vovgou / loxodon-framework Goto Github PK
View Code? Open in Web Editor NEWAn MVVM & Databinding framework that can use C# and Lua to develop games
License: MIT License
An MVVM & Databinding framework that can use C# and Lua to develop games
License: MIT License
log4 插件包安装后报错
Library\PackageCache\[email protected]\Runtime\Log\Log4Net\Log4NetLogImpl.cs(7,25): error CS0433: The type 'ILog' exists in both 'log4net, Version=1.2.15.0, Culture=neutral, PublicKeyToken=669e0ddf0bb1aa2a' and 'log4net, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'
一系列
删掉插件包Plugins里面的log4net.dll才不报错
现在的DataBinding,只能绑定某个变量,到某个数据上;
然而,有些时候,ViewModel的副作用可能难以通过简单的View层变量更新体现,而需要更多复杂的处理
因此,我希望BindingSet加入回调绑定的功能,样例写法如下:
void OnVarChanged(int val);
Bind(OnVarChanged).To(vm->x);
Besides:响应式数据这块,是否有可能参考Vue/React的写法,实现useEffect这样复杂的监听Hook?
local window = locator:LoadWindow(winContainer, "LuaUI/Startup/Startup")
window:Create() --创建窗口
create()方法报错
stack traceback:
[C]: in method 'Create'
[string "Launcher(Launcher)"]:51: in function <[string "Launcher(Launcher)"]:34>
XLua.LuaEnv.ThrowExceptionFromError (System.Int32 oldTop) (at Assets/XLua/Src/LuaEnv.cs:441)
请问是什么情况?
Assets 目录下的 csc.rsp 也会影响到 upm 包安装的插件,可能会导致编译错误。
如使用 C# 11 时会导致 Loxodon Framework TextMeshPro 错误
Library\PackageCache\[email protected]\Runtime\Framework\TextFormatting\DateTimeFormat.cs(1177,26): error CS8347: Cannot use a result of 'DateTimeFormat.ExpandPredefinedFormat(ReadOnlySpan<char>, ref DateTime, ref DateTimeFormatInfo, ref TimeSpan)' in this context because it may expose variables referenced by parameter 'dateTime' outside of their declaration scope
Library\PackageCache\[email protected]\Runtime\Framework\TextFormatting\DateTimeFormat.cs(1177,61): error CS8166: Cannot return a parameter by reference 'dateTime' because it is not a ref parameter
在 C# 9 或 10 语法是允许的,11中不允许。
示例可见
Check "Enter Play Mode Settings" with no Reload domain will result error. Is there any setting necessary to be adjusted?
This is the doc from Unity, Configurable Enter Play Mode.
The errors I receive are
ArgumentException: An item with the same key has already been added.
DuplicateRegisterServiceException: Duplicate key IBinder
Loxodon.Framework.Services.ServiceContainer.Register[T]
I guess it is the use of static variable causing such errors? I am just wonering if there is a way to work with Loxodon framework as nowadays, turning on Enter Player Mode Settings speed up the development.
Steps to reproduce:
Service<T>
Service<Type1>
Service<Type2>
Result: DuplicateRegisterServiceException
is thrown.
Expected: All works fine.
Here is a source of the problem: https://github.com/vovgou/loxodon-framework/blob/master/Loxodon.Framework/Assets/LoxodonFramework/Runtime/Framework/Services/ServiceContainer.cs#L72
namespace Loxodon.Framework.Services
{
public class ServiceContainer : IServiceContainer, IDisposable
{
private Dictionary<string, IFactory> services = new Dictionary<string, IFactory>();
public virtual object Resolve(Type type)
{
return this.Resolve<object>(type.Name);
}
public virtual T Resolve<T>()
{
return this.Resolve<T>(typeof(T).Name);
}
...
public virtual void Register<T>(T target)
{
this.Register<T>(typeof(T).Name, target);
}
typeof(T).Name
for Service<Type1>
Service<Type2>
will return same string: Service'1
.
My suggestion is to use typeof(T).ToString()
then we get something like: Service'1[Type1]
and Service'1[Type2]
. If you ok with that - I can prepare a PR.
