using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEditor; using UnityEditor.Android; using UnityEditor.Build; using UnityEditor.Build.Reporting; using UnityEditor.Il2Cpp; using UnityEditor.UnityLinker; using UnityEngine; namespace HybridCLR.Editor.BuildProcessors { public class PatchScriptingAssemblyList : #if UNITY_ANDROID IPostGenerateGradleAndroidProject, #elif UNITY_OPENHARMONY UnityEditor.OpenHarmony.IPostGenerateOpenHarmonyProject, #endif IPostprocessBuildWithReport #if !UNITY_2021_1_OR_NEWER && UNITY_WEBGL , IIl2CppProcessor #endif #if UNITY_PS5 , IUnityLinkerProcessor #endif { public int callbackOrder => 0; public void OnPostGenerateGradleAndroidProject(string path) { // 如果直接打包apk,没有机会在PostprocessBuild中修改ScriptingAssemblies.json。 // 因此需要在这个时机处理 // Unity有bug,偶然情况下会传入apk的路径,导致替换失败 if (Directory.Exists(path)) { PathScriptingAssembilesFile(path); } else { PathScriptingAssembilesFile($"{SettingsUtil.ProjectDir}/Library"); } } #if UNITY_OPENHARMONY public void OnPostGenerateOpenHarmonyProject(string path) { OnPostGenerateGradleAndroidProject(path); } #endif public void OnPostprocessBuild(BuildReport report) { // 如果target为Android,由于已经在OnPostGenerateGradelAndroidProject中处理过, // 这里不再重复处理 #if !UNITY_ANDROID && !UNITY_WEBGL && !UNITY_OPENHARMONY PathScriptingAssembilesFile(report.summary.outputPath); #endif } #if UNITY_PS5 /// /// 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 /// public string GenerateAdditionalLinkXmlFile(UnityEditor.Build.Reporting.BuildReport report, UnityEditor.UnityLinker.UnityLinkerBuildPipelineData data) { string path = $"{SettingsUtil.ProjectDir}/Library/PlayerDataCache/PS5/Data"; PathScriptingAssembilesFile(path); return null; } #endif public void PathScriptingAssembilesFile(string path) { if (!SettingsUtil.Enable) { Debug.Log($"[PatchScriptingAssemblyList] disabled"); return; } Debug.Log($"[PatchScriptingAssemblyList]. path:{path}"); if (!Directory.Exists(path)) { path = Path.GetDirectoryName(path); Debug.Log($"[PatchScriptingAssemblyList] get path parent:{path}"); } AddHotFixAssembliesToScriptingAssembliesJson(path); } private void AddHotFixAssembliesToScriptingAssembliesJson(string path) { Debug.Log($"[PatchScriptingAssemblyList]. path:{path}"); /* * ScriptingAssemblies.json 文件中记录了所有的dll名称,此列表在游戏启动时自动加载, * 不在此列表中的dll在资源反序列化时无法被找到其类型 * 因此 OnFilterAssemblies 中移除的条目需要再加回来 */ string[] jsonFiles = Directory.GetFiles(path, SettingsUtil.ScriptingAssembliesJsonFile, SearchOption.AllDirectories); if (jsonFiles.Length == 0) { Debug.LogWarning($"can not find file {SettingsUtil.ScriptingAssembliesJsonFile}"); return; } foreach (string file in jsonFiles) { var patcher = new ScriptingAssembliesJsonPatcher(); patcher.Load(file); patcher.AddScriptingAssemblies(SettingsUtil.HotUpdateAssemblyFilesIncludePreserved); patcher.Save(file); } } #if UNITY_WEBGL public void OnBeforeConvertRun(BuildReport report, Il2CppBuildPipelineData data) { PathScriptingAssembilesFile($"{SettingsUtil.ProjectDir}/Temp/StagingArea/Data"); } #endif } }