ILRuntimeCLRBinding.cs 1.9 KB

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  1. #if ILRuntime
  2. using UnityEditor;
  3. using UnityEngine;
  4. using System;
  5. using System.Collections.Generic;
  6. using System.IO;
  7. public static class ILRuntimeCLRBinding
  8. {
  9. //[MenuItem("Tools/ILRuntime/Generate CLR Binding Code")]
  10. static void GenerateCLRBinding()
  11. {
  12. List<Type> types = new List<Type>();
  13. types.Add(typeof(int));
  14. types.Add(typeof(float));
  15. types.Add(typeof(long));
  16. types.Add(typeof(object));
  17. types.Add(typeof(string));
  18. types.Add(typeof(Array));
  19. types.Add(typeof(Vector2));
  20. types.Add(typeof(Vector3));
  21. types.Add(typeof(Quaternion));
  22. types.Add(typeof(GameObject));
  23. types.Add(typeof(UnityEngine.Object));
  24. types.Add(typeof(Transform));
  25. types.Add(typeof(RectTransform));
  26. types.Add(typeof(Time));
  27. types.Add(typeof(Debug));
  28. //所有DLL内的类型的真实C#类型都是ILTypeInstance
  29. types.Add(typeof(List<ILRuntime.Runtime.Intepreter.ILTypeInstance>));
  30. ILRuntime.Runtime.CLRBinding.BindingCodeGenerator.GenerateBindingCode(types, "Assets/Model/ILBinding");
  31. AssetDatabase.Refresh();
  32. }
  33. [MenuItem("Tools/ILRuntime/Generate CLR Binding Code by Analysis")]
  34. static void GenerateCLRBindingByAnalysis()
  35. {
  36. GenerateCLRBinding();
  37. //用新的分析热更dll调用引用来生成绑定代码
  38. ILRuntime.Runtime.Enviorment.AppDomain domain = new ILRuntime.Runtime.Enviorment.AppDomain();
  39. using (FileStream fs = new FileStream("Assets/Res/Code/Hotfix.dll.bytes", FileMode.Open, FileAccess.Read))
  40. {
  41. domain.LoadAssembly(fs);
  42. //Crossbind Adapter is needed to generate the correct binding code
  43. ILHelper.InitILRuntime(domain);
  44. ILRuntime.Runtime.CLRBinding.BindingCodeGenerator.GenerateBindingCode(domain, "Assets/Model/ILBinding");
  45. AssetDatabase.Refresh();
  46. }
  47. }
  48. }
  49. #endif