Unity WebGL MoonSharp崩溃问题

当前Unity的代码更新方案基本都选择的ULua,而我们项目还需要考虑Web平台,ULua不支持WebGL,所以决定选择MoonSharp。MoonSharp(http://www.moonsharp.org/)是一个纯C#实现的Lua解释器,支持多种平台。

测试环境:Unity5.4 + WebGL + MoonSharp 1.6.0.0

测试代码:

 1 double MoonSharpFactorial()
 2 {
 3     string script = @"    
 4         -- defines a factorial function
 5         function fact (n)
 6             if (n == 0) then
 7                 return 1
 8             else
 9                 return n*fact(n - 1)
10             end
11         end
12 
13         return fact(5)";
14 
15     DynValue res = Script.RunString(script);
16     return res.Number;
17 }

 

在Web浏览器中却崩溃了,后经过定位发现是MoonSharp.Interpreter.Loaders.UnityAssetsScriptLoader.LoadResourcesWithReflection出错,Bug和我的修改已经在GitHub提交给作者了,预计很快会合并到主干代码中。

 1 void LoadResourcesWithReflection(string assetsPath)
 2 {
 3     try
 4     {
 5         Type resourcesType = Type.GetType("UnityEngine.Resources, UnityEngine");
 6         Type textAssetType = Type.GetType("UnityEngine.TextAsset, UnityEngine");
 7 
 8         MethodInfo textAssetNameGet = textAssetType.GetProperty("name").GetGetMethod();
 9         MethodInfo textAssetTextGet = textAssetType.GetProperty("text").GetGetMethod();
10 
11         MethodInfo loadAll = resourcesType.GetMethod("LoadAll",
12             new Type[] { typeof(string), typeof(Type) });
13 
14         Array array = (Array)loadAll.Invoke(null, new object[] { assetsPath, textAssetType });//此处崩溃,估计是Unity导出代码有Bug
15 
16         for (int i = 0; i < array.Length; i++)
17         {
18             object o = array.GetValue(i);
19 
20             string name = textAssetNameGet.Invoke(o, null) as string;
21             string text = textAssetTextGet.Invoke(o, null) as string;
22 
23             m_Resources.Add(name, text);
24         }
25     }
26     catch (Exception ex)
27     {
28 #if !PCL
29         Console.WriteLine("Error initializing UnityScriptLoader : {0}", ex);
30 #endif
31     }
32 }

可以改为

 1 void LoadResourcesWithReflection(string assetsPath)
 2 {
 3     try
 4     {
 5 #if UNITY_WEBGL
 6         UnityEngine.TextAsset[] arrayTextAsset = UnityEngine.Resources.LoadAll<UnityEngine.TextAsset>(assetsPath);
 7         for (int i = 0; i < arrayTextAsset.Length; i++)
 8         {
 9             UnityEngine.TextAsset text = arrayTextAsset[i];
10             m_Resources.Add(text.name, text.text);
11         }
12         return;
13 #endif
14 
15         Type resourcesType = Type.GetType("UnityEngine.Resources, UnityEngine");
16         Type textAssetType = Type.GetType("UnityEngine.TextAsset, UnityEngine");
17 
18         MethodInfo textAssetNameGet = textAssetType.GetProperty("name").GetGetMethod();
19         MethodInfo textAssetTextGet = textAssetType.GetProperty("text").GetGetMethod();
20 
21         MethodInfo loadAll = resourcesType.GetMethod("LoadAll",
22             new Type[] { typeof(string), typeof(Type) });
23 
24         Array array = (Array)loadAll.Invoke(null, new object[] { assetsPath, textAssetType });
25 
26         for (int i = 0; i < array.Length; i++)
27         {
28             object o = array.GetValue(i);
29 
30             string name = textAssetNameGet.Invoke(o, null) as string;
31             string text = textAssetTextGet.Invoke(o, null) as string;
32 
33             m_Resources.Add(name, text);
34         }
35     }
36     catch (Exception ex)
37     {
38 #if !PCL
39         Console.WriteLine("Error initializing UnityScriptLoader : {0}", ex);
40 #endif
41     }
42 }

 

转载于:https://www.cnblogs.com/liange/p/5772949.html

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