原代码:
protected bool IsParameterMatch(IProxyMethodInfo proxyMethodInfo, Type[] parameterTypes)
{
ParameterInfo[] parameters = proxyMethodInfo.Parameters;
if ((parameters == null || parameters.Length == 0) && (parameterTypes == null || parameterTypes.Length == 0))
return true;
if (parameters != null && parameterTypes != null && parameters.Length == parameters.Length)
{
for (int i = 0; i < parameters.Length; i++)
{
if (!parameters[i].Equals(parameterTypes[i]))
return false;
}
return true;
}
return false;
}
这里parameters[i]类型和parameterTypes类型不同,Equals会永远不等,所以这里一直会往list里面添加,在运行了1个小时后变得非常巨大.同时上面parameters.Length == parameters.Length应该也是笔误了
修正后:
protected bool IsParameterMatch(IProxyMethodInfo proxyMethodInfo, Type[] parameterTypes)
{
ParameterInfo[] parameters = proxyMethodInfo.Parameters;
if ((parameters == null || parameters.Length == 0) && (parameterTypes == null || parameterTypes.Length == 0))
return true;
if (parameters != null && parameterTypes != null && parameters.Length == parameterTypes.Length)
{
for (int i = 0; i < parameters.Length; i++)
{
if (parameters[i].ParameterType != parameterTypes[i])
return false;
}
return true;
}
return false;
}
Thanks to provide such a wonderful package for making mvvm work flawlessly in Unity. After adjusting the current project, I find out that the use of Microsoft.Extension.Logging for logging and Message Pipe for message publishing/subscribing will be more suitable. I am just wondering if the core part of the framework can be further split so that the logging, messaging etc. could be extracted. Or providing a way to replace them with other solution maybe?
源代码:
protected override void OnEnable()
{
base.OnEnable();
Initialize();
}
public override void SetAllDirty()
{
base.SetAllDirty();
Initialize();
}
protected virtual void Initialize()
{
SetText(BUFFER.Clear().Append(m_Template));//格式化为默认值
}
重现步骤:
Text.text
会被Initialize
设置为Text.Format
这个框架没有UI动静分离区分多个Canvas的这种处理么
在视图中对GenericParameters进行绑定时,会因为访问引用类型时为空而导致unity出现崩溃
末尾附件有一个简单的demo,或者声名任意一个GenericParameters<p1, p2, etc.>
只需要泛型中包含任意引用类型即可。
点击运行demo进行绑定视图,有大概率会直接崩溃。
1.视图绑定时不会因为空值而崩溃
2.FormattableTextMeshProUGUI
中对于m_Format
字段添加TextArea
标签
3.对于FormattableTextMeshProUGUI
类型添加一个右键菜单MenuItem("GameObject/UI/Text - FormattableTextMeshProUGUI")
Windows 10 22H2
Unity 2021.3.14f1
另外想问下,是否已经有发布到ios平台的游戏呢?
Assets/LoxodonFramework/Scripts/Framework/Binding/Reflection/ProxyFieldInfo.cs(134,33): error CS0103: The name 'Expression' does not exist in the current context
Assets/LoxodonFramework/Scripts/Framework/Binding/Reflection/ProxyFieldInfo.cs(135,32): error CS0103: The name 'Expression' does not exist in the current context
Assets/LoxodonFramework/Scripts/Framework/Binding/Reflection/ProxyFieldInfo.cs(136,32): error CS0103: The name 'Expression' does not exist in the current context
Assets/LoxodonFramework/Scripts/Framework/Binding/Reflection/ProxyFieldInfo.cs(137,33): error CS0103: The name 'Expression' does not exist in the current context
Assets/LoxodonFramework/Scripts/Framework/Binding/Reflection/ProxyFieldInfo.cs(138,30): error CS0103: The name 'Expression' does not exist in the current context
ENABLE_IL2CPP
没生效 手动配置ENABLE_IL2CPP
后编译正常2019-08-16 11:38:22.420 [ERROR] Binding - An exception occurs when the target property is updated.Please check the binding "Text{binding text Expression:vm => Window (Loxodon.Framework.Tutorials.DatabindingExample).localization.GetFormattedText("databinding.tutorials.description", new [] {vm.Account.Username, vm.Username}) Mode:OneWay }" in the view "DatabindingExample[Window]".exception: System.NotSupportedException: Expressions of type System.Object[] are not supported.
