using System; using System.Collections.Generic; using System.IO; using System.Threading; using UnityEditor; using UnityEditor.Build.Player; using UnityEngine; namespace ZEditor { public static class AssemblyTool { /// /// 菜单和快捷键编译按钮 /// [MenuItem("Tool/Compile _F6", false)] 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(); } /// /// 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); bool isCompileOk = CompileDlls(); if (!isCompileOk) { return; } CopyHotUpdateDlls(); BuildHelper.ReGenerateProjectFiles(); Debug.Log($"Compile Finish!"); } /// /// Unity线程的同步上下文 /// static SynchronizationContext unitySynchronizationContext { get; set; } /// /// 编辑器下加载热更dll的目录 /// public const string CodeDir = "Assets/DemoGame/GameRes/Codes"; /// /// VS或Rider工程生成dll的所在目录, 使用HybridCLR打包时需要使用 /// public const string BuildOutputDir = "Temp/Bin/Debug"; [InitializeOnLoadMethod] static void Initialize() { unitySynchronizationContext = SynchronizationContext.Current; } /// /// 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(BuildOutputDir); BuildTarget target = EditorUserBuildSettings.activeBuildTarget; BuildTargetGroup group = BuildPipeline.GetBuildTargetGroup(target); ScriptCompilationSettings scriptCompilationSettings = new() { group = group, target = target, extraScriptingDefines = new[] { "UNITY_COMPILE" }, options = EditorUserBuildSettings.development ? ScriptCompilationOptions.DevelopmentBuild : ScriptCompilationOptions.None }; ScriptCompilationResult result = PlayerBuildInterface.CompilePlayerScripts(scriptCompilationSettings, BuildOutputDir); isCompileOk = result.assemblies.Count > 0; EditorUtility.ClearProgressBar(); } finally { if (lastSynchronizationContext != null) { SynchronizationContext.SetSynchronizationContext(lastSynchronizationContext); } } return isCompileOk; } /// /// 程序集名字数组 /// public static readonly string[] DllNames = { "Hotfix" }; /// /// 将dll文件复制到加载目录 /// static void CopyHotUpdateDlls() { FileHelper.CleanDirectory(CodeDir); foreach (string dllName in DllNames) { string sourceDll = $"{BuildOutputDir}/{dllName}.dll"; string sourcePdb = $"{BuildOutputDir}/{dllName}.pdb"; File.Copy(sourceDll, $"{CodeDir}/{dllName}.dll.bytes", true); File.Copy(sourcePdb, $"{CodeDir}/{dllName}.pdb.bytes", true); } AssetDatabase.Refresh(); } } public static class FileHelper { public static List GetAllFiles(string dir, string searchPattern = "*") { List list = new List(); GetAllFiles(list, dir, searchPattern); return list; } public static void GetAllFiles(List files, string dir, string searchPattern = "*") { string[] fls = Directory.GetFiles(dir); foreach (string fl in fls) { files.Add(fl); } string[] subDirs = Directory.GetDirectories(dir); foreach (string subDir in subDirs) { GetAllFiles(files, subDir, searchPattern); } } public static void CleanDirectory(string dir) { if (!Directory.Exists(dir)) { return; } foreach (string subdir in Directory.GetDirectories(dir)) { Directory.Delete(subdir, true); } foreach (string subFile in Directory.GetFiles(dir)) { File.Delete(subFile); } } public static void CopyDirectory(string srcDir, string tgtDir) { DirectoryInfo source = new DirectoryInfo(srcDir); DirectoryInfo target = new DirectoryInfo(tgtDir); if (target.FullName.StartsWith(source.FullName, StringComparison.CurrentCultureIgnoreCase)) { throw new Exception("父目录不能拷贝到子目录!"); } if (!source.Exists) { return; } if (!target.Exists) { target.Create(); } FileInfo[] files = source.GetFiles(); for (int i = 0; i < files.Length; i++) { File.Copy(files[i].FullName, Path.Combine(target.FullName, files[i].Name), true); } DirectoryInfo[] dirs = source.GetDirectories(); for (int j = 0; j < dirs.Length; j++) { CopyDirectory(dirs[j].FullName, Path.Combine(target.FullName, dirs[j].Name)); } } public static void ReplaceExtensionName(string srcDir, string extensionName, string newExtensionName) { if (Directory.Exists(srcDir)) { string[] fls = Directory.GetFiles(srcDir); foreach (string fl in fls) { if (fl.EndsWith(extensionName)) { File.Move(fl, fl.Substring(0, fl.IndexOf(extensionName)) + newExtensionName); File.Delete(fl); } } string[] subDirs = Directory.GetDirectories(srcDir); foreach (string subDir in subDirs) { ReplaceExtensionName(subDir, extensionName, newExtensionName); } } } } public static class BuildHelper { [InitializeOnLoadMethod] public static void ReGenerateProjectFiles() { Unity.CodeEditor.CodeEditor.CurrentEditor.SyncAll(); } } }