public static void TestFunc7(List <object> values) { TestFix instance = values[0] as TestFix; object value = values[1]; var type = value.GetType(); object value2 = values[2]; Debug.Log("热补丁" + type.Name + " + " + value2); }
// Use this for initialization void Start() { luaenv = new LuaEnv(); //luaenv.DoString("CS.UnityEngine.Debug.Log('hello world')"); luaenv.DoString(luaScript.text); //LuaMax max = luaenv.Global.GetInPath<LuaMax>("math.max"); //Debug.Log("max:" + max(32, 12)); TestFix fix = new TestFix(); Debug.Log("计算结果=" + fix.Add(10, 20)); }
public static void TestFunc6(TestFix testFix, string a, int b) { Debug.Log("热补丁" + a + " + " + b); }
public static void TestFunc4(TestFix testFix, RefOutParam <int> a, RefOutParam <string> b) { a.value = 500; b.value = "hello world!!!!!!!!!!!!hotfix"; Debug.Log("热补丁" + a.value + " + " + b.value); }
public static void TestFunc5(TestFix testFix, int a, string b) { Debug.Log("热补丁" + a + " + " + b); }
public static int TestFunc3(TestFix testFix, int a, int b) { Debug.Log("热补丁int 返回" + a + " + " + b); return(a + b * 100); }
public static void TestFunc2(TestFix testFix, string b) { Debug.Log("热补丁" + b); }
public static void TestFunc1(TestFix testFix, int a) { Debug.Log("热补丁" + a); }
public static void TestFunc(TestFix testFix) { Debug.Log("热补丁"); }
public static void Update(TestFix testFix) { Debug.Log("热更新"); }