using System; using System.Collections.Generic; using System.IO; using System.Reflection; using UnityEngine; #pragma warning disable CS0162 namespace ET { public class CodeLoader: Singleton { private Assembly model; public void Start() { if (Define.EnableCodes) { GlobalConfig globalConfig = Resources.Load("GlobalConfig"); if (globalConfig.CodeMode != CodeMode.ClientServer) { throw new Exception("ENABLE_CODES mode must use ClientServer code mode!"); } Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies(); Dictionary types = AssemblyHelper.GetAssemblyTypes(assemblies); EventSystem.Instance.Add(types); foreach (Assembly ass in assemblies) { string name = ass.GetName().Name; if (name == "Unity.Model.Codes") { this.model = ass; } } } else { byte[] assBytes; byte[] pdbBytes; if (!Define.IsEditor) { Dictionary dictionary = AssetsBundleHelper.LoadBundle("code.unity3d"); assBytes = ((TextAsset)dictionary["Model.dll"]).bytes; pdbBytes = ((TextAsset)dictionary["Model.pdb"]).bytes; if (Define.EnableIL2CPP) { HybridCLRHelper.Load(); } } else { assBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, "Model.dll")); pdbBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, "Model.pdb")); } this.model = Assembly.Load(assBytes, pdbBytes); Dictionary types = AssemblyHelper.GetAssemblyTypes(typeof (Game).Assembly, typeof(Init).Assembly, this.model); EventSystem.Instance.Add(types); } IStaticMethod start = new StaticMethod(this.model, "ET.Entry", "Start"); start.Run(); } } }