using System; using System.Collections.Generic; using System.IO; using System.Reflection; using UnityEngine; using System.Linq; namespace ET { public class CodeLoader { public static CodeLoader Instance = new CodeLoader(); public Action Update; public Action LateUpdate; public Action OnApplicationQuit; private Assembly assembly; private Type[] allTypes; private CodeLoader() { } public void Start() { switch (Init.Instance.CodeMode) { case CodeMode.Mono: { Dictionary dictionary = AssetsBundleHelper.LoadBundle("code.unity3d"); byte[] assBytes = ((TextAsset)dictionary["Code.dll"]).bytes; byte[] pdbBytes = ((TextAsset)dictionary["Code.pdb"]).bytes; assembly = Assembly.Load(assBytes, pdbBytes); this.allTypes = assembly.GetTypes(); IStaticMethod start = new MonoStaticMethod(assembly, "ET.Entry", "Start"); start.Run(); break; } case CodeMode.ILRuntime: { Dictionary dictionary = AssetsBundleHelper.LoadBundle("code.unity3d"); byte[] assBytes = ((TextAsset)dictionary["Code.dll"]).bytes; byte[] pdbBytes = ((TextAsset)dictionary["Code.pdb"]).bytes; //byte[] assBytes = File.ReadAllBytes(Path.Combine("../Unity/", Define.BuildOutputDir, "Code.dll")); //byte[] pdbBytes = File.ReadAllBytes(Path.Combine("../Unity/", Define.BuildOutputDir, "Code.pdb")); ILRuntime.Runtime.Enviorment.AppDomain appDomain = new ILRuntime.Runtime.Enviorment.AppDomain(); MemoryStream assStream = new MemoryStream(assBytes); MemoryStream pdbStream = new MemoryStream(pdbBytes); appDomain.LoadAssembly(assStream, pdbStream, new ILRuntime.Mono.Cecil.Pdb.PdbReaderProvider()); ILHelper.InitILRuntime(appDomain); this.allTypes = appDomain.LoadedTypes.Values.Select(x => x.ReflectionType).ToArray(); IStaticMethod start = new ILStaticMethod(appDomain, "ET.Entry", "Start", 0); start.Run(); break; } case CodeMode.Reload: { byte[] assBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, "Data.dll")); byte[] pdbBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, "Data.pdb")); assembly = Assembly.Load(assBytes, pdbBytes); LoadHotfix(); IStaticMethod start = new MonoStaticMethod(assembly, "ET.Entry", "Start"); start.Run(); break; } } } // 热重载调用下面三个方法 // CodeLoader.Instance.LoadHotfix(); // Game.EventSystem.Add(CodeLoader.Instance.GetTypes()); // Game.EventSystem.Load(); public void LoadHotfix() { // 傻屌Unity在这里搞了个傻逼优化,认为同一个路径的dll,返回的程序集就一样。所以这里每次编译都要随机名字 string[] logicFiles = Directory.GetFiles(Define.BuildOutputDir, "Logic_*.dll"); if (logicFiles.Length != 1) { throw new Exception("Logic dll count != 1"); } string logicName = Path.GetFileNameWithoutExtension(logicFiles[0]); byte[] assBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, $"{logicName}.dll")); byte[] pdbBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, $"{logicName}.pdb")); Assembly hotfixAssembly = Assembly.Load(assBytes, pdbBytes); List listType = new List(); listType.AddRange(this.assembly.GetTypes()); listType.AddRange(hotfixAssembly.GetTypes()); this.allTypes = listType.ToArray(); } public Type[] GetTypes() { return this.allTypes; } } }