CodeLoader.cs 2.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596
  1. using System;
  2. using System.Collections.Generic;
  3. using System.IO;
  4. using System.Reflection;
  5. using UnityEngine;
  6. namespace ET
  7. {
  8. public class CodeLoader: Singleton<CodeLoader>
  9. {
  10. private Assembly assembly;
  11. public void Start()
  12. {
  13. if (Define.EnableCodes)
  14. {
  15. Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies();
  16. Dictionary<string, Type> types = AssemblyHelper.GetAssemblyTypes(assemblies);
  17. EventSystem.Instance.Add(types);
  18. foreach (Assembly ass in assemblies)
  19. {
  20. string name = ass.GetName().Name;
  21. if (name == "Unity.Codes")
  22. {
  23. this.assembly = ass;
  24. }
  25. }
  26. IStaticMethod start = new StaticMethod(assembly, "ET.Entry", "Start");
  27. start.Run();
  28. return;
  29. }
  30. switch (Init.Instance.GlobalConfig.LoadMode)
  31. {
  32. case LoadMode.Mono:
  33. {
  34. Dictionary<string, UnityEngine.Object> dictionary = AssetsBundleHelper.LoadBundle("code.unity3d");
  35. byte[] assBytes = ((TextAsset)dictionary["Code.dll"]).bytes;
  36. byte[] pdbBytes = ((TextAsset)dictionary["Code.pdb"]).bytes;
  37. assembly = Assembly.Load(assBytes, pdbBytes);
  38. Dictionary<string, Type> types = AssemblyHelper.GetAssemblyTypes(typeof (Game).Assembly, this.assembly);
  39. EventSystem.Instance.Add(types);
  40. IStaticMethod start = new StaticMethod(assembly, "ET.Entry", "Start");
  41. start.Run();
  42. break;
  43. }
  44. case LoadMode.Reload:
  45. {
  46. byte[] assBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, "Model.dll"));
  47. byte[] pdbBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, "Model.pdb"));
  48. assembly = Assembly.Load(assBytes, pdbBytes);
  49. this.LoadHotfix();
  50. IStaticMethod start = new StaticMethod(assembly, "ET.Entry", "Start");
  51. start.Run();
  52. break;
  53. }
  54. }
  55. }
  56. // 热重载调用下面两个方法
  57. // CodeLoader.Instance.LoadLogic();
  58. // EventSystem.Instance.Load();
  59. public void LoadHotfix()
  60. {
  61. if (Init.Instance.GlobalConfig.LoadMode != LoadMode.Reload)
  62. {
  63. throw new Exception("CodeMode != Reload!");
  64. }
  65. // 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
  66. string[] logicFiles = Directory.GetFiles(Define.BuildOutputDir, "Hotfix_*.dll");
  67. if (logicFiles.Length != 1)
  68. {
  69. throw new Exception("Logic dll count != 1");
  70. }
  71. string logicName = Path.GetFileNameWithoutExtension(logicFiles[0]);
  72. byte[] assBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, $"{logicName}.dll"));
  73. byte[] pdbBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, $"{logicName}.pdb"));
  74. Assembly hotfixAssembly = Assembly.Load(assBytes, pdbBytes);
  75. Dictionary<string, Type> types = AssemblyHelper.GetAssemblyTypes(typeof (Game).Assembly, this.assembly, hotfixAssembly);
  76. EventSystem.Instance.Add(types);
  77. }
  78. }
  79. }