at Loxodon.Framework.Binding.Expressions.ExpressionVisitor.Visit (System.Linq.Expressions.Expression expr) [0x00179] in /Users/xxxxx/Documents/workspace_unity/loxodon-framework/Assets/LoxodonFramework/Scripts/Framework/Binding/Expressions/ExpressionVisitor.cs:110
at Loxodon.Framework.Binding.Expressions.EvaluatingVisitor.<InvokeMethod>b__7_0 (System.Linq.Expressions.Expression a) [0x00000] in /Users/xxxxx/Documents/workspace_unity/loxodon-framework/Assets/LoxodonFramework/Scripts/Framework/Binding/Expressions/EvaluatingVisitor.cs:891
at System.Linq.Enumerable+SelectIListIterator`2[TSource,TResult].ToArray () [0x00034] in <1b13ba6391c74847bbc3eddc86df7eee>:0
at System.Linq.Enumerable.ToArray[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x0001f] in <1b13ba6391c74847bbc3eddc86df7eee>:0
at Loxodon.Framework.Binding.Expressions.EvaluatingVisitor.InvokeMethod (System.Func`2[T,TResult] invoke, System.Collections.Generic.IEnumerable`1[T] arguments) [0x00001] in /Users/xxxxx/Documents/workspace_unity/loxodon-framework/Assets/LoxodonFramework/Scripts/Framework/Binding/Expressions/EvaluatingVisitor.cs:891
at Loxodon.Framework.Binding.Expressions.EvaluatingVisitor.VisitMethodCall (System.Linq.Expressions.MethodCallExpression expr) [0x0009f] in /Users/xxxxx/Documents/workspace_unity/loxodon-framework/Assets/LoxodonFramework/Scripts/Framework/Binding/Expressions/EvaluatingVisitor.cs:951
at Loxodon.Framework.Binding.Expressions.ExpressionVisitor.Visit (System.Linq.Expressions.Expression expr) [0x000fe] in /Users/xxxxx/Documents/workspace_unity/loxodon-framework/Assets/LoxodonFramework/Scripts/Framework/Binding/Expressions/ExpressionVisitor.cs:77
at Loxodon.Framework.Binding.Expressions.EvaluatingVisitor.Evaluate (System.Linq.Expressions.LambdaExpression expr, Loxodon.Framework.Binding.Expressions.Scope scope, System.Object[] args) [0x0005c] in /Users/xxxxx/Documents/workspace_unity/loxodon-framework/Assets/LoxodonFramework/Scripts/Framework/Binding/Expressions/EvaluatingVisitor.cs:996
at Loxodon.Framework.Binding.Expressions.EvaluatingVisitor+<>c__DisplayClass13_0.<VisitLambda>b__0 (System.Object[] args) [0x00000] in /Users/xxxxx/Documents/workspace_unity/loxodon-framework/Assets/LoxodonFramework/Scripts/Framework/Binding/Expressions/EvaluatingVisitor.cs:971
at Loxodon.Framework.Binding.Proxy.Sources.Expressions.ExpressionSourceProxy.GetValue () [0x0000f] in /Users/xxxxx/Documents/workspace_unity/loxodon-framework/Assets/LoxodonFramework/Scripts/Framework/Binding/Proxy/Sources/Expressions/ExpressionSourceProxy.cs:59
at Loxodon.Framework.Binding.Proxy.Sources.Expressions.ExpressionSourceProxy.GetValue[TValue] () [0x00001] in /Users/xxxxx/Documents/workspace_unity/loxodon-framework/Assets/LoxodonFramework/Scripts/Framework/Binding/Proxy/Sources/Expressions/ExpressionSourceProxy.cs:69
at Loxodon.Framework.Binding.Binding.<UpdateTargetFromSource>b__25_0 () [0x001c5] in /Users/xxxxx/Documents/workspace_unity/loxodon-framework/Assets/LoxodonFramework/Scripts/Framework/Binding/Binding.cs:302
UnityEngine.Debug:LogError(Object)
Loxodon.Log.LogImpl:Error(Object) (at Assets/LoxodonFramework/Scripts/Log/DefaultLogFactory.cs:160)
