2022-09-22 08:56:07 +08:00
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEditor;
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using UnityEditorInternal;
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using UnityEngine;
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namespace HybridCLR.Editor
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{
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public static class SettingsUtil
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{
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public static bool Enable => GlobalSettings.enable;
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public static string PackageName { get; } = "com.focus-creative-games.hybridclr_unity";
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2022-09-26 11:54:14 +08:00
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public static string HybridCLRDataPathInPackage => $"Packages/{PackageName}/Data~";
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2022-09-22 08:56:07 +08:00
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public static string TemplatePathInPackage => $"{HybridCLRDataPathInPackage}/Templates";
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public static string ProjectDir { get; } = Directory.GetParent(Application.dataPath).ToString();
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public static string ScriptingAssembliesJsonFile { get; } = "ScriptingAssemblies.json";
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public static string GlobalgamemanagersBinFile { get; } = "globalgamemanagers";
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public static string Dataunity3dBinFile { get; } = "data.unity3d";
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public static string HotFixDllsOutputDir => $"{HybridCLRDataDir}/{GlobalSettings.hotUpdateDllOutputDir}";
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public static string HybridCLRDataDir => $"{ProjectDir}/{GlobalSettings.hybridCLRDataDir}";
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public static string AssembliesPostIl2CppStripDir => $"{HybridCLRDataDir}/{GlobalSettings.strippedAssemblyDir}";
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public static string LocalUnityDataDir => $"{HybridCLRDataDir}/LocalIl2CppData-{Application.platform}";
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public static string LocalIl2CppDir => $"{LocalUnityDataDir}/il2cpp";
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public static string MethodBridgeCppDir => $"{LocalIl2CppDir}/libil2cpp/hybridclr/interpreter";
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public static string Il2CppBuildCacheDir { get; } = $"{ProjectDir}/Library/Il2cppBuildCache";
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public static string GetHotFixDllsOutputDirByTarget(BuildTarget target)
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{
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return $"{HotFixDllsOutputDir}/{target}";
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}
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public static string GetAssembliesPostIl2CppStripDir(BuildTarget target)
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{
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return $"{AssembliesPostIl2CppStripDir}/{target}";
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}
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class AssemblyDefinitionData
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{
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public string name;
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}
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/// <summary>
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/// 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。
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/// </summary>
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public static List<string> HotUpdateAssemblyNames
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{
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get
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{
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var gs = GlobalSettings;
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var hotfixAssNames = (gs.hotUpdateAssemblyDefinitions ?? Array.Empty<AssemblyDefinitionAsset>()).Select(ad => JsonUtility.FromJson<AssemblyDefinitionData>(ad.text));
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var hotfixAssembles = new List<string>();
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foreach (var assName in hotfixAssNames)
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{
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hotfixAssembles.Add(assName.name);
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}
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hotfixAssembles.AddRange(gs.hotUpdateAssemblies ?? Array.Empty<string>());
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return hotfixAssembles.ToList();
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}
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}
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public static List<string> HotUpdateAssemblyFiles => HotUpdateAssemblyNames.Select(dll => dll + ".dll").ToList();
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public static T GetSingletonAssets<T>() where T : ScriptableObject, new()
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{
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string assetType = typeof(T).Name;
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string[] globalAssetPaths = AssetDatabase.FindAssets($"t:{assetType}");
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if (globalAssetPaths == null || globalAssetPaths.Length == 0)
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{
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string defaultNewAssetPath = $"Assets/{typeof(T).Name}.asset";
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Debug.LogWarning($"没找到 {assetType} asset,自动创建创建一个:{defaultNewAssetPath}.");
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var newAsset = ScriptableObject.CreateInstance<T>();
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AssetDatabase.CreateAsset(newAsset, defaultNewAssetPath);
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return newAsset;
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}
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if (globalAssetPaths.Length > 1)
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{
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foreach (var assetPath in globalAssetPaths)
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{
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Debug.LogError($"不能有多个 {assetType}. 路径: {AssetDatabase.GUIDToAssetPath(assetPath)}");
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}
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throw new Exception($"不能有多个 {assetType}");
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}
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string assPath = AssetDatabase.GUIDToAssetPath(globalAssetPaths[0]);
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//Debug.Log($"find asset:{assPath}");
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return AssetDatabase.LoadAssetAtPath<T>(assPath);
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}
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public static HybridCLRGlobalSettings GlobalSettings => GetSingletonAssets<HybridCLRGlobalSettings>();
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}
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}
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