HotReload for unity支持的代码修改
HotReload的版本:1.2.4
Unity版本:2020,2021,2023
创作日期:2023.10.25
总结一下
- 支持在运行的时候修改异步,同步,重命名方法,修改方法参数,返回值,out,ref,访问修饰符,更改任何方法的返回类型,包括实例方法、静态方法、属性、事件、索引器、泛型方法等。
- 支持修改字段的任何信息。
- 可以修改部分携程中的方法,可以修改Invoke中的方法,可以修改InvokeRepeating 中的方法
- 不支持在运行的时候新建变量
- 不支持在运行的时候创建新的Class 新的结构
- 不支持添加/编辑枚举
- 不支持
添加、编辑、删除字段
添加新类/结构
添加、编辑、删除结构的构造函数
添加/编辑枚举
编辑泛型类方法
在部分类型中编辑变量初始化程序
编辑具有动态返回类型或其中一个参数使用动态的方法体
添加或删除以下方法关键字之一:partial、abstract、virtual、override、extern
删除类的构造函数不会删除构造函数的逻辑。作为一种解决方法,考虑保留一个空构造函数而不是删除它,可能在下次进行完全重新编译时删除构造函数。
已执行的异步方法不会进行修补 - 仅新的调用将使用更新后的逻辑
支持动态生成的代码,例如Unity Multiplayer hl-api、Photon、Bolt、Mirror等库生成的代码
添加C#文件
将更改应用于正在进行的协程。
支持的语法Supported Features
-
Editing functions in monobehaviours, normal classes or static classes
You can edit the body of the function in any way that is valid C#. We recompile the whole function, so it works the same as you’re already used to.(可以直接修改MonoBehaviours、普通类或静态类中编辑函数中的函数) -
Editing lambda methods
If you modify a lambda, we hot-reload the existing lambda. So for example, store a lambda in a static field during startup, and then edit the lambda without running startup code, your change to the lambda will still apply immediately.(可以编辑Lambda 方法) -
Editing lambda methods with closures
If you use an outside variable inside your lambda, your lambda will work as usual. If you use a new outside variable, then your lambda will be hot-reloaded only when you create it again. for example the lambda in Array.Sort(() => …) is recreated every time you run the code, so it will always work as expected.(支持闭包的 Lambda 方法的编辑) -
Editing async/await methods(支持:编辑异步/等待方法)
-
Editing properties (get/set)(编辑属性(get/set))
-
Editing events (add/remove)(编辑事件(add/remove))
-
Editing indexers (square bracket access such as dictionaries)(支持编辑索引器(方括号访问,如字典))
-
Editing operators methods (explicit and implicit operators)(编辑运算符方法(显式和隐式运算符))
-
Editing conversion operators methods such as == and +=(编辑转换运算符方法(如==和+=))
-
Adding/Editing/Removing constructors of classes(加/编辑/删除类的构造函数)
-
Adding/Editing/Removing local functions(添加/编辑/删除本地函数)
-
Changing a method from async to sync, or from sync to async(将方法从异步改为同步,或从同步改为异步)
-
Deleting any methods, properties, fields, class(删除任何方法、属性、字段或类)
-
Adding/editing/removing using directives. E.g. Using UnityEngine(添加/编辑/删除 using 指令(例如:using UnityEngine))
-
Adding/Editing variable initializers. E.g. private int x = 1 in a class
E.g. int myField = 10. Do note that variables are only initialized when you create a new class instance. We don’t re-run variable initializers for already instantiated classes, as it could break existing code.(添加/编辑变量初始化程序。 例如,类中的私有整数 x = 1。
例如,整数 myField = 10。请注意,变量仅在创建新类实例时进行初始化。不会为已经实例化的类重新运行变量初始化程序,因为这可能会破坏现有的代码。不可以在运行的时候创建变量) -
Use of newer C# syntax. Switch expressions, using statements, pattern matching, null coalescing statements, etc. By default, we support all syntax supported by the C# compiler.(支持C#的所有语法)
-
Adding/removing attributes. Note that your code will compile, but System.Reflection won’t pick up on the attribute changes.(添加/移除属性。请注意,您的代码将会编译,但System.Reflection不会捕获属性的更改)
-
Use of nullable anywhere(在任何地方使用可为 null 类型)
-
Adding new methods (添加新方法)
-
Adding, editing, deleting parameters in methods (添加、编辑、删除方法中的参数)
-
Changing the return type of any method. Includes instance, static, properties, events, indexers, generics, etc. (更改任何方法的返回类型,包括实例方法、静态方法、属性、事件、索引器、泛型方法等)
-
Changing accessibility, E.g. changing a method from private to public (更改方法的可访问性,例如,将方法从私有改为公共)
-
Static keyword changes, eg making a method static (更改静态关键字,例如使方法成为静态方法)
-
Renaming methods (重命名方法)
-
Editing generic methods just like normal methods (编辑泛型方法,与普通方法一样)
-
Adding/editing/deleting generic parameters (添加/编辑/删除泛型参数)
-
Adding/editing/deleting the constraint clause of a generic method (E.g. where T : class, new()) (添加/编辑/删除泛型方法的约束子句(例如,where T:class, new()))
-
Adding/replacing/deleting ref, out, in modifiers on arguments (在参数上添加/替换/删除 ref、out、in 修饰符)
-
Editing code marked with [BurstCompile] (编辑带有 [BurstCompile] 标记的代码)
-
Attaching a debugger to modified code in the Unity Editor, including burst compiled code (在Unity编辑器中将调试器附加到已修改的代码,包括 Burst 编译的代码)
-
Attaching a debugger to a Unity Player (On-Device). Supports all code edits just like in the Unity Editor (在Unity Player(设备上)中将调试器附加到已修改的代码,支持与Unity编辑器中一样的代码编辑)
-
Partial coroutine support - changes do apply to newly created coroutines, but ongoing ones won’t update yet (部分协程支持 - 对新创建的协程应用更改,但正在运行的协程尚未更新)
Features on the Roadmap(计划实现)
If you’re using or considering a Business license, and one of these is very important to you, let us know and we’ll prioritize it.
- Adding, editing, removing fields
- Adding new classes/structs
- Adding, editing, removing constructors of structs
- Adding/editing enums
- Editing generic class methods
- Editing variable initializers in partial types
- Editing a method with return type dynamic, or one of the arguments using dynamic
- Editing a method body with anonymous types
- Adding or removing one of the following method keywords: partial, abstract, virtual, override, extern
- Deleting the constructor of a class doesn’t remove the constructor logic. As a workaround, consider leaving an empty constructor instead of deleting it, and maybe delete the constructor on the next full recompile.
- Async method that are already executing are not patched - only new invocations will use the updated logic
- Supporting editing code dynamically generated by libraries like Unity Multiplayer hl-api, Photon, Bolt, Mirror
- Adding C# files
- Applying changes to ongoing coroutines
Always Requires a Full Recompile(需要完全编译的东西)
- Adding, modifying, deleting .asmdef files. Note that scripts inside assembly definitions are supported as you’d expect, only modifications to the .asmdef file itself require a full recompile
- Modifying define symbols, or other things in .csproj or .sln files