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The C# to Lua compiler

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https://github.com/Drake53/CSharp.lua/issues/2

Hello @yanghuan There are troubles with exported metadata with default values mentioned [here](https://github.com/Drake53/CSharp.lua/issues/2). However, further tests showed another major issue with the whole default value transpilation. There is another major...

Is it possible to consume third party nuget packages and use them in Lua?

I tried to use the following... m_UnitInputData = System.Text.Json.JsonSerializer.Deserialize(jsonStr); But when compiled to lua, it gives an error: attempt to index a nil value (upvalue 'SystemTextJson') My understanding is that...

Could you use csproj data instead of "input directory" and references list?

This isn't as much an issue as it is a suggestion. Would it be possible to generate some form of code maps? By this I mean a file which would...

现在生成的代码调用方式分几种: 1、静态方法 2、成员方法 3、属性方法 4、运算符方法 调用方式又分为:虚方法/属性、抽象方法/属性、接口实现方法、new覆盖方法等等 而这些调用,都免不了要通过lua的table hash查找的方式来找到具体的成员,这个过程是可以优化的。 我这边使用过这种方法来优化DLL中导出的所有方法调用: 1、使用一张全局表,来通过顺序数字下标来保存所有需要被调用的方法function 例如: GlobalMethodCache = {UnityEngine.GameObject.AddComponent , UnityEngine.GameObject.GetComponent} 2、在meta.xml中,通过Template对这些方法调用,统一改成下标索引调用,即: local gameObject; gameObject:AddComponent(xxx) gameObject:GetComponent(xxx) 优化成 local GlobalMethodCache; local gameObject; GlobalMethodCache[1](gameObject, xxx) GlobalMethodCache[2](gameObject, xxx)...

I am interested in using and also contributing to CSharp.lua It would be very helpful to have a Contributions.md for you to state, whether you welcome contributions, and if you...

I just finished the first major part of a project I'm writing that uses this, and I was wondering if there was any place to share what people have made...

## View-point I know CSharp.lua produces readable Lua code from Roslyn, what keeps... * Output is more identical or familiar to C# sources. "debuggable"... * Output more re-usable, like a...