[fix] PS5构建Package包时,在IUnityLinkerProcessor.GenerateAdditionalLinkXmlFile处理 ScriptingAssemblies.json (#36)
parent
cc09487671
commit
5c750e9c02
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@ -20,8 +20,13 @@ namespace HybridCLR.Editor.BuildProcessors
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#endif
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#endif
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IPostprocessBuildWithReport
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IPostprocessBuildWithReport
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#if !UNITY_2021_1_OR_NEWER && UNITY_WEBGL
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#if !UNITY_2021_1_OR_NEWER && UNITY_WEBGL
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, IIl2CppProcessor
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, IIl2CppProcessor
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#endif
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#endif
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#if UNITY_PS5
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, IUnityLinkerProcessor
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#endif
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{
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{
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public int callbackOrder => 0;
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public int callbackOrder => 0;
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@ -45,11 +50,22 @@ namespace HybridCLR.Editor.BuildProcessors
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// 如果target为Android,由于已经在OnPostGenerateGradelAndroidProject中处理过,
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// 如果target为Android,由于已经在OnPostGenerateGradelAndroidProject中处理过,
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// 这里不再重复处理
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// 这里不再重复处理
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#if !UNITY_ANDROID && !UNITY_WEBGL
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#if !UNITY_ANDROID && !UNITY_WEBGL
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PathScriptingAssembilesFile(report.summary.outputPath);
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PathScriptingAssembilesFile(report.summary.outputPath);
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#endif
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#endif
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}
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}
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#if UNITY_PS5
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/// <summary>
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/// 打包模式如果是 Package 需要在这个阶段提前处理 .json , PC Hosted 和 GP5 模式不受影响
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/// </summary>
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public string GenerateAdditionalLinkXmlFile(UnityEditor.Build.Reporting.BuildReport report, UnityEditor.UnityLinker.UnityLinkerBuildPipelineData data)
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{
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string path = $"{SettingsUtil.ProjectDir}/Library/PlayerDataCache/PS5/Data";
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PathScriptingAssembilesFile(path);
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return null;
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}
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#endif
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public void PathScriptingAssembilesFile(string path)
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public void PathScriptingAssembilesFile(string path)
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{
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{
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if (!SettingsUtil.Enable)
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if (!SettingsUtil.Enable)
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@ -78,7 +94,7 @@ namespace HybridCLR.Editor.BuildProcessors
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if (jsonFiles.Length == 0)
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if (jsonFiles.Length == 0)
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{
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{
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//Debug.LogError($"can not find file {SettingsUtil.ScriptingAssembliesJsonFile}");
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Debug.LogWarning($"can not find file {SettingsUtil.ScriptingAssembliesJsonFile}");
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return;
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return;
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}
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}
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