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using UnityEngine;
using System.Collections.Generic;
using LuaInterface;
public class HotfixPatch
{
static List<string> list = new List<string>();
static LuaFunction lua_dispacher_func;
const string LUA_FILE = "HotfixPatch.lua";
public static void Init(LuaScriptMgr luamgr)
{
luamgr.lua.DoFile(LUA_FILE);
var func = luamgr.lua.GetFunction("Fetch");
object[] ret = func.Call();
Debug.Log("lua regist func cnt:" + (ret.Length));
list.Clear();
for (int i = 0, cnt = ret.Length; i < cnt; i++)
{
list.Add((string)ret[i]);
}
lua_dispacher_func = luamgr.lua.GetFunction("Dispacher");
}
/// <summary>
/// 方法由IL层-注入代码调用
/// </summary>
public static bool IsRegist(string class_name, string func_name)
{
string key = class_name + "|" + func_name;
return list.Contains(key);
}
/// <summary>
/// 方法由IL层-注入代码调用
/// </summary>
public static object Execute(string class_name, string func_name, string type, object[] args)
{
if (lua_dispacher_func != null)
{
Debug.Log("inject arg len: " + args.Length);
object val = lua_dispacher_func.Call(class_name, func_name, args)[0];
if (val != null && typeof(System.Double) == val.GetType()) //先转换成double,再拆箱
{
switch (type)
{
case "int":
case "Int32":
return (int)(double)val;
case "uint":
case "UInt32":
return (uint)(double)val;
case "float":
case "Single":
return (float)(double)val;
case "short":
case "Int16":
return (short)(double)val;
case "UInt64":
case "ulong":
return (ulong)(double)val;
}
return val;
}
else
{
return val;
}
}
return null;
}
}
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