CodeLoader.cs 1.5 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. #pragma warning disable CS0162
  7. namespace ET
  8. {
  9. public class CodeLoader: Singleton<CodeLoader>
  10. {
  11. private Assembly assembly;
  12. public void Start()
  13. {
  14. if (!Define.EnableCodes)
  15. {
  16. Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies();
  17. Dictionary<string, Type> types = AssemblyHelper.GetAssemblyTypes(assemblies);
  18. EventSystem.Instance.Add(types);
  19. foreach (Assembly ass in assemblies)
  20. {
  21. string name = ass.GetName().Name;
  22. if (name == "Unity.Model")
  23. {
  24. this.assembly = ass;
  25. }
  26. }
  27. }
  28. else
  29. {
  30. byte[] assBytes;
  31. byte[] pdbBytes;
  32. if (!Define.IsEditor)
  33. {
  34. Dictionary<string, UnityEngine.Object> dictionary = AssetsBundleHelper.LoadBundle("code.unity3d");
  35. assBytes = ((TextAsset)dictionary["Codes.dll"]).bytes;
  36. pdbBytes = ((TextAsset)dictionary["Codes.pdb"]).bytes;
  37. if (Define.EnableIL2CPP)
  38. {
  39. HybridCLRHelper.Load();
  40. }
  41. }
  42. else
  43. {
  44. assBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, "Codes.dll"));
  45. pdbBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, "Codes.pdb"));
  46. }
  47. this.assembly = Assembly.Load(assBytes, pdbBytes);
  48. Dictionary<string, Type> types = AssemblyHelper.GetAssemblyTypes(typeof (Game).Assembly, typeof(Init).Assembly, this.assembly);
  49. EventSystem.Instance.Add(types);
  50. }
  51. IStaticMethod start = new StaticMethod(this.assembly, "ET.Entry", "Start");
  52. start.Run();
  53. }
  54. }
  55. }