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@@ -84,6 +84,9 @@ namespace ET
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AfterCompiling();
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AssetDatabase.Refresh();
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+
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+ //反射获取当前Game视图,提示编译完成
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+ ShowNotification("Build Code Success");
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}
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public static void BuildModel(CodeOptimization codeOptimization, GlobalConfig globalConfig)
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@@ -128,6 +131,9 @@ namespace ET
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}
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BuildAssemblieEditor.BuildMuteAssembly("Model", codes, Array.Empty<string>(), codeOptimization);
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+
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+ //反射获取当前Game视图,提示编译完成
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+ ShowNotification("Build Model Success");
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}
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@@ -178,6 +184,9 @@ namespace ET
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}
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BuildAssemblieEditor.BuildMuteAssembly(logicFile, codes, new[]{Path.Combine(Define.BuildOutputDir, "Model.dll")}, codeOptimization);
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+
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+ //反射获取当前Game视图,提示编译完成
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+ ShowNotification("Build Hotfix Success");
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}
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private static void BuildMuteAssembly(string assemblyName, List<string> CodeDirectorys, string[] additionalReferences, CodeOptimization codeOptimization)
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@@ -260,18 +269,16 @@ namespace ET
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Debug.LogErrorFormat("build fail:" + assemblyBuilder.assemblyPath);
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return;
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}
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- }
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-
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- private static void AfterCompiling()
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- {
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+
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while (EditorApplication.isCompiling)
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{
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- Debug.Log("Compiling wait1");
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// 主线程sleep并不影响编译线程
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- Thread.Sleep(1000);
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- Debug.Log("Compiling wait2");
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+ Thread.Sleep(1);
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}
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-
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+ }
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+
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+ private static void AfterCompiling()
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+ {
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Debug.Log("Compiling finish");
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Directory.CreateDirectory(CodeDir);
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@@ -289,8 +296,6 @@ namespace ET
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Debug.Log("set assetbundle success!");
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Debug.Log("build success!");
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- //反射获取当前Game视图,提示编译完成
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- ShowNotification("Build Code Success");
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}
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public static void ShowNotification(string tips)
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