#if UNITY_EDITOR using UnityEditor; using UnityEngine; using System; using System.Text; using System.Collections.Generic; using System.Reflection; using ILRuntime.Runtime.Enviorment; using ETModel; [System.Reflection.Obfuscation(Exclude = true)] public class ILRuntimeCLRBinding { [MenuItem("Tools/ILRuntime/Generate CLR Binding Code")] static void GenerateCLRBinding() { List types = new List(); types.Add(typeof(int)); types.Add(typeof(float)); types.Add(typeof(long)); types.Add(typeof(object)); types.Add(typeof(string)); types.Add(typeof(Array)); types.Add(typeof(Vector2)); types.Add(typeof(Vector3)); types.Add(typeof(Quaternion)); types.Add(typeof(GameObject)); types.Add(typeof(UnityEngine.Object)); types.Add(typeof(Transform)); types.Add(typeof(RectTransform)); types.Add(typeof(Time)); types.Add(typeof(Debug)); //所有DLL内的类型的真实C#类型都是ILTypeInstance types.Add(typeof(List)); ILRuntime.Runtime.CLRBinding.BindingCodeGenerator.GenerateBindingCode(types, "Assets/Model/ILBinding"); AssetDatabase.Refresh(); } [MenuItem("Tools/ILRuntime/Generate CLR Binding Code by Analysis")] static void GenerateCLRBindingByAnalysis() { //用新的分析热更dll调用引用来生成绑定代码 ILRuntime.Runtime.Enviorment.AppDomain domain = new ILRuntime.Runtime.Enviorment.AppDomain(); using (System.IO.FileStream fs = new System.IO.FileStream("Assets/Res/Code/Hotfix.dll.bytes", System.IO.FileMode.Open, System.IO.FileAccess.Read)) { domain.LoadAssembly(fs); } //Crossbind Adapter is needed to generate the correct binding code ILHelper.InitILRuntime(domain); ILRuntime.Runtime.CLRBinding.BindingCodeGenerator.GenerateBindingCode(domain, "Assets/Model/ILBinding"); AssetDatabase.Refresh(); } } #endif