Loxodon.Log.LogImpl:ErrorFormat(String, Object[]) (at Assets/LoxodonFramework/Scripts/Log/DefaultLogFactory.cs:174)
Loxodon.Framework.Binding.Binding:<UpdateTargetFromSource>b__25_0() (at Assets/LoxodonFramework/Scripts/Framework/Binding/Binding.cs:379)
Loxodon.Framework.Execution.Executors:RunOnMainThread(Action, Boolean) (at Assets/LoxodonFramework/Scripts/Framework/Execution/Executors.cs:164)
Loxodon.Framework.Binding.Binding:UpdateTargetFromSource() (at Assets/LoxodonFramework/Scripts/Framework/Binding/Binding.cs:209)
Loxodon.Framework.Binding.Binding:UpdateDataOnBind() (at Assets/LoxodonFramework/Scripts/Framework/Binding/Binding.cs:126)
Loxodon.Framework.Binding.Binding:.ctor(IBindingContext, Object, Object, BindingDescription, ISourceProxyFactory, ITargetProxyFactory) (at Assets/LoxodonFramework/Scripts/Framework/Binding/Binding.cs:76)
Loxodon.Framework.Binding.BindingFactory:Create(IBindingContext, Object, Object, BindingDescription) (at Assets/LoxodonFramework/Scripts/Framework/Binding/BindingFactory.cs:56)
Loxodon.Framework.Binding.Binders.StandardBinder:Bind(IBindingContext, Object, Object, BindingDescription) (at Assets/LoxodonFramework/Scripts/Framework/Binding/Binders/StandardBinder.cs:42)
Loxodon.Framework.Binding.Contexts.BindingContext:Add(Object, BindingDescription, Object) (at Assets/LoxodonFramework/Scripts/Framework/Binding/Contexts/BindingContext.cs:181)
Loxodon.Framework.Binding.Builder.BindingBuilderBase:Build() (at Assets/LoxodonFramework/Scripts/Framework/Binding/Builder/BindingBuilderBase.cs:218)
Loxodon.Framework.Binding.Builder.BindingSetBase:Build() (at Assets/LoxodonFramework/Scripts/Framework/Binding/Builder/BindingSet.cs:50)
Loxodon.Framework.Tutorials.DatabindingExample:Start() (at Assets/LoxodonFramework/Tutorials/Scripts/DatabindingExample.cs:230)Assets/LoxodonFramework/Scripts/Framework/Binding/Reflection/ProxyFieldInfo.cs(138,30): error CS0103: The name 'Expression' does not exist in the current context
Hello! Does Loxodon provide a patcher template for mobile? I am asking this because I have very little knowledge in coding and I rely only on templates and kits for my game. 😔
Hello!
I have following issue: I bind a very simple view with one button:
dataContext = new MainMenuViewModel(commandDelay);
this.SetDataContext(dataContext);
/* databinding */
BindingSet<MainMenuViewController, MainMenuViewModel> bindingSet = this.CreateBindingSet<MainMenuViewController, MainMenuViewModel>();
bindingSet.Bind(this.runButton).For(v => v.onClick).To(vm => vm.OnRun).OneWay();
bindingSet.Build();
OnRun
in this case is a simple public void method in the MainMenuViewModel
. It works just fine in the editor but when I compile it to android I get following error:
2020-07-12 22:25:45.695 [ERROR] BindingSetBase - Loxodon.Framework.Binding.BindingException: An exception occurred while building the data binding for {binding onClick Path:OnRun Mode:OneWay }. ---> System.NotSupportedException: /Applications/Unity/2019.3.0f5/Unity.app/Contents/il2cpp/libil2cpp/gc/GCHandle.cpp(183) : Unsupported internal call for IL2CPP:GCHandle::NewWeakref - "IL2CPP does not support resurrection for weak references. Pass the trackResurrection with a value of false."
