2025-04-21 21:14:23 +08:00

103 lines
3.7 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

#if ENABLE_HYBRIDCLR
using HybridCLR.Editor;
using HybridCLR.Editor.Commands;
#endif
using TEngine.Editor;
using UnityEditor;
using UnityEngine;
public static class BuildDLLCommand
{
private const string EnableHybridClrScriptingDefineSymbol = "ENABLE_HYBRIDCLR";
/// <summary>
/// 禁用HybridCLR宏定义。
/// </summary>
[MenuItem("HybridCLR/Define Symbols/Disable HybridCLR", false, 30)]
public static void Disable()
{
ScriptingDefineSymbols.RemoveScriptingDefineSymbol(EnableHybridClrScriptingDefineSymbol);
#if ENABLE_HYBRIDCLR
HybridCLR.Editor.SettingsUtil.Enable = false;
UpdateSettingEditor.ForceUpdateAssemblies();
#endif
}
/// <summary>
/// 开启HybridCLR宏定义。
/// </summary>
[MenuItem("HybridCLR/Define Symbols/Enable HybridCLR", false, 31)]
public static void Enable()
{
ScriptingDefineSymbols.RemoveScriptingDefineSymbol(EnableHybridClrScriptingDefineSymbol);
ScriptingDefineSymbols.AddScriptingDefineSymbol(EnableHybridClrScriptingDefineSymbol);
#if ENABLE_HYBRIDCLR
HybridCLR.Editor.SettingsUtil.Enable = true;
UpdateSettingEditor.ForceUpdateAssemblies();
#endif
}
[MenuItem("HybridCLR/Build/BuildAssets And CopyTo AssemblyTextAssetPath")]
public static void BuildAndCopyDlls()
{
#if ENABLE_HYBRIDCLR
BuildTarget target = EditorUserBuildSettings.activeBuildTarget;
CompileDllCommand.CompileDll(target);
CopyAOTHotUpdateDlls(target);
#endif
}
public static void BuildAndCopyDlls(BuildTarget target)
{
#if ENABLE_HYBRIDCLR
CompileDllCommand.CompileDll(target);
CopyAOTHotUpdateDlls(target);
#endif
}
public static void CopyAOTHotUpdateDlls(BuildTarget target)
{
CopyAOTAssembliesToAssetPath();
CopyHotUpdateAssembliesToAssetPath();
AssetDatabase.Refresh();
}
public static void CopyAOTAssembliesToAssetPath()
{
#if ENABLE_HYBRIDCLR
var target = EditorUserBuildSettings.activeBuildTarget;
string aotAssembliesSrcDir = SettingsUtil.GetAssembliesPostIl2CppStripDir(target);
string aotAssembliesDstDir = Application.dataPath +"/"+ TEngine.Settings.UpdateSetting.AssemblyTextAssetPath;
foreach (var dll in TEngine.Settings.UpdateSetting.AOTMetaAssemblies)
{
string srcDllPath = $"{aotAssembliesSrcDir}/{dll}";
if (!System.IO.File.Exists(srcDllPath))
{
Debug.LogError($"ab中添加AOT补充元数据dll:{srcDllPath} 时发生错误,文件不存在。裁剪后的AOT dll在BuildPlayer时才能生成因此需要你先构建一次游戏App后再打包。");
continue;
}
string dllBytesPath = $"{aotAssembliesDstDir}/{dll}.bytes";
System.IO.File.Copy(srcDllPath, dllBytesPath, true);
Debug.Log($"[CopyAOTAssembliesToStreamingAssets] copy AOT dll {srcDllPath} -> {dllBytesPath}");
}
#endif
}
public static void CopyHotUpdateAssembliesToAssetPath()
{
#if ENABLE_HYBRIDCLR
var target = EditorUserBuildSettings.activeBuildTarget;
string hotfixDllSrcDir = SettingsUtil.GetHotUpdateDllsOutputDirByTarget(target);
string hotfixAssembliesDstDir = Application.dataPath +"/"+ TEngine.Settings.UpdateSetting.AssemblyTextAssetPath;
foreach (var dll in SettingsUtil.HotUpdateAssemblyFilesExcludePreserved)
{
string dllPath = $"{hotfixDllSrcDir}/{dll}";
string dllBytesPath = $"{hotfixAssembliesDstDir}/{dll}.bytes";
System.IO.File.Copy(dllPath, dllBytesPath, true);
Debug.Log($"[CopyHotUpdateAssembliesToStreamingAssets] copy hotfix dll {dllPath} -> {dllBytesPath}");
}
#endif
}
}