property or indexer `UnityEngine.QualitySettings.streamingMipmapsRenderersPerFrame' cannot be assigned to (it is read-only)
WWW download had an error:Couldn't move cache data 'C:/Users/b101324/AppData/LocalLow/Unity/WebPlayer/Cache/Temp/8a279268c9b39e14c9261fbc20c13358' into place 'C:/Users/b101324/AppData/LocalLow/Unity/WebPlayer/Cache/Shared/84f5c2bef2be08fa2b0620a62497f9336c0c1425' when caching AssetBundle
请问这种情况怎么解决啊?拜谢。
有没有考虑下 升级unity到新版本
开发环境:mac osx 10.11.4,unity 5.3.4f1
AppConst.cs 里 LuaByteMode 和 LuaBundleMode 都设置为 true,unity运行会报错:
LuaException: tolua.lua: bad header in precompiled chunk
LuaInterface.LuaState:LuaLoadBuffer(Byte[], String) (at Assets/StriveGame/ToLua/Core/LuaState.cs:1886)
LuaInterface.LuaState:DoFile(String) (at Assets/StriveGame/ToLua/Core/LuaState.cs:434)
LuaInterface.LuaState:OpenBaseLuaLibs() (at Assets/StriveGame/ToLua/Core/LuaState.cs:142)
LuaInterface.LuaState:Start() (at Assets/StriveGame/ToLua/Core/LuaState.cs:149)
LuaFramework.LuaManager:InitStart() (at Assets/StriveGame/Scripts/Manager/LuaManager.cs:25)
LuaFramework.GameManager:OnInitialize() (at Assets/StriveGame/Scripts/Manager/GameManager.cs:234)
LuaFramework.GameManager:m__1() (at Assets/StriveGame/Scripts/Manager/GameManager.cs:225)
LuaFramework.c__AnonStoreyA:<>m__3(Object[]) (at Assets/StriveGame/Scripts/Manager/ResourceManager.cs:43)
LuaFramework.c__Iterator2`1:MoveNext() (at Assets/StriveGame/Scripts/Manager/ResourceManager.cs:137)
这个版本应该有两个错误的地方:
1.资源热更新不成功,Util.cs中GetRelativePath方法原来是
public static string GetRelativePath() { if (Application.isEditor) return "file://" + System.Environment.CurrentDirectory.Replace("\\", "/") + "/Assets/" + AppConst.AssetDir + "/"; else if (Application.isMobilePlatform || Application.isConsolePlatform) return "file:///" + DataPath; else // For standalone player. return "file://" + Application.streamingAssetsPath + "/"; }
应该改为如下:
public static string GetRelativePath() { if (AppConst.UpdateMode) { return "file:///" + DataPath; } if (Application.isEditor) return "file://" + System.Environment.CurrentDirectory.Replace("\\", "/") + "/Assets/" + AppConst.AssetDir + "/"; else if (Application.isMobilePlatform || Application.isConsolePlatform) return "file:///" + DataPath; else // For standalone player. return "file://" + Application.streamingAssetsPath + "/"; }
2.打开更新模式和不以ab方式读取时,路径出错
public const bool UpdateMode = false; //更新模式-默认关闭
public const bool LuaByteMode = false; //Lua字节码模式-默认关闭
public const bool LuaBundleMode = false; //Lua代码AssetBundle模式
//LuaBundleMode修改为false,这样代码文件便不会以AssetBundle模式读取,会直接生效,以方便调试。
LuaConst.cs中,lua逻辑代码目录改为如下:
//public static string luaDir = Application.dataPath + "/Lua"; //lua逻辑代码目录
public static string luaDir = Application.dataPath + "/LuaFramework/Lua";
===》》》初次提issues,如有误请多见谅。
用了你更新的Plugins,加载SPROTO就报错了 。麻烦看看
你好,我是一个小白,目前正在学习这套框架。我发现按照网上的方法,开启更新模式后,下载会卡住,具体表现就是一直在下载,但是下载进度总是为0。我使用的服务器是本地IIS,按照网上的办法搭建的。
`void OnDownloadFile(List evParams) {
UnityEngine.Debug.LogError("OnDownloadFile 下载文件");
string url = evParams[0].ToString();
currDownFile = evParams[1].ToString();
using (WebClient client = new WebClient()) {
sw.Start();
client.DownloadProgressChanged += new DownloadProgressChangedEventHandler(ProgressChanged);
client.DownloadFileAsync(new System.Uri(url), currDownFile);
}
}`
具体就是卡在了DownloadFileAsync这句里面。请问下可能是什么原因呢?会不会是我搭建的IIS有问题,导致不能下载。
LuaException: Array index is out of range.