at System.Runtime.InteropServices.GCHandle.Alloc (System.Object value, System.Runtime.InteropServices.GCHandleType type) [0x00000] in <00000000000000000000000000000000>:0
at System.WeakReference.AllocateHandle (System.Object target) [0x00000] in <00000000000000000000000000000000>:0
at Loxodon.Framework.Binding.AbstractBinding..ctor (Loxodon.Framework.Binding.Contexts.IBindingContext bindingContext, System.Object dataContext, System.Object target) [0x00000] in <00000000000000000000000000000000>:0
at Loxodon.Framework.Binding.Binding..ctor (Loxodon.Framework.Binding.Contexts.IBindingContext bindingContext, System.Object source, System.Object target, Loxodon.Framework.Binding.BindingDescription bindingDescription, Loxodon.Framework.Binding.Proxy.Sources.ISourceProxyFactory sourceProxyFactory, Loxodon.Framework.Binding.Proxy.Targets.ITargetProxyFactory targetProxyFactory) [0x00000] in <00000000000000000000000000000000>:0
at Loxodon.Framework.Binding.BindingFactory.Create (Loxodon.Framework.Binding.Contexts.IBindingContext bindingContext, System.Object source, System.Object target, Loxodon.Framework.Binding.BindingDescription bindingDescription) [0x00000] in <00000000000000000000000000000000>:0
at Loxodon.Framework.Binding.Contexts.BindingContext.Add (System.Object target, Loxodon.Framework.Binding.BindingDescription description, System.Object key) [0x00000] in <00000000000000000000000000000000>:0
at Loxodon.Framework.Binding.Builder.BindingBuilderBase.Build () [0x00000] in <00000000000000000000000000000000>:0
at Loxodon.Framework.Binding.Builder.BindingSetBase.Build () [0x00000] in <00000000000000000000000000000000>:0
at IslandRunner.UI.MainMenuViewController.<Start>b__3_0 () [0x00000] in <00000000000000000000000000000000>:0
at System.Action.Invoke () [0x00000] in <00000000000000000000000000000000>:0
at Run+<_RunAfter>d__9.MoveNext () [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0
--- End of inner exception stack trace ---
at Loxodon.Framework.Binding.Builder.BindingBuilderBase.Build () [0x00000] in <00000000000000000000000000000000>:0
at Loxodon.Framework.Binding.Builder.BindingSetBase.Build () [0x00000] in <00000000000000000000000000000000>:0
at IslandRunner.UI.MainMenuViewController.<Start>b__3_0 () [0x00000] in <00000000000000000000000000000000>:0
at System.Action.Invoke () [0x00000] in <00000000000000000000000000000000>:0
at Run+<_RunAfter>d__9.MoveNext () [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0
Loxodon.Framework.Binding.Builder.BindingSetBase:Build()
IslandRunner.UI.MainMenuViewController:<Start>b__3_0()
System.Action:Invoke()
<_RunAfter>d__9:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
It must have been because of the newest update. I've used this case before without problems in older versions but I cannot recall which one was it.
原因:
Subject里对Action的引用是强引用
public class Subject<T> : SubjectBase
{
private readonly object _lock = new object();
private readonly List<Action<T>> actions = new List<Action<T>>();
// 略
}
This is not a feature request. I just would like to know how your architecture approaches my problem.
I have some components attached to a GameObject prefab that I would like to use as services. While I know that I can use Resources.Load
to load and instantiate the prefab synchronously, I want to use LoadAsync
and then make the Start method of the service bundle async instead to that I can emphasize that it is a relatively heavy operation.
Because of this, I cannot make my service bundle class conform to IServiceBundle
. But since I did not see any methods that would take the interface as a parameter, I am not even sure if I lose any functionality if I don't extend the interface. Is IServiceBundle
used just for conventional/ceremonial purpose to remind implementors to follow Start/Stop procedures?
Thank you so much!
local DatabindingViewModel = class("DatabindingViewModel",ObservableObject)
function DatabindingViewModel:ctor(t)
DatabindingViewModel.base(self).ctor(self,t)
self.ViewModelName = "DatabindingViewModel"
end
function M:start()
self.viewName = "DefaultViewName"
self:BindingContext().DataContext = DatabindingViewModel()
--进行数据绑定
local bindingSet = self:CreateBindingSet();
-- 下面这行绑定会报错。
bindingSet:Bind():For("viewName"):To("ViewModelName"):OneWay()
bindingSet:Build()
end
2020-08-07 15:35:47.330 [ERROR] BindingSetBase - Loxodon.Framework.Binding.Proxy.ProxyException: Unable to bind the "{binding viewName Path:ViewModelName Mode:OneWay }".An exception occurred while creating a proxy for the "viewName" property of class "LuaBehaviour". ---> System.MissingMemberException: Member 'Loxodon.Framework.Views.LuaBehaviour.viewName' not found.
