hybridclr_unity/Editor/BuildProcessors/CheckSettings.cs

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEditor;
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using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEngine;
namespace HybridCLR.Editor.BuildProcessors
{
internal class CheckSettings : IPreprocessBuildWithReport
{
public int callbackOrder => 0;
public void OnPreprocessBuild(BuildReport report)
{
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HybridCLRSettings globalSettings = SettingsUtil.HybridCLRSettings;
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#if !UNITY_2020_1_OR_NEWER || !UNITY_IOS
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if (!globalSettings.enable || globalSettings.useGlobalIl2cpp)
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{
string oldIl2cppPath = Environment.GetEnvironmentVariable("UNITY_IL2CPP_PATH");
if (!string.IsNullOrEmpty(oldIl2cppPath))
{
Environment.SetEnvironmentVariable("UNITY_IL2CPP_PATH", "");
Debug.Log($"[CheckSettings] 清除 UNITY_IL2CPP_PATH, 旧值为:'{oldIl2cppPath}'");
}
}
else
{
string curIl2cppPath = Environment.GetEnvironmentVariable("UNITY_IL2CPP_PATH");
if (curIl2cppPath != SettingsUtil.LocalIl2CppDir)
{
Environment.SetEnvironmentVariable("UNITY_IL2CPP_PATH", SettingsUtil.LocalIl2CppDir);
Debug.Log($"[CheckSettings] UNITY_IL2CPP_PATH 当前值为:'{curIl2cppPath}',更新为:'{SettingsUtil.LocalIl2CppDir}'");
}
}
#endif
if (!globalSettings.enable)
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{
return;
}
if (PlayerSettings.gcIncremental)
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{
Debug.LogError($"[CheckSettings] HybridCLR不支持增量式GC已经自动将该选项关闭");
PlayerSettings.gcIncremental = false;
}
BuildTargetGroup buildTargetGroup = EditorUserBuildSettings.selectedBuildTargetGroup;
ScriptingImplementation curScriptingImplementation = PlayerSettings.GetScriptingBackend(buildTargetGroup);
ScriptingImplementation targetScriptingImplementation = ScriptingImplementation.IL2CPP;
if (curScriptingImplementation != targetScriptingImplementation)
{
Debug.LogError($"[CheckSettings] 当前ScriptingBackend是:{curScriptingImplementation},已经自动切换为:{targetScriptingImplementation}");
PlayerSettings.SetScriptingBackend(buildTargetGroup, targetScriptingImplementation);
}
ApiCompatibilityLevel curApiCompatibilityLevel = PlayerSettings.GetApiCompatibilityLevel(buildTargetGroup);
#if UNITY_2021_1_OR_NEWER
ApiCompatibilityLevel targetApiCompatibilityLevel = ApiCompatibilityLevel.NET_Unity_4_8;
#else
ApiCompatibilityLevel targetApiCompatibilityLevel = ApiCompatibilityLevel.NET_4_6;
#endif
if (curApiCompatibilityLevel != targetApiCompatibilityLevel)
{
Debug.LogError($"[CheckSettings] 当前ApiCompatibilityLevel是:{curApiCompatibilityLevel},已经自动切换为 {targetApiCompatibilityLevel}。由于下一次打包才生效,主动打断本次打包。");
PlayerSettings.SetApiCompatibilityLevel(buildTargetGroup, ApiCompatibilityLevel.NET_4_6);
throw new BuildFailedException("ApiCompatibilityLevel error");
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}
var installer = new Installer.InstallerController();
if (!installer.HasInstalledHybridCLR())
{
throw new Exception($"你没有初始化HybridCLR请通过菜单'HybridCLR/Installer'安装");
}
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HybridCLRSettings gs = SettingsUtil.HybridCLRSettings;
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if (((gs.hotUpdateAssemblies?.Length + gs.hotUpdateAssemblyDefinitions?.Length) ?? 0) == 0)
{
Debug.LogWarning("[CheckSettings] HybridCLRSettings中未配置任何热更新模块");
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}
}
}
}