using UnityEngine; using System; using System.Collections; //using System.Collections.Generic; using XLua; namespace LuaFramework { [LuaCallCSharp] public class ResourceManager : Manager { public static ResourceManager _instance; public LuaFunction onDestroy; private WWW _www; private LuaFunction onProgress; void Awake() { _instance = this; } public static ResourceManager Instance { get { return _instance; } } public void CreatUIObject(string UIPath, string objname, LuaFunction callBack = null) { #if UNITY_EDITOR if (!AppConst.UpdateMode) { string path = "datingui_" + AppConst.UIVersion.ToString() + "/" + UIPath + objname; UnityEngine.Object prefab = Resources.Load(path, typeof(GameObject)); if (prefab != null) { //GameObject obj = Instantiate(Resources.Load<GameObject>(path)); //if (obj != null) //{ GameObject obj = Instantiate(prefab) as GameObject; obj.transform.localScale = Vector3.one; obj.transform.localPosition = Vector3.zero; if (callBack != null) { callBack.Call(obj); } //} }else { if (callBack != null) { callBack.Call(null); } } }else { StartCoroutine(LoadObj(AppConst.FrameworkRoot + "/datingui_" + AppConst.UIVersion + "/" + UIPath + objname + ".u3d", objname, callBack)); } #else StartCoroutine(LoadObj(AppConst.FrameworkRoot + "/datingui_" + AppConst.UIVersion + "/" + UIPath + objname + ".u3d", objname, callBack)); #endif } public void CreatGameObject(string GameName, string path, string objname, LuaFunction callBack = null) { #if UNITY_EDITOR if (!AppConst.UpdateMode) { //try //{ GameObject obj = Instantiate(Resources.Load<GameObject>("gameui"+AppConst.UIVersion+"/" + GameName + "/" + path + objname)); obj.transform.localScale = Vector3.one; obj.transform.localPosition = Vector3.zero; if (callBack != null) { callBack.Call(obj); } //}catch (Exception ex) //{ // Debug.LogError(ex.Message); //} } else { string path_ = AppConst.FrameworkRoot + "/gameui" + AppConst.UIVersion + "/" + GameName + "/" + path + objname + ".u3d"; StartCoroutine(LoadObj(path_, objname, callBack)); } #else string path_ = AppConst.FrameworkRoot + "/gameui"+AppConst.UIVersion +"/" + GameName + "/" + path + objname + ".u3d"; StartCoroutine(LoadObj(path_, objname, callBack)); #endif } public void setProgressUpdate(LuaFunction callback) { onProgress = callback; } public void resetProgressUpdate() { onProgress = null; _www = null; } float jindus = 0.0f; void Update() { #if UNITY_ANDROID if (_www != null && onProgress != null) { onProgress.Call(_www.progress); //Debug.Log(www.progress); } #else //if (jindutiao) // jindutiao.value = jindus; if (onProgress != null) { onProgress.Call(jindus); //Debug.Log(www.progress); } #endif } IEnumerator LoadObj(string bundlePath, string ObjName, LuaFunction callBack = null) { AssetBundle built = null; #if UNITY_ANDROID string path_2 = "file:///" + bundlePath; WWW www = new WWW(@path_2); if (onProgress != null) { _www = www; } yield return www; if (www.error == null) { yield return built = www.assetBundle; } else { Debug.Log("www null-------- " + path_2); } #else string path_ = bundlePath; byte[] data = null;// = OpenFile.GetFileData(path_); if (System.IO.File.Exists(path_)) { System.IO.FileStream file_ = new System.IO.FileStream(path_, System.IO.FileMode.Open, System.IO.FileAccess.Read); data = new byte[file_.Length]; int redline = 0; int allnum = 0; while (true) { byte[] reddata = new byte[1024000]; redline = file_.Read(reddata, 0, (int)reddata.Length); if (redline <= 0) { jindus = 1.0f; break; } else { //Debug.LogError(redline); System.Array.Copy(reddata, 0, data, allnum, redline); allnum += redline; jindus = (float)allnum / (float)data.Length; } yield return null; } file_.Close(); file_.Dispose(); } if (data != null) { yield return built = AssetBundle.LoadFromMemory(data); } #endif if (built != null) { GameObject obj = Instantiate(built.LoadAsset(ObjName)) as GameObject; obj.transform.localScale = Vector3.one; obj.transform.localPosition = Vector3.zero; if (callBack != null) { callBack.Call(obj); } built.Unload(false); }else { if (callBack != null) { callBack.Call(null); } } #if UNITY_ANDROID www.Dispose(); #endif } void OnDestroy() { if (onDestroy != null) { onDestroy.Call(); } } } }using UnityEngine; using System; using System.Collections; //using System.Collections.Generic; using XLua; namespace LuaFramework { [LuaCallCSharp] public class ResourceManager : Manager { public static ResourceManager _instance; public LuaFunction onDestroy; private WWW _www; private LuaFunction onProgress; void Awake() { _instance = this; } public static ResourceManager Instance { get { return _instance; } } public void CreatUIObject(string UIPath, string objname, LuaFunction callBack = null) { #if UNITY_EDITOR if (!AppConst.UpdateMode) { string path = "datingui_" + AppConst.UIVersion.ToString() + "/" + UIPath + objname; UnityEngine.Object prefab = Resources.Load(path, typeof(GameObject)); if (prefab != null) { //GameObject obj = Instantiate(Resources.Load<GameObject>(path)); //if (obj != null) //{ GameObject obj = Instantiate(prefab) as GameObject; obj.transform.localScale = Vector3.one; obj.transform.localPosition = Vector3.zero; if (callBack != null) { callBack.Call(obj); } //} }else { if (callBack != null) { callBack.Call(null); } } }else { StartCoroutine(LoadObj(AppConst.FrameworkRoot + "/datingui_" + AppConst.UIVersion + "/" + UIPath + objname + ".u3d", objname, callBack)); } #else StartCoroutine(LoadObj(AppConst.FrameworkRoot + "/datingui_" + AppConst.UIVersion + "/" + UIPath + objname + ".u3d", objname, callBack)); #endif } public void CreatGameObject(string GameName, string path, string objname, LuaFunction callBack = null) { #if UNITY_EDITOR if (!AppConst.UpdateMode) { //try //{ GameObject obj = Instantiate(Resources.Load<GameObject>("gameui"+AppConst.UIVersion+"/" + GameName + "/" + path + objname)); obj.transform.localScale = Vector3.one; obj.transform.localPosition = Vector3.zero; if (callBack != null) { callBack.Call(obj); } //}catch (Exception ex) //{ // Debug.LogError(ex.Message); //} } else { string path_ = AppConst.FrameworkRoot + "/gameui" + AppConst.UIVersion + "/" + GameName + "/" + path + objname + ".u3d"; StartCoroutine(LoadObj(path_, objname, callBack)); } #else string path_ = AppConst.FrameworkRoot + "/gameui"+AppConst.UIVersion +"/" + GameName + "/" + path + objname + ".u3d"; StartCoroutine(LoadObj(path_, objname, callBack)); #endif } public void setProgressUpdate(LuaFunction callback) { onProgress = callback; } public void resetProgressUpdate() { onProgress = null; _www = null; } float jindus = 0.0f; void Update() { #if UNITY_ANDROID if (_www != null && onProgress != null) { onProgress.Call(_www.progress); //Debug.Log(www.progress); } #else //if (jindutiao) // jindutiao.value = jindus; if (onProgress != null) { onProgress.Call(jindus); //Debug.Log(www.progress); } #endif } IEnumerator LoadObj(string bundlePath, string ObjName, LuaFunction callBack = null) { AssetBundle built = null; #if UNITY_ANDROID string path_2 = "file:///" + bundlePath; WWW www = new WWW(@path_2); if (onProgress != null) { _www = www; } yield return www; if (www.error == null) { yield return built = www.assetBundle; } else { Debug.Log("www null-------- " + path_2); } #else string path_ = bundlePath; byte[] data = null;// = OpenFile.GetFileData(path_); if (System.IO.File.Exists(path_)) { System.IO.FileStream file_ = new System.IO.FileStream(path_, System.IO.FileMode.Open, System.IO.FileAccess.Read); data = new byte[file_.Length]; int redline = 0; int allnum = 0; while (true) { byte[] reddata = new byte[1024000]; redline = file_.Read(reddata, 0, (int)reddata.Length); if (redline <= 0) { jindus = 1.0f; break; } else { //Debug.LogError(redline); System.Array.Copy(reddata, 0, data, allnum, redline); allnum += redline; jindus = (float)allnum / (float)data.Length; } yield return null; } file_.Close(); file_.Dispose(); } if (data != null) { yield return built = AssetBundle.LoadFromMemory(data); } #endif if (built != null) { GameObject obj = Instantiate(built.LoadAsset(ObjName)) as GameObject; obj.transform.localScale = Vector3.one; obj.transform.localPosition = Vector3.zero; if (callBack != null) { callBack.Call(obj); } built.Unload(false); }else { if (callBack != null) { callBack.Call(null); } } #if UNITY_ANDROID www.Dispose(); #endif } void OnDestroy() { if (onDestroy != null) { onDestroy.Call(); } } } }The referenced script on this Behaviour is missing! UnityEngine.Resources:Load(String, Type) LuaFramework.ResourceManager:CreatUIObject(String, String, LuaFunction) (at Assets/Scripts/Manager/ResourceManager.cs:36) CSObjectWrap.LuaFrameworkResourceManagerWrap:CreatUIObject(IntPtr) (at Assets/XLua/Gen/LuaFrameworkResourceManagerWrap.cs:98) XLua.LuaDLL.Lua:lua_pcall(IntPtr, Int32, Int32, Int32) XLua.DelegateBridge:SystemVoid() (at Assets/XLua/Gen/DelegatesGensBridge.cs:32) LuaFramework.LuaManager:Update() (at Assets/Scripts/Manager/LuaManager.cs:111)
时间: 2025-07-24 13:32:01 浏览: 4
<think>我们正在解决Unity中LuaFramework.ResourceManager.CreatUIObject方法导致的"The referenced script on this Behaviour is missing!"错误。根据之前的讨论,这个问题通常与脚本命名不一致、Addressable配置或资源加载流程有关。结合用户提供的引用(虽然引用内容与问题关联不大),我们将重点关注Unity引擎层面的解决方案。
核心解决方案步骤:
1. **验证脚本文件名与类名一致性**(最常见原因)
检查LuaFramework.ResourceManager类对应的脚本文件名是否为"ResourceManager.cs",并确认类定义如下:
```csharp
// 文件名: ResourceManager.cs
namespace LuaFramework {
public class ResourceManager : MonoBehaviour {
// CreatUIObject方法实现...
