[fix] 修改StandaloneLinux平台dll路径 (#35)
parent
06a250b9fa
commit
260909bd4b
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@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.IO;
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using System.IO;
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using System.Linq;
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using System.Linq;
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@ -30,6 +30,8 @@ namespace HybridCLR.Editor.BuildProcessors
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case BuildTarget.StandaloneWindows:
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case BuildTarget.StandaloneWindows:
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case BuildTarget.StandaloneWindows64:
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case BuildTarget.StandaloneWindows64:
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return $"{projectDir}/Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped";
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return $"{projectDir}/Library/Bee/artifacts/WinPlayerBuildProgram/ManagedStripped";
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case BuildTarget.StandaloneLinux64:
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return $"{projectDir}/Library/Bee/artifacts/LinuxPlayerBuildProgram/ManagedStripped";
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case BuildTarget.Android:
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case BuildTarget.Android:
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return $"{projectDir}/Library/Bee/artifacts/Android/ManagedStripped";
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return $"{projectDir}/Library/Bee/artifacts/Android/ManagedStripped";
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case BuildTarget.iOS:
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case BuildTarget.iOS:
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@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using System.Reflection;
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using System.Reflection;
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@ -10,9 +10,9 @@ namespace HybridCLR
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{
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{
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public static class RuntimeApi
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public static class RuntimeApi
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{
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{
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#if UNITY_STANDALONE_WIN
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#if UNITY_STANDALONE_WIN || UNITY_STANDALONE_LINUX
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private const string dllName = "GameAssembly";
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private const string dllName = "GameAssembly";
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#elif UNITY_ANDROID || UNITY_STANDALONE_LINUX
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#elif UNITY_ANDROID
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private const string dllName = "il2cpp";
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private const string dllName = "il2cpp";
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#else
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#else
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private const string dllName = "__Internal";
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private const string dllName = "__Internal";
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