Comments (4)
lua的对应语法应该是pcall,你可以查阅下相关资料哈。。
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话说如何在lua虚拟机和C#之间互相抛异常?如果C#抛出一个异常,xlua虚拟机能接收到么
from xlua.
可以的互相抛,互相catch的,xLua做了异常的转换。
from xlua.
额,那我去学习研究下
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Related Issues (20)
- LuaException: UnityEngine.GameObject does not have a constructor! stack traceback:
- 从2017 升级到2021,gencode 生成enumwrap.cs 报错XLua\Gen\EnumWrap.cs(45,14): error CS1003: Syntax error, '(' expected
- C#函数,使用in/ref/out修饰的参数,如果再支持默认值,则xlua会报错
- 2.1.15和2.1.16版本的xLua添加RapidJson库,在ios15以下的系统调用json decode会导致闪退
- webgl 要怎么支持socket 希望有大佬解惑 HOT 1
- debug.getinfo
- [Feature Request] 适配鸿蒙Next
- unity2020使用Jenkins打包报错,HOTFIX_ENABLE宏开了,而且打包前也执行了Generator.GenAll
- Undefined symbol: _pcall_prepare
- CS.System.IO.Path.GetExtension 导致卡死
- [Hotfix] 有时需要放到非Editor目录才生效
- 内存泄漏严重 HOT 3
- Disabling Domain Reload causes crashes and strange behaviour
- Unity2022.3.16 IOS 打包 报错
- 最新版本支持多asmdef功能revert? HOT 1
- iOS编译报错 duplicate symbol '_luaopen_bit'
- "SymbolsNotMatchingException" occurs when performing Obfuscator after HotFix Injection.
- 想编译Nintendo Switch平台用的XLua版本 HOT 1
- 鸿蒙平台导出包报错
- ps4平台编译xlua不通过 HOT 1
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