124 lines
4.1 KiB
C#
124 lines
4.1 KiB
C#
using System.IO;
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using System.Threading;
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using UnityEditor;
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using UnityEditor.Build.Player;
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using UnityEngine;
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namespace ZEditor
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{
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public static class AssemblyTool
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{
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/// <summary>
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/// 菜单和快捷键编译按钮
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/// </summary>
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[MenuItem("Tool/Compile _F6", false)]
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static void MenuItemOfCompile()
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{
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// 强制刷新一下,防止关闭auto refresh,文件修改时间不准确
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AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
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DoCompile();
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}
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/// <summary>
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/// 执行编译代码流程
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/// </summary>
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public static void DoCompile()
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{
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// 强制刷新一下,防止关闭auto refresh,编译出老代码
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AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
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bool isCompileOk = CompileDlls();
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if (!isCompileOk)
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{
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return;
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}
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CopyHotUpdateDlls();
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BuildHelper.ReGenerateProjectFiles();
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Debug.Log($"Compile Finish!");
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}
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/// <summary>
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/// Unity线程的同步上下文
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/// </summary>
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static SynchronizationContext unitySynchronizationContext { get; set; }
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/// <summary>
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/// 编辑器下加载热更dll的目录
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/// </summary>
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public const string CodeDir = "Assets/Res/Codes";
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/// <summary>
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/// VS或Rider工程生成dll的所在目录, 使用HybridCLR打包时需要使用
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/// </summary>
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public const string BuildOutputDir = "Temp/Bin/Debug";
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[InitializeOnLoadMethod]
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static void Initialize()
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{
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unitySynchronizationContext = SynchronizationContext.Current;
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}
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/// <summary>
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/// 编译成dll
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/// </summary>
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static bool CompileDlls()
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{
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// 运行时编译需要先设置为UnitySynchronizationContext, 编译完再还原为CurrentContext
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SynchronizationContext lastSynchronizationContext = Application.isPlaying ? SynchronizationContext.Current : null;
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SynchronizationContext.SetSynchronizationContext(unitySynchronizationContext);
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bool isCompileOk = false;
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try
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{
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Directory.CreateDirectory(BuildOutputDir);
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BuildTarget target = EditorUserBuildSettings.activeBuildTarget;
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BuildTargetGroup group = BuildPipeline.GetBuildTargetGroup(target);
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ScriptCompilationSettings scriptCompilationSettings = new()
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{
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group = group,
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target = target,
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extraScriptingDefines = new[] { "UNITY_COMPILE" },
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options = EditorUserBuildSettings.development ? ScriptCompilationOptions.DevelopmentBuild : ScriptCompilationOptions.None
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};
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ScriptCompilationResult result = PlayerBuildInterface.CompilePlayerScripts(scriptCompilationSettings, BuildOutputDir);
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isCompileOk = result.assemblies.Count > 0;
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EditorUtility.ClearProgressBar();
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}
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finally
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{
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if (lastSynchronizationContext != null)
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{
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SynchronizationContext.SetSynchronizationContext(lastSynchronizationContext);
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}
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}
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return isCompileOk;
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}
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/// <summary>
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/// 程序集名字数组
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/// </summary>
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public static readonly string[] DllNames = { "Hotfix" };
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/// <summary>
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/// 将dll文件复制到加载目录
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/// </summary>
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static void CopyHotUpdateDlls()
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{
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FileHelper.CleanDirectory(CodeDir);
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foreach (string dllName in DllNames)
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{
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string sourceDll = $"{BuildOutputDir}/{dllName}.dll";
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string sourcePdb = $"{BuildOutputDir}/{dllName}.pdb";
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File.Copy(sourceDll, $"{CodeDir}/{dllName}.dll.bytes", true);
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File.Copy(sourcePdb, $"{CodeDir}/{dllName}.pdb.bytes", true);
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}
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AssetDatabase.Refresh();
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}
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}
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} |