hybridclr_unity/Editor/Commands/LinkGeneratorCommand.cs

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using HybridCLR.Editor.Link;
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using System;
using System.Collections.Generic;
using System.Reflection;
using UnityEditor;
using UnityEngine;
namespace HybridCLR.Editor.Commands
{
public static class LinkGeneratorCommand
{
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[MenuItem("HybridCLR/Generate/LinkXml", priority = 100)]
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public static void GenerateLinkXml()
{
GenerateLinkXml(true);
}
public static void GenerateLinkXml(bool compileDll)
{
if (compileDll)
{
CompileDllCommand.CompileDllActiveBuildTarget();
}
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var ls = SettingsUtil.HybridCLRSettings;
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var allAssByNames = new Dictionary<string, Assembly>();
foreach (var ass in AppDomain.CurrentDomain.GetAssemblies())
{
allAssByNames[ass.GetName().Name] = ass;
}
var hotfixAssembles = new List<Assembly>();
foreach(var assName in SettingsUtil.HotUpdateAssemblyNames)
{
if (allAssByNames.TryGetValue(assName, out var ass))
{
hotfixAssembles.Add(ass);
}
else
{
throw new Exception($"assembly:{assName} 不存在");
}
}
var analyzer = new Analyzer(MetaUtil.CreateBuildTargetAssemblyResolver(EditorUserBuildSettings.activeBuildTarget));
var refTypes = analyzer.CollectRefs(hotfixAssembles);
Debug.Log($"[LinkGeneratorCommand] hotfix assembly count:{hotfixAssembles.Count}, ref type count:{refTypes.Count} output:{Application.dataPath}/{ls.outputLinkFile}");
var linkXmlWriter = new LinkXmlWriter();
linkXmlWriter.Write($"{Application.dataPath}/{ls.outputLinkFile}", refTypes);
AssetDatabase.Refresh();
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}
}
}