using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEditor; using UnityEditor.Build.Player; using UnityEngine; namespace HybridCLR.Editor.Commands { public class CompileDllCommand { public static void CompileDll(string buildDir, BuildTarget target) { var group = BuildPipeline.GetBuildTargetGroup(target); ScriptCompilationSettings scriptCompilationSettings = new ScriptCompilationSettings(); scriptCompilationSettings.group = group; scriptCompilationSettings.target = target; Directory.CreateDirectory(buildDir); ScriptCompilationResult scriptCompilationResult = PlayerBuildInterface.CompilePlayerScripts(scriptCompilationSettings, buildDir); foreach (var ass in scriptCompilationResult.assemblies) { //Debug.LogFormat("compile assemblies:{1}/{0}", ass, buildDir); } Debug.Log("compile finish!!!"); } public static void CompileDll(BuildTarget target) { CompileDll(SettingsUtil.GetHotUpdateDllsOutputDirByTarget(target), target); } [MenuItem("HybridCLR/CompileDll/ActiveBuildTarget", priority = 100)] public static void CompileDllActiveBuildTarget() { CompileDll(EditorUserBuildSettings.activeBuildTarget); } [MenuItem("HybridCLR/CompileDll/Win32", priority = 200)] public static void CompileDllWin32() { CompileDll(BuildTarget.StandaloneWindows); } [MenuItem("HybridCLR/CompileDll/Win64", priority = 201)] public static void CompileDllWin64() { CompileDll(BuildTarget.StandaloneWindows64); } [MenuItem("HybridCLR/CompileDll/Android", priority = 202)] public static void CompileDllAndroid() { CompileDll(BuildTarget.Android); } [MenuItem("HybridCLR/CompileDll/IOS", priority = 203)] public static void CompileDllIOS() { CompileDll(BuildTarget.iOS); } } }