hybridclr_unity/Editor/Commands/CompileDllCommand.cs

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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEditor;
using UnityEditor.Build.Player;
using UnityEngine;
namespace HybridCLR.Editor.Commands
{
public class CompileDllCommand
{
public static void CompileDll(string buildDir, BuildTarget target)
{
var group = BuildPipeline.GetBuildTargetGroup(target);
ScriptCompilationSettings scriptCompilationSettings = new ScriptCompilationSettings();
scriptCompilationSettings.group = group;
scriptCompilationSettings.target = target;
Directory.CreateDirectory(buildDir);
ScriptCompilationResult scriptCompilationResult = PlayerBuildInterface.CompilePlayerScripts(scriptCompilationSettings, buildDir);
foreach (var ass in scriptCompilationResult.assemblies)
{
//Debug.LogFormat("compile assemblies:{1}/{0}", ass, buildDir);
}
Debug.Log("compile finish!!!");
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}
public static void CompileDll(BuildTarget target)
{
CompileDll(SettingsUtil.GetHotUpdateDllsOutputDirByTarget(target), target);
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}
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[MenuItem("HybridCLR/CompileDll/ActiveBuildTarget", priority = 100)]
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public static void CompileDllActiveBuildTarget()
{
CompileDll(EditorUserBuildSettings.activeBuildTarget);
}
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[MenuItem("HybridCLR/CompileDll/Win32", priority = 200)]
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public static void CompileDllWin32()
{
CompileDll(BuildTarget.StandaloneWindows);
}
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[MenuItem("HybridCLR/CompileDll/Win64", priority = 201)]
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public static void CompileDllWin64()
{
CompileDll(BuildTarget.StandaloneWindows64);
}
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[MenuItem("HybridCLR/CompileDll/Android", priority = 202)]
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public static void CompileDllAndroid()
{
CompileDll(BuildTarget.Android);
}
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[MenuItem("HybridCLR/CompileDll/IOS", priority = 203)]
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public static void CompileDllIOS()
{
CompileDll(BuildTarget.iOS);
}
}
}