at Loxodon.Framework.Binding.Proxy.Targets.TargetProxyFactory.TryCreateProxy (System.Object target, Loxodon.Framework.Binding.BindingDescription description, Loxodon.Framework.Binding.Proxy.Targets.ITargetProxy& proxy) [0x00058] in C:\Projects\loxodon-framework-2.0.1-master\Loxodon.Framework - MVVM\Assets\LoxodonFramework\Runtime\Framework\Binding\Proxy\Targets\TargetProxyFactory.cs:71
at Loxodon.Framework.Binding.Proxy.Targets.TargetProxyFactory.CreateProxy (System.Object target, Loxodon.Framework.Binding.BindingDescription description) [0x00004] in C:\Projects\loxodon-framework-2.0.1-master\Loxodon.Framework - MVVM\Assets\LoxodonFramework\Runtime\Framework\Binding\Proxy\Targets\TargetProxyFactory.cs:42
--- End of inner exception stack trace ---
at Loxodon.Framework.Binding.Builder.BindingBuilderBase.Build () [0x0003f] in C:\Projects\loxodon-framework-2.0.1-master\Loxodon.Framework - MVVM\Assets\LoxodonFramework\Runtime\Framework\Binding\Builder\BindingBuilderBase.cs:222
at Loxodon.Framework.Binding.Builder.BindingSetBase.Build () [0x0001a] in C:\Projects\loxodon-framework-2.0.1-master\Loxodon.Framework - MVVM\Assets\LoxodonFramework\Runtime\Framework\Binding\Builder\BindingSet.cs:50
Does this provide assetbundle encryption ?And what is the difference of this framework from the one on unity store? It seems they are different versions.
Edit: Sorry I was referring to the Bundle Maker. Well, my question for thr bundle is, can it create encryption where my asset cant be opened by ripping?
能否增加IUIViewLocator对Addressable资源管理系统的支持
Hi, @cocowolf !
Framework is good and i really enjoy using it on production projects!)
But when i presented this framework as main part of new projects - it was hard to explain how to use it... Can you write documentation for it here (on github i mean), please?)
sample scene: loxodon-framework\Loxodon.Framework\Assets\Samples\Loxodon Framework\2.0.0\Tutorials\Databinding Tutorials.unity
DatabindingExamples.cs line 225:
bindingSet.Bind(this.usernameEdit).For(v => v.text, v => v.onEndEdit).To(vm => vm.Username).TwoWay();
我认为应该把TwoWay改成OneWayToSource, username inputfield应该是由外部输入决定vm的username,反过来没有意义
TargetProxyBase中的target是一个WeakReference,target是LuaTable的时候,有时会意外变成null。业务那边是将一个View中异步的InteractionAction和VM中异步的InteractionRequest做绑定
bindingSet:Bind(self):For("gameAlertAsyncInteractionAction"):To("testAsyncInteractionRequest")
function M:TestInteractionRequest()
self.testCommand.Enabled = false
Executors.RunLuaOnCoroutineNoReturn(async(function()
local notification = GameAlertNotification("未知事件", "事件类型未知", "确定")
await(self.testAsyncInteractionRequest:Raise(notification))
self.testCommand.Enabled = true
log.debug(notification.DialogResult)
end))
end
请大神帮忙看看问题~感谢
lua代码如下:
require("framework.System")
local WindowContainer = CS.Loxodon.Framework.Views.WindowContainer
local Context = CS.Loxodon.Framework.Contexts.Context
function launch()
print("lua launching...")