stack traceback:
[C]: in function 'print'
tolua.lua: in function tolua.lua:0
LuaInterface.ToLua:Print(IntPtr) (at Assets/LuaFramework/ToLua/Core/ToLua.cs:158)
LuaInterface.LuaDLL:lua_pcall(IntPtr, Int32, Int32, Int32)
LuaInterface.LuaStatePtr:LuaPCall(Int32, Int32, Int32) (at Assets/LuaFramework/ToLua/Core/LuaStatePtr.cs:374)
LuaInterface.LuaState:LuaLoadBuffer(Byte[], String) (at Assets/LuaFramework/ToLua/Core/LuaState.cs:2141)
LuaInterface.LuaState:DoFile(String) (at Assets/LuaFramework/ToLua/Core/LuaState.cs:616)
LuaInterface.LuaState:OpenBaseLuaLibs() (at Assets/LuaFramework/ToLua/Core/LuaState.cs:207)
LuaInterface.LuaState:Start() (at Assets/LuaFramework/ToLua/Core/LuaState.cs:217)
LuaFramework.LuaManager:InitStart() (at Assets/LuaFramework/Scripts/Manager/LuaManager.cs:26)
LuaFramework.GameManager:OnInitialize() (at Assets/LuaFramework/Scripts/Manager/GameManager.cs:240)
LuaFramework.GameManager:m__2() (at Assets/LuaFramework/Scripts/Manager/GameManager.cs:231)
LuaFramework.c__AnonStoreyE:<>m__4(Object[]) (at Assets/LuaFramework/Scripts/Manager/ResourceManager.cs:45)
LuaFramework.c__Iterator2`1:MoveNext() (at Assets/LuaFramework/Scripts/Manager/ResourceManager.cs:139)
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
支持平台:PC/MAC/Android(armv7-a + Intel x86)/iOS(armv7 + arm64)
能否支持一下Android64位,增加arm64-v8a的支持
请问下目前兼不兼容目前最新的Unity 2017.2.1稳定版?
您好,
设置LuaByteMode = true
在Mac上打包Android资源,
在Android的手机上报错:
LuaException: tolua.lua: cannot load incompatible bytecode
LuaInterface.LuaState:LuaLoadBuffer(Byte[], String)
LuaInterface.LuaState:DoFile(String)
LuaInterface.LuaState:OpenBaseLuaLibs()
LuaInterface.LuaState:Start()
LuaFramework.LuaManager:InitStart()
LuaFramework.GameManager:OnInitialize()
LuaFramework.GameManager:m__0()
LuaFramework.c__AnonStorey2:<>m__0(Object[])
LuaFramework.c__Iterator0`1:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
已重新 Lua->clear wrap files
Assets\LuaFramework\ToLua\Source\Generate\UnityEngine_LightWrap.cs(95,8): error CS1061: 'Light' does not contain a definition for 'SetLightDirty' and no accessible extension method 'SetLightDirty' accepting a first argument of type 'Light' could be found (are you missing a using directive or an assembly reference?)
Assets\LuaFramework\ToLua\Source\Generate\UnityEngine_QualitySettingsWrap.cs(1107,4): error CS0200: Property or indexer 'QualitySettings.streamingMipmapsRenderersPerFrame' cannot be assigned to -- it is read only
重新gen basetype wrap还会有下边这个错:
Assets\LuaFramework\ToLua\BaseType\System_TypeWrap.cs(2302,19): error CS1061: 'Type' does not contain a definition for 'IsSZArray' and no accessible extension method 'IsSZArray' accepting a first argument of type 'Type' could be found (are you missing a using directive or an assembly reference?)
选择LI2CPP模式打包安卓APK,editor正常,真机可正常更新资源,解压资源,但会卡在执行lua代码。
LuaException: list:357: attempt to call global 'setmetatable' (a nil value)
stack traceback:
list:357: in function 'new'
event:186: in function 'event'
event:190: in main chunk
[C]: in function 'require'
tolua.lua:44: in main chunk
public const bool ExampleMode = true; //例子模式
/// <summary>
/// 如果开启更新模式,前提必须启动框架自带服务器端。
/// 否则就需要自己将StreamingAssets里面的所有内容
/// 复制到自己的Webserver上面,并修改下面的WebUrl。
/// </summary>
public const bool UpdateMode = false; //更新模式-默认关闭
public const bool LuaByteMode = true; //Lua字节码模式-默认关闭
public const bool LuaBundleMode = true; //Lua代码AssetBundle模式
把 LuaByteMode 设置为true时,打包到手机上不能运行
报错 tolua.lua: cannot load incompatible bytecode
作者大神,新生遇到一个问题:IOS打包能跑,但是动画就是不起作用。不知道是什么问题,能麻烦你帮忙下么。我打包动画资源的代码是:
AddBuildMap("animation_controller_asset" + AppConst.ExtName, ".controller", "Assets/LuaFramework/Animation");
AddBuildMap("animation_anim_asset" + AppConst.ExtName, ".anim", "Assets/LuaFramework/Animation");
错误信息:
InvalidOperationException: This method cannot be used on a streamed scene AssetBundle.
