using System.IO; using System.Threading; using UnityEditor; using UnityEditor.Build.Player; using UnityEngine; namespace ET { public static class AssemblyTool { /// /// Unity线程的同步上下文 /// static SynchronizationContext unitySynchronizationContext { get; set; } /// /// 程序集名字数组 /// public static readonly string[] DllNames = { "ET.Hotfix", "ET.HotfixView", "ET.Model", "ET.ModelView" }; [InitializeOnLoadMethod] static void Initialize() { unitySynchronizationContext = SynchronizationContext.Current; } /// /// 菜单和快捷键编译按钮 /// [MenuItem("ET/Loader/Compile _F6", false, ETMenuItemPriority.Compile)] static void MenuItemOfCompile() { // 强制刷新一下,防止关闭auto refresh,文件修改时间不准确 AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate); DoCompile(); } /// /// 菜单和快捷键热重载按钮 /// [MenuItem("ET/Loader/Reload _F7", false, ETMenuItemPriority.Compile)] static void MenuItemOfReload() { if (Application.isPlaying) { CodeLoader.Instance?.Reload(); } } /// /// 执行编译代码流程 /// public static void DoCompile() { // 强制刷新一下,防止关闭auto refresh,编译出老代码 AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate); GlobalConfig globalConfig = Resources.Load("GlobalConfig"); CodeModeChangeHelper.ChangeToCodeMode(globalConfig.CodeMode.ToString()); bool isCompileOk = CompileDlls(); if (!isCompileOk) { return; } CopyHotUpdateDlls(); Log.Info($"Compile Finish!"); } /// /// 编译成dll /// static bool CompileDlls() { // 运行时编译需要先设置为UnitySynchronizationContext, 编译完再还原为CurrentContext SynchronizationContext lastSynchronizationContext = Application.isPlaying ? SynchronizationContext.Current : null; SynchronizationContext.SetSynchronizationContext(unitySynchronizationContext); bool isCompileOk = false; try { Directory.CreateDirectory(Define.BuildOutputDir); BuildTarget target = EditorUserBuildSettings.activeBuildTarget; BuildTargetGroup group = BuildPipeline.GetBuildTargetGroup(target); ScriptCompilationSettings scriptCompilationSettings = new() { group = group, target = target, extraScriptingDefines = new[] { "IS_COMPILING" }, options = EditorUserBuildSettings.development ? ScriptCompilationOptions.DevelopmentBuild : ScriptCompilationOptions.None }; ScriptCompilationResult result = PlayerBuildInterface.CompilePlayerScripts(scriptCompilationSettings, Define.BuildOutputDir); isCompileOk = result.assemblies.Count > 0; EditorUtility.ClearProgressBar(); } finally { if (lastSynchronizationContext != null) { SynchronizationContext.SetSynchronizationContext(lastSynchronizationContext); } } return isCompileOk; } /// /// 将dll文件复制到加载目录 /// static void CopyHotUpdateDlls() { FileHelper.CleanDirectory(Define.CodeDir); foreach (string dllName in DllNames) { string sourceDll = $"{Define.BuildOutputDir}/{dllName}.dll"; string sourcePdb = $"{Define.BuildOutputDir}/{dllName}.pdb"; File.Copy(sourceDll, $"{Define.CodeDir}/{dllName}.dll.bytes", true); File.Copy(sourcePdb, $"{Define.CodeDir}/{dllName}.pdb.bytes", true); } AssetDatabase.Refresh(); } } }