CodeLoader.cs 3.3 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.IO;
  4. using System.Reflection;
  5. using UnityEngine;
  6. namespace ET
  7. {
  8. public class CodeLoader: Singleton<CodeLoader>
  9. {
  10. private Assembly assembly;
  11. public void Start()
  12. {
  13. if (Define.EnableCodes)
  14. {
  15. Init.Instance.GlobalConfig.LoadMode = LoadMode.Codes;
  16. }
  17. switch (Init.Instance.GlobalConfig.LoadMode)
  18. {
  19. case LoadMode.Mono:
  20. {
  21. if (Define.EnableCodes)
  22. {
  23. throw new Exception("LoadMode.Mono must remove ENABLE_CODE define, please use ET/ChangeDefine/Remove ENABLE_CODE to Remove define");
  24. }
  25. Dictionary<string, UnityEngine.Object> dictionary = AssetsBundleHelper.LoadBundle("code.unity3d");
  26. byte[] assBytes = ((TextAsset)dictionary["Code.dll"]).bytes;
  27. byte[] pdbBytes = ((TextAsset)dictionary["Code.pdb"]).bytes;
  28. assembly = Assembly.Load(assBytes, pdbBytes);
  29. Dictionary<string, Type> types = AssemblyHelper.GetAssemblyTypes(typeof (Game).Assembly, this.assembly);
  30. EventSystem.Instance.Add(types);
  31. break;
  32. }
  33. case LoadMode.Reload:
  34. {
  35. if (Define.EnableCodes)
  36. {
  37. throw new Exception("LoadMode.Reload must remove ENABLE_CODE define, please use ET/ChangeDefine/Remove ENABLE_CODE to Remove define");
  38. }
  39. byte[] assBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, "Model.dll"));
  40. byte[] pdbBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, "Model.pdb"));
  41. assembly = Assembly.Load(assBytes, pdbBytes);
  42. this.LoadHotfix();
  43. break;
  44. }
  45. case LoadMode.Codes:
  46. {
  47. if (!Define.EnableCodes)
  48. {
  49. throw new Exception("LoadMode.Codes must add ENABLE_CODE define, please use ET/ChangeDefine/Add ENABLE_CODE to add define");
  50. }
  51. Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies();
  52. Dictionary<string, Type> types = AssemblyHelper.GetAssemblyTypes(assemblies);
  53. EventSystem.Instance.Add(types);
  54. foreach (Assembly ass in assemblies)
  55. {
  56. string name = ass.GetName().Name;
  57. if (name == "Unity.Codes")
  58. {
  59. this.assembly = ass;
  60. }
  61. }
  62. break;
  63. }
  64. }
  65. IStaticMethod start = new StaticMethod(assembly, "ET.Entry", "Start");
  66. start.Run();
  67. }
  68. // 热重载调用下面两个方法
  69. // CodeLoader.Instance.LoadLogic();
  70. // EventSystem.Instance.Load();
  71. public void LoadHotfix()
  72. {
  73. if (Init.Instance.GlobalConfig.LoadMode != LoadMode.Reload)
  74. {
  75. throw new Exception("CodeMode != Reload!");
  76. }
  77. // 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
  78. string[] logicFiles = Directory.GetFiles(Define.BuildOutputDir, "Hotfix_*.dll");
  79. if (logicFiles.Length != 1)
  80. {
  81. throw new Exception("Logic dll count != 1");
  82. }
  83. string logicName = Path.GetFileNameWithoutExtension(logicFiles[0]);
  84. byte[] assBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, $"{logicName}.dll"));
  85. byte[] pdbBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, $"{logicName}.pdb"));
  86. Assembly hotfixAssembly = Assembly.Load(assBytes, pdbBytes);
  87. Dictionary<string, Type> types = AssemblyHelper.GetAssemblyTypes(typeof (Game).Assembly, this.assembly, hotfixAssembly);
  88. EventSystem.Instance.Add(types);
  89. }
  90. }
  91. }