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 assembly; 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") { this.assembly = ass; } } } else { byte[] assBytes; byte[] pdbBytes; if (!Define.IsEditor) { //Dictionary dictionary = AssetsBundleHelper.LoadBundle("code.unity3d"); //assBytes = ((TextAsset)dictionary["Codes.dll"]).bytes; //pdbBytes = ((TextAsset)dictionary["Codes.pdb"]).bytes; // 这里为了方便做测试,直接加载了Unity/Temp/Bin/Debug/Codes.dll,真正打包要还原使用上面注释的代码 assBytes = File.ReadAllBytes(Path.Combine("../Unity", Define.BuildOutputDir, "Codes.dll")); pdbBytes = File.ReadAllBytes(Path.Combine("../Unity", Define.BuildOutputDir, "Codes.pdb")); if (Define.EnableIL2CPP) { HybridCLRHelper.Load(); } } else { assBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, "Codes.dll")); pdbBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, "Codes.pdb")); } this.assembly = Assembly.Load(assBytes, pdbBytes); Dictionary types = AssemblyHelper.GetAssemblyTypes(typeof (Game).Assembly, typeof(Init).Assembly, this.assembly); EventSystem.Instance.Add(types); } IStaticMethod start = new StaticMethod(this.assembly, "ET.Entry", "Start"); start.Run(); } } }