using UnityEditorInternal; using UnityEngine; namespace HybridCLR.Editor { [FilePath("ProjectSettings/HybridCLRSettings.asset")] public class HybridCLRSettings : ScriptableSingleton { [Header("开启HybridCLR插件")] public bool enable = true; [Header("使用全局安装的il2cpp")] public bool useGlobalIl2cpp; [Header("从gitee clone插件代码")] public bool cloneFromGitee = true; // false 则从github上拉取 [Header("热更新Assembly Definitions")] public AssemblyDefinitionAsset[] hotUpdateAssemblyDefinitions; [Header("热更新dlls")] public string[] hotUpdateAssemblies; [Header("预留的热更新dlls")] public string[] preserveHotUpdateAssemblies; [Header("生成link.xml时扫描asset中引用的类型")] public bool collectAssetReferenceTypes; [Header("生成的link.xml路径")] public string outputLinkFile = "HybridCLRData/Generated/link.xml"; [Header("自动扫描生成的AOTGenericReferences.cs路径")] public string outputAOTGenericReferenceFile = "HybridCLRData/Generated/AOTGenericReferences.cs"; [Header("AOT泛型实例化搜索迭代次数")] public int maxGenericReferenceIteration = 10; //[Header("预留MonoPInvokeCallbackAttribute函数个数")] //public int ReversePInvokeWrapperCount = 10; [Header("MethodBridge泛型搜索迭代次数")] public int maxMethodBridgeGenericIteration = 10; } }