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/Res/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(); } } }