using System; using System.Collections.Generic; using System.IO; using System.Reflection; using UnityEngine; namespace ET { public class CodeLoader: Singleton { private Assembly model; public void Start() { if (Define.EnableCodes) { GlobalConfig globalConfig = Resources.Load("GlobalConfig"); if (globalConfig.CodeMode != CodeMode.ClientServer) { throw new Exception("ENABLE_CODES mode must use ClientServer code mode!"); } Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies(); Dictionary types = AssemblyHelper.GetAssemblyTypes(assemblies); EventSystem.Instance.Add(types); foreach (Assembly ass in assemblies) { string name = ass.GetName().Name; if (name == "Unity.Model.Codes") { this.model = ass; } } } else { byte[] assBytes; byte[] pdbBytes; if (!Define.IsEditor) { Dictionary dictionary = AssetsBundleHelper.LoadBundle("code.unity3d"); assBytes = ((TextAsset)dictionary["Model.dll"]).bytes; pdbBytes = ((TextAsset)dictionary["Model.pdb"]).bytes; if (Define.EnableIL2CPP) { HybridCLRHelper.Load(); } } else { assBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, "Model.dll")); pdbBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, "Model.pdb")); } this.model = Assembly.Load(assBytes, pdbBytes); this.LoadHotfix(); } IStaticMethod start = new StaticMethod(this.model, "ET.Entry", "Start"); start.Run(); } // 热重载调用该方法 public void LoadHotfix() { byte[] assBytes; byte[] pdbBytes; if (!Define.IsEditor) { Dictionary dictionary = AssetsBundleHelper.LoadBundle("code.unity3d"); assBytes = ((TextAsset)dictionary["Hotfix.dll"]).bytes; pdbBytes = ((TextAsset)dictionary["Hotfix.pdb"]).bytes; } else { // 傻屌Unity在这里搞了个傻逼优化,认为同一个路径的dll,返回的程序集就一样。所以这里每次编译都要随机名字 string[] logicFiles = Directory.GetFiles(Define.BuildOutputDir, "Hotfix_*.dll"); if (logicFiles.Length != 1) { throw new Exception("Logic dll count != 1"); } string logicName = Path.GetFileNameWithoutExtension(logicFiles[0]); assBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, $"{logicName}.dll")); pdbBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, $"{logicName}.pdb")); } Assembly hotfixAssembly = Assembly.Load(assBytes, pdbBytes); Dictionary types = AssemblyHelper.GetAssemblyTypes(typeof (Game).Assembly, typeof(Init).Assembly, this.model, hotfixAssembly); EventSystem.Instance.Add(types); } } }