local context = Context.GetApplicationContext()
local locator = context:GetService("AddressableUIViewLocator")
local winContainer = WindowContainer.Create("MAIN")
locator:LoadWindowAsync(winContainer, "HotUpdate/Startup/Startup"):OnPostExecute(
function(window)
window:Create()
local transition = window:Show()
transition:OnStateChanged(
function(w, state)
print("Window:" .. w.Name .. " State:" .. state:ToString())
end
)
transition:OnFinish(
function()
print("OnFinished")
end
)
end
)
end
我写了一个新的IUIViewLocator接口实现——AddressableUIViewLocator,用于Addressable资源的加载,所以需要使用异步方式。
错误提示说参数无效:
LuaException: invalid arguments to LoadWindowAsync
stack traceback:
[C]: in method 'LoadWindowAsync'
[string "chunk"]:35: in function 'launch'
[string "chunk"]:54: in main chunk
XLua.LuaEnv.ThrowExceptionFromError (System.Int32 oldTop) (at Assets/XLua/Src/LuaEnv.cs:443)
XLua.LuaEnv.DoString (System.Byte[] chunk, System.String chunkName, XLua.LuaTable env) (at Assets/XLua/Src/LuaEnv.cs:276)
XLua.LuaEnv.DoString (System.String chunk, System.String chunkName, XLua.LuaTable env) (at Assets/XLua/Src/LuaEnv.cs:290)
请教一下,应该如何调用才能争取的呢?
BindingSet.Bind().For(v=>v.enumType).To(vm=>vm.enumType) got error.
Step 1: Declare a public enum type, and a public enum property, for both view and view model class. Property in view model needs to follow the Set<> function inherited from ViewModelBase class.
Step 2: In View class, create a bindingSet, and bind the view's enum property onto viewModel's enum property.
Step 3: In controller class, set data context.
Step 4: Run the game
In Binding.cs, the enum type was cast as Int32.
「而且在数据绑定部分进行了性能优化,在支持JIT的平台上使用的是委托的方式绑定,在不支持JIT的平台,默认使用的是反射,但是可以通过注入委托函数的方式来优化」
我在文件中有閱讀看可以針對要綁定的 unity 物件注入委託函數
那麼請問 vm 的部分是否有可能呢
Hi @vovgou
I am wondering what is the reason of trapping all exceptions here:
MVVM is heavily relaying on messaging system and it is sometime hard to debug issues due to that trap. I might prepare a PR with adding a conditional compilation flag which enables the rethrow. Something like:
{
catch(Exception)
{
#if DEBUG_MESSAGING
throw;
#endif
}
What do you think?
Hi, I own your bundle product on unity asset store. I am trying to find out more info about AOT Trampolines on iOS. I found this link below:
https://www.mono-project.com/docs/advanced/runtime/docs/trampolines/
Can I paste only one option or all?
i.e. are they referring to standard, PLT, delegate?
I believe I understand what they do. It is the only way to use runtime code on iOS - as the iOS platform doesn't support JIT. I assume this lets us use xlua on iOS. My limited understanding is that on AOT we get a token for the type/ptl/delegate we are accessing so we can call the method from xlua in a more static and likely secure way?
Mainly just a hello world for iOS and AOT using these trampolines and where to put those compilation options and what each does, is all we would need.
Thank you for your time reading this.
also mentioned on unity forums, not sure which would get your eyes first :-)
https://forum.unity.com/threads/loxodon-framework-mvvm.545335/#post-4849013
WindowManager.Clear()
不能将当前容器下面的所有Window销毁
public virtual void Clear()
{
for (int i = this.windows.Count; i > 0; i--)
{
### this.windows[0].Dismiss(true);### issue
}
this.windows.Clear();
}
请教一下使用ResourcesViewLocator加载的资产什么时候释放呢,如果使用了XAsset异步加载了资产,不需要主动调用release吗?
调用堆栈:
NotSupportedException: Expressions of type System.Delegate are not supported.
Loxodon.Framework.Binding.Paths.PathParser.Parse (System.Linq.Expressions.Expression expression, Loxodon.Framework.Binding.Paths.Path path) (at Assets/LoxodonFramework/Scripts/Framework/Binding/Paths/PathParser.cs:134)
Loxodon.Framework.Binding.Paths.PathParser.Parse (System.Linq.Expressions.LambdaExpression expression) (at Assets/LoxodonFramework/Scripts/Framework/Binding/Paths/PathParser.cs:40)
Loxodon.Framework.Binding.Builder.BindingBuilder2[TTarget,TSource].To (System.Linq.Expressions.Expression
1[TDelegate] path) (at Assets/LoxodonFramework/Scripts/Framework/Binding/Builder/BindingBuilder.cs:105)
Loxodon.Framework.Tutorials.DatabindingForAsyncLoadingSpriteExample.Start () (at Assets/LoxodonFramework/Tutorials/Scripts/DatabindingForAsyncLoadingSpriteExample.cs:53)
Unity 2020.3.4f1
When I run Assets/Samples/Loxodon Framework XLua/2.0.0/Examples/Async & Await Tutorials.unity
I get this error.
