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- using HybridCLR.Editor;
- using HybridCLR.Editor.Commands;
- using System;
- using System.Collections.Generic;
- using System.IO;
- using System.Linq;
- using UnityEditor;
- using UnityEditor.Compilation;
- using UnityEngine;
- using Debug = UnityEngine.Debug;
- namespace ET
- {
- public enum PlatformType
- {
- None,
- Android,
- IOS,
- Windows,
- MacOS,
- Linux
- }
- public enum BuildType
- {
- Development,
- Release,
- }
- public class BuildEditor : EditorWindow
- {
- private PlatformType activePlatform;
- private PlatformType platformType;
- private bool clearFolder = true;
- private bool isBuildExe = true;
- private bool isContainAB = false;
- private CodeOptimization codeOptimization = CodeOptimization.Release;
- private BuildOptions buildOptions;
- private BuildAssetBundleOptions buildAssetBundleOptions = BuildAssetBundleOptions.None;
- public static string YooAssetCodeDll;
- public static string BattlePluginDir = "./Assets/Plugins/BattlePlugin";
- private GlobalConfig globalConfig;
- [MenuItem("ET/Build Tool")]
- public static void ShowWindow()
- {
- GetWindow<BuildEditor>(DockDefine.Types);
- }
- private void OnEnable()
- {
- YooAssetCodeDll = Application.dataPath + "/Res/CodeDll/";
- globalConfig = Resources.Load<GlobalConfig>("GlobalConfig");
- #if UNITY_ANDROID
- activePlatform = PlatformType.Android;
- #elif UNITY_IOS
- activePlatform = PlatformType.IOS;
- #elif UNITY_STANDALONE_WIN
- activePlatform = PlatformType.Windows;
- #elif UNITY_STANDALONE_OSX
- activePlatform = PlatformType.MacOS;
- #elif UNITY_STANDALONE_LINUX
- activePlatform = PlatformType.Linux;
- #else
- activePlatform = PlatformType.None;
- #endif
- platformType = activePlatform;
- }
- private void OnGUI()
- {
- this.platformType = (PlatformType)EditorGUILayout.EnumPopup(platformType);
- this.clearFolder = EditorGUILayout.Toggle("clean folder? ", clearFolder);
- this.isBuildExe = EditorGUILayout.Toggle("build exe?", this.isBuildExe);
- this.isContainAB = false;
- this.codeOptimization = (CodeOptimization)EditorGUILayout.EnumPopup("CodeOptimization ", this.codeOptimization);
- //EditorGUILayout.LabelField("BuildAssetBundleOptions ");
- //this.buildAssetBundleOptions = (BuildAssetBundleOptions)EditorGUILayout.EnumFlagsField(this.buildAssetBundleOptions);
- switch (this.codeOptimization)
- {
- case CodeOptimization.None:
- case CodeOptimization.Debug:
- this.buildOptions = BuildOptions.Development | BuildOptions.ConnectWithProfiler;
- break;
- case CodeOptimization.Release:
- this.buildOptions = BuildOptions.None;
- break;
- }
- GUILayout.Space(5);
- if (GUILayout.Button("BuildPackage"))
- {
- if (this.platformType == PlatformType.None)
- {
- ShowNotification(new GUIContent("please select platform!"));
- return;
- }
- var globalConfig = Resources.Load<GlobalConfig>("GlobalConfig");
- if (globalConfig.CodeMode == CodeMode.Server)
- {
- ShowNotification(new GUIContent("not supoort CodeMode: Server!"));
- return;
- }
- if (globalConfig.PlayMode == YooAsset.YooAssets.EPlayMode.EditorSimulateMode)
- {
- ShowNotification(new GUIContent("YooAsset.PlayMode not support EditorSimulateMode!"));
- return;
- }
- if (platformType != activePlatform)
- {
- switch (EditorUtility.DisplayDialogComplex("Warning!", $"current platform is {activePlatform}, if change to {platformType}, may be take a long time", "change", "cancel", "no change"))
- {
- case 0:
- activePlatform = platformType;
- break;
- case 1:
- return;
- case 2:
- platformType = activePlatform;
- break;
- }
- }
- RemoveBattlePluginDlls();
- BuildHelper.Build(this.platformType, this.buildAssetBundleOptions, this.buildOptions, this.isBuildExe, this.isContainAB, this.clearFolder);
- }
- GUILayout.Label("");
- GUILayout.Label("Build & copy AOTMetadlls");
- if (GUILayout.Button("Hybrid-GenerateAll & copy2CodeDll"))
- {
- //CompileDll时,HotUpdateDll目录的model.dll会被清理掉,生成link.xml会报错
- //所以在compileDll后,增加了BuildModel & copy动作
- //PrebuildCommand.GenerateAll();
- //删除battle相关dll
- RemoveBattlePluginDlls();
- BuildTarget target = EditorUserBuildSettings.activeBuildTarget;
- CompileDllCommand.CompileDll(target);
- //生成最新的mode.dll & hotfix.dll,然后copy到hotupdate目录,供linkxml用
- BuildModelAndHotfix(this.codeOptimization);
- CopyHotfixdllToHybridDir();