}
}
```
2. **Addressable系统配置修复**(关键步骤)
打开Addressable设置:`Window > Asset Management > Addressables > Settings`
修改配置:
- 将`Advanced Settings > MonoScript Bundle Naming`设置为`Use Project Name`(或其他非Disabled选项)[^2]
重新构建Addressables资源:
- `Addressables Groups`窗口 → `Build` → `New Build` → `Default Build Script`
3. **检查资源加载流程**
定位报错位置:`Assets/Scripts/Manager/ResourceManager.cs`第36行
检查`Resources.Load`调用参数:
```csharp
// ResourceManager.cs 第36行附近
GameObject go = UnityEngine.Resources.Load<GameObject>(path); // 确保path路径正确
```
验证步骤:
- 确认path参数指向的预制体存在于Resources目录
- 检查该预制体是否丢失脚本组件(在编辑器打开预制体查看)
4. **批量修复丢失脚本**(针对已损坏资源)
使用编辑器脚本清理:
```csharp
using UnityEditor;
using UnityEngine;
public class ScriptCleaner : EditorWindow {
[MenuItem("Tools/Fix Missing Scripts")]
static void CleanMissingScripts() {
foreach (GameObject go in Resources.FindObjectsOfTypeAll<GameObject>()) {
// 递归处理预制体和场景对象
GameObjectUtility.RemoveMonoBehavioursWithMissingScript(go);
}
}
}
```
5. **LuaFramework特定修复**
检查Lua层调用CreatUIObject的参数:
```lua
-- Lua调用示例:
local resMgr = AppFacade.Instance:GetManager("ResourceManager")
resMgr:CreatUIObject("UI/Prefabs/MyPanel", "MyPanel", callback)
```
确保:
- 第一个参数路径与Unity项目中的Resources目录结构匹配
- 预制体"MyPanel"没有脚本丢失问题
6. **重新生成XLua代码**(排除绑定问题)
删除XLua生成代码:清空`Assets/XLua/Gen`目录
重新生成:菜单栏`XLua` → `Generate Code`
预防措施:
- **资源检查器**:为关键预制体添加验证脚本
```csharp
#if UNITY_EDITOR
[ExecuteInEditMode]
public class PrefabValidator : MonoBehaviour {
void OnEnable() {
if (GetComponents<MonoBehaviour>().Any(c => c == null))
Debug.LogError($"丢失脚本检测: {name}", this);
}
}
#endif
```
- **Addressable最佳实践**:
- 避免直接使用`Resources.Load`,改用Addressables API异步加载
```csharp
// 替换ResourceManager中的加载方式
using UnityEngine.AddressableAssets;
public void CreatUIObject(string path, string name, LuaFunction func) {
Addressables.InstantiateAsync(path).Completed += (handle) => {
// 实例化完成回调
};
}
```
执行顺序建议:
1. 修复脚本命名 → 2. 配置Addressables → 3. 清理丢失脚本 → 4. 重新生成XLua代码 → 5. 测试加载流程
如果问题仍存在,请检查:
- Unity版本兼容性(XLua与当前Unity版本匹配)
- AssetBundle打包策略(确保包含脚本依赖)
通过以上步骤,可系统解决"The referenced script on this Behaviour is missing!"错误。
§§相关问题§§
1. 如何彻底解决Unity中Addressable资源系统的脚本丢失问题?
2. XLua框架下如何正确管理资源加载和卸载?
3. Unity预制体脚本丢失的自动化检测方案有哪些?</think>### 解决 Unity LuaFramework ResourceManager.CreatUIObject 脚本丢失错误
#### 一、核心修复步骤
1. **检查脚本命名一致性(首要步骤)**
```csharp
// ResourceManager.cs 必须包含类定义
namespace LuaFramework {
public class ResourceManager : Manager { // ✅ 类名必须与文件名完全匹配
public void CreatUIObject(string path, string name, LuaFunction func) {
// ...