Why is it happening and how should I fix it?
InvalidCastException: This type must add to CSharpCallLua: Loxodon.Framework.Asynchronous.ILuaTask
XLua.DelegateBridge.Func[T1,TResult] (T1 p1) (at Assets/XLua/Src/GenericDelegateBridge.cs:157)
Loxodon.Framework.Views.LuaBehaviour+d__15.MoveNext () (at Assets/LoxodonFramework/XLua/Runtime/Framework/Views/LuaBehaviour.cs:116)
--- End of stack trace from previous location where exception was thrown ---
System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () (at <695d1cc93cca45069c528c15c9fdd749>:0)
System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.b__6_0 (System.Object state) (at <695d1cc93cca45069c528c15c9fdd749>:0)
UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at /Users/bokken/buildslave/unity/build/Runtime/Export/Scripting/UnitySynchronizationContext.cs:153)
UnityEngine.UnitySynchronizationContext:ExecuteTasks() (at /Users/bokken/buildslave/unity/build/Runtime/Export/Scripting/UnitySynchronizationContext.cs:107)
在资源中,有一个字库文件zyt.ttf,该字库文件独立打包为一个AssetBundle,且此AB是能被其他AssetBundle中所引用到。但在运行时,经编辑器的Profiler分析,此字库文件在内存中会有多个副本的存在。所有资源文件未经预加载且未常驻内存。
当项目中有Package引用Mono.Cecil相关的库,会导致库文件冲突。
例如引用这个库com.unity.runtime-scene-serialization
我对Fody中引用的Mono.Cecil是否有做什么特殊的定制不太清楚。
目前我采用的办法是把Fody和PropertyChanged.Fody单独做成Package,然后把
Mono.Cecil
Mono.Cecil.Pdb
Mono.Cecil.Rocks
这三个文件的文件名改变成
Fody.Mono.Cecil
Fody.Mono.Cecil.Pdb
Fody.Mono.Cecil.Rocks
然后重新设置相关引用,这样可以解决问题。
我这个改动对项目结构改动有点大,我不确定提交一个pr是否合适。
同时,个人也觉得引用的第三方库最好是做成package标注版本,这样也方便使用者比对版本,升级之类的。
lua执行ToExpression方法时,会传入LuaFunction
public LuaBindingBuilder ToExpression(LuaFunction expression, params string[] paths)
{
if (this.description.Source != null)
throw new BindingException("You cannot set the source path of a Fluent binding more than once");
this.description.Source = new LuaExpressionSourceDescription()
{
Expression = expression,
Paths = paths
};
return this;
}
当我执行 SetDataContext时,LuaExpressionSourceProxy会执行Dispose(),将func释放
protected override void Dispose(bool disposing)
{
if (!disposed)
{
if (disposing)
{
if (this.inners != null && this.inners.Count > 0)
{
foreach (ISourceProxy proxy in this.inners)
{
if (proxy is INotifiable)
((INotifiable)proxy).ValueChanged -= OnValueChanged;
proxy.Dispose();
}
this.inners.Clear();
}
if (func != null)
{
func.Dispose();
func = null;
}
}
disposed = true;
base.Dispose(disposing);
}
}
导致下次执行func报错。
public DefaultEncryptor(byte[] key, byte[] iv)
{
if (iv == null)
this.iv = DEFAULT_IV;
if (key == null)
this.key = DEFAULT_KEY;
CheckIV(this.iv);
CheckKey(this.key);
// ...
}
应改为
public DefaultEncryptor(byte[] key, byte[] iv)
{
if (iv == null)
this.iv = DEFAULT_IV;
else
this.iv = iv;
if (key == null)
this.key = DEFAULT_KEY;
else
this.key = key;
CheckIV(this.iv);
CheckKey(this.key);
// ...
}
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