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我统一制作了一个ios插件

//c代码

    #include <stdio.h>
    typedef int (*callback_t) (int a, int b);
    static callback_t my_callback;

    void RegisterCallback (callback_t cb)
    {
        my_callback = cb;
    }

    int InvokeManagedCode (int a, int b)
    {
        if (my_callback == NULL){
         printf ("Managed code has not initialized this library yet");
         abort ();
         }
        return (*my_callback) (a, b);
    }

//C# 统一

    public class PluginImport : MonoBehaviour {

     delegate int MyCallback1 (int a, int b);

     [DllImport ("__Internal")]
     extern static void RegisterCallback (MyCallback1 callback1);

 [DllImport ("__Internal")]
     extern static int InvokeManagedCode (int a, int b);

     void Start () {

     RegisterCallback(Add); //register call back

  int i=InvokeManagedCode(44,4);
  Debug.Log("in ios?"+i);

     }

     static int Add (int a, int b) { return a + b; } //my delegate in C#
     static int Sub (int a, int b) { return a - b; }

    }

在统一上运行良好,但在 ios 上抛出错误 ExecutionEngineException: Attempting to JIT compile method '(wrapper native-to-managed) PluginImport:Add (int,int)' while running with --aot-only。

在(包装器托管到本机)PluginImport:RegisterCallback(PluginImport / MyCallback1)在PluginImport.Start()[0x00000] in:0

(文件名:行:-1)如何在 iOS 设备上的 Unity 内部进行反向原生回调?请帮帮我。</p>

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