hybridclr_unity/Editor/Settings/HybridCLRSettings.cs

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using UnityEditorInternal;
using UnityEngine;
namespace HybridCLR.Editor
{
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[FilePath("ProjectSettings/HybridCLRSettings.asset")]
public class HybridCLRSettings : ScriptableSingleton<HybridCLRSettings>
{
[Header("开启HybridCLR插件")]
public bool enable = true;
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[Header("使用全局安装的il2cpp")]
public bool useGlobalIl2cpp;
[Header("从gitee clone插件代码")]
public bool cloneFromGitee = true; // false 则从github上拉取
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[Header("热更新Assembly Definitions")]
public AssemblyDefinitionAsset[] hotUpdateAssemblyDefinitions;
[Header("热更新dlls")]
public string[] hotUpdateAssemblies;
[Header("预留的热更新dlls")]
public string[] preserveHotUpdateAssemblies;
[Header("生成link.xml时扫描asset中引用的类型")]
public bool collectAssetReferenceTypes;
[Header("生成的link.xml路径")]
public string outputLinkFile = "HybridCLRData/Generated/link.xml";
[Header("自动扫描生成的AOTGenericReferences.cs路径")]
public string outputAOTGenericReferenceFile = "HybridCLRData/Generated/AOTGenericReferences.cs";
[Header("AOT泛型实例化搜索迭代次数")]
public int maxGenericReferenceIteration = 10;
//[Header("预留MonoPInvokeCallbackAttribute函数个数")]
//public int ReversePInvokeWrapperCount = 10;
[Header("MethodBridge泛型搜索迭代次数")]
public int maxMethodBridgeGenericIteration = 10;
}
}