ILRuntimeCLRBinding.cs 2.0 KB

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  1. #if UNITY_EDITOR
  2. using UnityEditor;
  3. using UnityEngine;
  4. using System;
  5. using System.Text;
  6. using System.Collections.Generic;
  7. using System.IO;
  8. using System.Reflection;
  9. using ILRuntime.Runtime.Enviorment;
  10. using ETModel;
  11. [System.Reflection.Obfuscation(Exclude = true)]
  12. public class ILRuntimeCLRBinding
  13. {
  14. [MenuItem("Tools/ILRuntime/Generate CLR Binding Code")]
  15. static void GenerateCLRBinding()
  16. {
  17. List<Type> types = new List<Type>();
  18. types.Add(typeof(int));
  19. types.Add(typeof(float));
  20. types.Add(typeof(long));
  21. types.Add(typeof(object));
  22. types.Add(typeof(string));
  23. types.Add(typeof(Array));
  24. types.Add(typeof(Vector2));
  25. types.Add(typeof(Vector3));
  26. types.Add(typeof(Quaternion));
  27. types.Add(typeof(GameObject));
  28. types.Add(typeof(UnityEngine.Object));
  29. types.Add(typeof(Transform));
  30. types.Add(typeof(RectTransform));
  31. types.Add(typeof(Time));
  32. types.Add(typeof(Debug));
  33. //所有DLL内的类型的真实C#类型都是ILTypeInstance
  34. types.Add(typeof(List<ILRuntime.Runtime.Intepreter.ILTypeInstance>));
  35. ILRuntime.Runtime.CLRBinding.BindingCodeGenerator.GenerateBindingCode(types, "Assets/Model/ILBinding");
  36. AssetDatabase.Refresh();
  37. }
  38. [MenuItem("Tools/ILRuntime/Generate CLR Binding Code by Analysis")]
  39. static void GenerateCLRBindingByAnalysis()
  40. {
  41. //用新的分析热更dll调用引用来生成绑定代码
  42. ILRuntime.Runtime.Enviorment.AppDomain domain = new ILRuntime.Runtime.Enviorment.AppDomain();
  43. using (FileStream fs = new FileStream("Assets/Res/Code/Hotfix.dll.bytes", FileMode.Open, FileAccess.Read))
  44. {
  45. domain.LoadAssembly(fs);
  46. //Crossbind Adapter is needed to generate the correct binding code
  47. ILHelper.InitILRuntime(domain);
  48. ILRuntime.Runtime.CLRBinding.BindingCodeGenerator.GenerateBindingCode(domain, "Assets/Model/ILBinding");
  49. AssetDatabase.Refresh();
  50. }
  51. }
  52. }
  53. #endif