using System; using System.Collections.Generic; using System.IO; using System.Reflection; using UnityEngine; namespace ET { public class CodeLoader: IDisposable { private Assembly assembly; private static CodeLoader instance; public static CodeLoader Instance { get { return instance ??= new CodeLoader(); } } private CodeLoader() { } public void Dispose() { instance = null; } public void Start() { if (Define.EnableCodes) { Init.Instance.GlobalConfig.LoadMode = LoadMode.Codes; } switch (Init.Instance.GlobalConfig.LoadMode) { case LoadMode.Mono: { if (Define.EnableCodes) { throw new Exception("LoadMode.Mono must remove ENABLE_CODE define, please use ET/ChangeDefine/Remove ENABLE_CODE to Remove define"); } 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); Dictionary types = AssemblyHelper.GetAssemblyTypes(typeof (Game).Assembly, this.assembly); Game.EventSystem.Add(types); break; } case LoadMode.Reload: { if (Define.EnableCodes) { throw new Exception("LoadMode.Reload must remove ENABLE_CODE define, please use ET/ChangeDefine/Remove ENABLE_CODE to Remove define"); } byte[] assBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, "Model.dll")); byte[] pdbBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, "Model.pdb")); assembly = Assembly.Load(assBytes, pdbBytes); this.LoadHotfix(); break; } case LoadMode.Codes: { if (!Define.EnableCodes) { throw new Exception("LoadMode.Codes must add ENABLE_CODE define, please use ET/ChangeDefine/Add ENABLE_CODE to add define"); } Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies(); Dictionary types = AssemblyHelper.GetAssemblyTypes(assemblies); Game.EventSystem.Add(types); foreach (Assembly ass in assemblies) { string name = ass.GetName().Name; if (name == "Unity.Codes") { this.assembly = ass; } } break; } } IStaticMethod start = new StaticMethod(assembly, "ET.Entry", "Start"); start.Run(); } // 热重载调用下面两个方法 // CodeLoader.Instance.LoadLogic(); // Game.EventSystem.Load(); public void LoadHotfix() { if (Init.Instance.GlobalConfig.LoadMode != LoadMode.Reload) { throw new Exception("CodeMode != Reload!"); } // 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, "Hotfix_*.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); Dictionary types = AssemblyHelper.GetAssemblyTypes(typeof (Game).Assembly, this.assembly, hotfixAssembly); Game.EventSystem.Add(types); } } }