hybridclr_unity/Editor/SettingsUtil.cs

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2022-09-22 08:56:07 +08:00
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
namespace HybridCLR.Editor
{
public static class SettingsUtil
{
public static bool Enable => GlobalSettings.enable;
public static string PackageName { get; } = "com.focus-creative-games.hybridclr_unity";
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public static string HybridCLRDataPathInPackage => $"Packages/{PackageName}/Data~";
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public static string TemplatePathInPackage => $"{HybridCLRDataPathInPackage}/Templates";
public static string ProjectDir { get; } = Directory.GetParent(Application.dataPath).ToString();
public static string ScriptingAssembliesJsonFile { get; } = "ScriptingAssemblies.json";
public static string GlobalgamemanagersBinFile { get; } = "globalgamemanagers";
public static string Dataunity3dBinFile { get; } = "data.unity3d";
public static string HotFixDllsOutputDir => $"{HybridCLRDataDir}/{GlobalSettings.hotUpdateDllOutputDir}";
public static string HybridCLRDataDir => $"{ProjectDir}/{GlobalSettings.hybridCLRDataDir}";
public static string AssembliesPostIl2CppStripDir => $"{HybridCLRDataDir}/{GlobalSettings.strippedAssemblyDir}";
public static string LocalUnityDataDir => $"{HybridCLRDataDir}/LocalIl2CppData-{Application.platform}";
public static string LocalIl2CppDir => $"{LocalUnityDataDir}/il2cpp";
public static string MethodBridgeCppDir => $"{LocalIl2CppDir}/libil2cpp/hybridclr/interpreter";
public static string Il2CppBuildCacheDir { get; } = $"{ProjectDir}/Library/Il2cppBuildCache";
public static string GetHotFixDllsOutputDirByTarget(BuildTarget target)
{
return $"{HotFixDllsOutputDir}/{target}";
}
public static string GetAssembliesPostIl2CppStripDir(BuildTarget target)
{
return $"{AssembliesPostIl2CppStripDir}/{target}";
}
class AssemblyDefinitionData
{
public string name;
}
/// <summary>
/// 所有热更新dll列表。放到此列表中的dll在打包时OnFilterAssemblies回调中被过滤。
/// </summary>
public static List<string> HotUpdateAssemblyNames
{
get
{
var gs = GlobalSettings;
var hotfixAssNames = (gs.hotUpdateAssemblyDefinitions ?? Array.Empty<AssemblyDefinitionAsset>()).Select(ad => JsonUtility.FromJson<AssemblyDefinitionData>(ad.text));
var hotfixAssembles = new List<string>();
foreach (var assName in hotfixAssNames)
{
hotfixAssembles.Add(assName.name);
}
hotfixAssembles.AddRange(gs.hotUpdateAssemblies ?? Array.Empty<string>());
return hotfixAssembles.ToList();
}
}
public static List<string> HotUpdateAssemblyFiles => HotUpdateAssemblyNames.Select(dll => dll + ".dll").ToList();
public static T GetSingletonAssets<T>() where T : ScriptableObject, new()
{
string assetType = typeof(T).Name;
string[] globalAssetPaths = AssetDatabase.FindAssets($"t:{assetType}");
if (globalAssetPaths == null || globalAssetPaths.Length == 0)
{
string defaultNewAssetPath = $"Assets/{typeof(T).Name}.asset";
Debug.LogWarning($"没找到 {assetType} asset自动创建创建一个:{defaultNewAssetPath}.");
var newAsset = ScriptableObject.CreateInstance<T>();
AssetDatabase.CreateAsset(newAsset, defaultNewAssetPath);
return newAsset;
}
if (globalAssetPaths.Length > 1)
{
foreach (var assetPath in globalAssetPaths)
{
Debug.LogError($"不能有多个 {assetType}. 路径: {AssetDatabase.GUIDToAssetPath(assetPath)}");
}
throw new Exception($"不能有多个 {assetType}");
}
string assPath = AssetDatabase.GUIDToAssetPath(globalAssetPaths[0]);
//Debug.Log($"find asset:{assPath}");
return AssetDatabase.LoadAssetAtPath<T>(assPath);
}
public static HybridCLRGlobalSettings GlobalSettings => GetSingletonAssets<HybridCLRGlobalSettings>();
}
}