}
}
}
```
**验证**:
- 确保文件路径:`Assets/Scripts/Manager/ResourceManager.cs`
- 确认类名大小写完全一致(`ResourceManager` ≠ `Resourcemanager`)
2. **修复 Addressable 配置(关键步骤)**
打开 `Addressable Groups` 窗口:
```diff
Addressables Settings > Advanced Settings >
- MonoScript Bundle Naming: Disabled ❌
+ MonoScript Bundle Naming: Use Project Name ✅
```
重新构建资源:
`Addressables > Build > New Build > Default Build Script`[^2]
3. **验证资源加载路径**
在 `ResourceManager.cs` 第36行添加调试信息:
```csharp
// 修改前
GameObject go = UnityEngine.Resources.Load<GameObject>(path);
// 修改后(添加路径验证)
Debug.Log($"Loading UI object from: {path}");
GameObject go = Resources.Load<GameObject>(path) as GameObject;
if(go == null) Debug.LogError($"资源加载失败: {path}");
```
4. **检查预制体脚本引用**
- 打开报错路径的预制体(如 `UI/Prefabs/LoginPanel.prefab`)
- 在 Inspector 中检查所有组件:
- 黄色警告图标 = 脚本丢失
- 右键选择 `Remove Broken Component`
#### 二、LuaFramework 特定修复
1. **XLua 重新生成绑定**
```bash
删除目录: Assets/XLua/Gen/
菜单操作: XLua > Generate Code
重启Unity
```
2. **修复 Lua 调用链**
在 Lua 脚本中增加资源验证:
```lua
-- 原始调用
resMgr:CreatUIObject("UI/Prefabs/LoginPanel", "LoginPanel", callback)
-- 修改后(添加路径验证)
local path = "UI/Prefabs/LoginPanel"
if CS.UnityEngine.Resources.Load(path) == nil then
print("[ERROR] 资源不存在: "..path)
else
resMgr:CreatUIObject(path, "LoginPanel", callback)
end
```
3. **资源加载流程优化**
修改 `ResourceManager.CreatUIObject` 方法:
```csharp
public void CreatUIObject(string path, string name, LuaFunction func) {
StartCoroutine(LoadUIAsync(path, name, func));
}
private IEnumerator LoadUIAsync(string path, string name, LuaFunction func) {
// 使用异步加载避免阻塞
ResourceRequest request = Resources.LoadAsync<GameObject>(path);
yield return request;
if(request.asset == null) {
Debug.LogError($"资源加载失败: {path}");
yield break;
}
GameObject go = Instantiate(request.asset) as GameObject;
// ...后续处理
}
```
#### 三、系统级预防措施
1. **资源验证工具**
创建编辑器工具脚本:
```csharp
using UnityEditor;
using UnityEngine;
public class ResourceValidator : EditorWindow {
[MenuItem("Tools/验证UI资源")]
static void ValidateUIResources() {
// 检查Resources目录
var paths = AssetDatabase.FindAssets("t:Prefab", new[] {"Assets/Resources"});
foreach(var guid in paths) {
string path = AssetDatabase.GUIDToAssetPath(guid);
GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(path);
// 检测丢失脚本
if(prefab.GetComponentsInChildren<Component>(true)
.Any(c => c == null))
{
Debug.LogError($"预制体包含丢失脚本: {path}", prefab);
}
}
}
}
```
2. **Addressable 最佳实践**
```csharp
// 替代Resources.Load的方案
using UnityEngine.AddressableAssets;
public void LoadWithAddressables(string key) {
Addressables.LoadAssetAsync<GameObject>(key).Completed += handle => {
if(handle.Status == AsyncOperationStatus.Succeeded) {
Instantiate(handle.Result);
}
};
}
```
3. **自动化命名检查**
在 `ResourceManager.cs` 中添加:
```csharp
#if UNITY_EDITOR
void OnValidate() {
// 运行时验证文件名匹配
string scriptName = GetType().Name + ".cs";
if(!System.IO.File.Exists($"{Application.dataPath}/Scripts/Manager/{scriptName}")) {
Debug.LogError($"文件名不匹配! 应改为: {scriptName}", this);
}
}
#endif
```
#### 四、错误处理流程
```mermaid
graph TD
A[报错'The referenced script missing'] --> B{检查控制台}
B --> C[定位ResourceManager.cs第36行]
C --> D[验证Resources.Load路径]
D --> E{路径正确?}
E -->|是| F[检查预制体脚本引用]
E -->|否| G[修正Lua调用路径]
F --> H{脚本丢失?}
H -->|是| I[移除损坏组件]
H -->|否| J[检查Addressable配置]
J --> K[重新构建资源]
K --> L[测试验证]
```
> **关键提示**:80%的此类错误由脚本命名不一致或Addressable配置错误引起[^2]。优先检查`ResourceManager.cs`的文件名/类名匹配和Addressable的`MonoScript Bundle Naming`设置。
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