UnityEngine.AssetBundle.LoadAssetAsync (System.String name, System.Type type) (at C:/buildslave/unity/build/artifacts/generated/common/runtime/AssetBundleBindings.gen.cs:238)
LuaFramework.ResourceManager+<OnLoadAsset>c__Iterator0`1[UnityEngine.GameObject].MoveNext () (at Assets/LuaFramework/Scripts/Manager/ResourceManager.cs:157)
UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) (at C:/buildslave/unity/build/Runtime/Export/Coroutines.cs:17)
Packager里面添加打包场景语句如下:
AddBuildMap("scenes" + AppConst.ExtName, "*.unity", "Assets/Tanks/Scenes");
场景只有一个 TanksExample
Main.lua里面加载场景代码:
--主入口函数。从这里开始lua逻辑
function Main()
LuaHelper = LuaFramework.LuaHelper
resMgr = LuaHelper.GetResManager() -- 资源管理器
resMgr:LoadPrefab("scenes",{"TanksExample"}, OnLoadFinish)
end
--加载完成后的回调--
function OnLoadFinish(objs)
print("TanksExample Loaded")
--UnityEngine.SceneManagement.SceneManager.LoadSceneAsync("TanksExample" )
end
我的图片资源都为同一个包
步骤1:在一个主panel中打开一个次级panel,该panel会调用loadPrefab,然后Destroy该panel,再打开就会是白屏,看Inspector里显示图片sprite那里提示missing。
步骤2:在主panel中打开次级panel2,在次级panel2中打开另一个panel3同时Destroy次级panel2,又destroy另一个panel3,重复该步骤,panel3的图片资源也是missing,不知道啥原因
mac osx : Submit to app store connect
ERROR ITMS-90240: "Unsupported Architectures. Your executable contained the following disallowed architectures: '[i386 (in .../tolua.bundle/Contents/MacOS/tolua)]'. New apps submitted to the Mac App Store must support 64-bit starting January 2018, and Mac App updates and existing apps must support 64-bit starting june 2018.
I've already put tolua.bundle set x86-64, but there's still this problem, which I think is the problem of tolua.bundle, i386.
CtrlManager.Init();
local ctrl = CtrlManager.GetCtrl(CtrlNames.Prompt);
if ctrl ~= nil and AppConst.ExampleMode then
ctrl:Awake();
end
这个if判断是错的,前面是true,ExampleMode是0的情况下 and的结果是0,if 0是通过的
应该改成 if ctrl ~= nil and AppConst.ExampleMode ~= 0 then
应增加参数...
function StartCoroutine(func, ...)
local co = coroutine.create(func)
local flag, msg = coroutine.resume(co, ...)
if not flag then
msg = debug.traceback(co, msg)
error(msg)
end
return co
end
Assets/LuaFramework/ToLua/Source/Generate/UnityEngine_InputWrap.cs(259,31): error CS0117: UnityEngine.Input' does not contain a definition for
IsJoystickPreconfigured'
Assets/LuaFramework/ToLua/Source/Generate/UnityEngine_QualitySettingsWrap.cs(1077,32): error CS0200: Property or indexer `UnityEngine.QualitySettings.streamingMipmapsRenderersPerFrame' cannot be assigned to (it is read-only)
Error building Player because scripts had compiler errors
第一个错是因为这个函数是 Linux-only API,第二个不明白为什么会报错,
初次生成资源的时候,会有这两个错误。 手动把这两个函数去掉,之后 DEMO可以运行。
作者或许会有方法可以自动不生成这两个函数来解决这个问题。
可以麻烦重新分享一下吗
用旧版本的tolua还没这么多事
为什么
require "Controller/xxx" 可以
require "Controller/base/xxx" 就不可以??
require "base/xxx" 不可以
require "base.xxx"这样写也不行
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