using System; using System.Collections.Generic; using System.IO; using System.Reflection; using UnityEngine; namespace ET { public class CodeLoader: IDisposable { public static CodeLoader Instance = new CodeLoader(); public Action Update; public Action LateUpdate; public Action OnApplicationQuit; private Assembly assembly; public CodeMode CodeMode { get; set; } private CodeLoader() { } public void Dispose() { } public void Start() { switch (this.CodeMode) { case CodeMode.Mono: { Dictionary dictionary = AssetsBundleHelper.LoadBundle("code.unity3d"); byte[] assBytes = ((TextAsset)dictionary["Code.dll"]).bytes; byte[] pdbBytes = ((TextAsset)dictionary["Code.pdb"]).bytes; assembly = Assembly.Load(assBytes, pdbBytes); Dictionary types = AssemblyHelper.GetAssemblyTypes(typeof (Game).Assembly, this.assembly); Game.EventSystem.Add(types); IStaticMethod start = new MonoStaticMethod(assembly, "ET.Client.Entry", "Start"); start.Run(); break; } case CodeMode.Reload: { byte[] assBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, "Data.dll")); byte[] pdbBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, "Data.pdb")); assembly = Assembly.Load(assBytes, pdbBytes); this.LoadLogic(); IStaticMethod start = new MonoStaticMethod(assembly, "ET.Client.Entry", "Start"); start.Run(); break; } } } // 热重载调用下面两个方法 // CodeLoader.Instance.LoadLogic(); // Game.EventSystem.Load(); public void LoadLogic() { if (this.CodeMode != CodeMode.Reload) { throw new Exception("CodeMode != Reload!"); } // 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 string[] logicFiles = Directory.GetFiles(Define.BuildOutputDir, "Logic_*.dll"); if (logicFiles.Length != 1) { throw new Exception("Logic dll count != 1"); } string logicName = Path.GetFileNameWithoutExtension(logicFiles[0]); byte[] assBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, $"{logicName}.dll")); byte[] pdbBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, $"{logicName}.pdb")); Assembly hotfixAssembly = Assembly.Load(assBytes, pdbBytes); Dictionary types = AssemblyHelper.GetAssemblyTypes(typeof (Game).Assembly, this.assembly, hotfixAssembly); Game.EventSystem.Add(types); } } }