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();
}
}
}