- Il2CppDefGeneratorCommand.GenerateIl2CppDef();
- // 这几个生成依赖HotUpdateDlls
- LinkGeneratorCommand.GenerateLinkXml(target);
- // 生成裁剪后的aot dll
- StripAOTDllCommand.GenerateStripedAOTDlls(target, EditorUserBuildSettings.selectedBuildTargetGroup);
- // 桥接函数生成依赖于AOT dll,必须保证已经build过,生成AOT dll
- MethodBridgeGeneratorCommand.GenerateMethodBridge(target);
- ReversePInvokeWrapperGeneratorCommand.GenerateReversePInvokeWrapper(target);
- AOTReferenceGeneratorCommand.GenerateAOTGenericReference(target);
- string aotDllDir = SettingsUtil.GetAssembliesPostIl2CppStripDir(target);
- ConfigStringList manifest = AssetDatabase.LoadAssetAtPath("Assets/Res/Config/HotUpdateAOTDlls.asset", typeof(ConfigStringList)) as ConfigStringList;
- if (manifest == null)
- {
- throw new Exception($"Assets/Res/Config/HotUpdateAOTDlls 配置不存在");
- }
- List<string> AOTMetaAssemblies = (manifest.List ?? Array.Empty<string>()).ToList();
- foreach (var dll in AOTMetaAssemblies)
- {
- string dllPath = $"{aotDllDir}/{dll}";
- if (!File.Exists(dllPath))
- {
- Debug.LogError($"ab中添加AOT补充元数据dll:{dllPath} 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 = $"{YooAssetCodeDll}/{dll}.bytes";
- File.Copy(dllPath, dllBytesPath, true);
- Debug.Log($"copy AOT dll {dllPath} -> {dllBytesPath}");
- }
- }
- GUILayout.Label("");
- GUILayout.Label("Build热更dll & ab:");
- this.globalConfig.CodeMode = CodeMode.Client;// (CodeMode)EditorGUILayout.EnumPopup("CodeMode: ", this.globalConfig.CodeMode);
- if (GUILayout.Button("BuildModelAndHotfix"))
- {
- BuildModelAndHotfix(this.codeOptimization);
- //用yooAsset打ab, 不用你了
- //AfterCompiling();
- ShowNotification("Build Model And Hotfix Success!");
- }
- if (GUILayout.Button("BuildAB by YooAsset"))
- {
- var target = EditorUserBuildSettings.activeBuildTarget;
- BuildHelper.BuildAB(target, null);
- }
- GUILayout.Label("");
- GUILayout.Label("Config Tools: =======================");
- if (GUILayout.Button("ExcelExporter"))
- {
- //Directory.Delete("Assets/Bundles/Config", true);
- ToolsEditor.ExcelExporter();
- }
- if (GUILayout.Button("Proto2CS"))
- {
- ToolsEditor.Proto2CS();
- }
- GUILayout.Space(5);
- }
- //在打包前删除战斗相关dll
- //因为战斗dll是需要支持热更的,放在plugin目录的话,所有程序集都会自动引用
- //为了排除战斗dll被主工程打进包带来的各种问题,删除之以防万一
- private static void RemoveBattlePluginDlls()
- {
- var list = AssetDatabase.LoadAssetAtPath("Assets/Res/Config/HotupdateBattleDlls.asset", typeof(ConfigStringList)) as ConfigStringList;
- if (list == null)
- {
- throw new Exception($"Assets/Res/Config/HotupdateBattleDlls 配置不存在");
- }
- foreach (var dll in list.List)
- {
- var file = Path.Combine(BattlePluginDir, dll);
- File.Delete(file);
- Debug.Log($"delete dll {file}");
- }
- AssetDatabase.Refresh();
- }
- private static void CopyHotfixdllToHybridDir()
- {
- var target = EditorUserBuildSettings.activeBuildTarget;
- ConfigKeyValueMap manifest = AssetDatabase.LoadAssetAtPath("Assets/Res/Config/HotupdateDlls.asset", typeof(ConfigKeyValueMap)) as ConfigKeyValueMap;
- if (manifest == null)
- {
- throw new Exception($"Assets/Res/Config/HotupdateDlls 配置不存在");
- }
- foreach (var kvs in manifest.keyValueMaps)
- {
- var bytes = Path.Combine(YooAssetCodeDll, $"{kvs.Key}.bytes");
- if (!File.Exists(bytes))
- {
- Debug.LogError($"not exists: {bytes}");
- }
- else
- {
- File.Copy(bytes, Path.Combine(SettingsUtil.GetHotUpdateDllsOutputDirByTarget(target), kvs.Key), true);
- Debug.Log($"copy hot dll {bytes} -> to dir: HotUpdateDlls");
- }
- }
- var list = AssetDatabase.LoadAssetAtPath("Assets/Res/Config/HotupdateBattleDlls.asset", typeof(ConfigStringList)) as ConfigStringList;
- if (list == null)
- {
- throw new Exception($"Assets/Res/Config/HotupdateBattleDlls 配置不存在");
- }
- foreach (var dll in list.List)
- {
- var bytes = Path.Combine(YooAssetCodeDll, $"{dll}.bytes");
- if (!File.Exists(bytes))
- {
- Debug.LogError($"not exists: {bytes}");
- }
- else
- {
- File.Copy(bytes, Path.Combine(SettingsUtil.GetHotUpdateDllsOutputDirByTarget(target), dll), true);
- Debug.Log($"copy hot dll {bytes} -> to dir: HotUpdateDlls");
- }
- }
- }
- public static void BuildModelAndHotfix(CodeOptimization codeOptimization = CodeOptimization.Release)
- {
- if (Define.EnableCodes)
- {
- throw new Exception("Remove macro 'ENABLE_CODES' first!");
- }
- var globalConfig = Resources.Load<GlobalConfig>("GlobalConfig");
- if (globalConfig.CodeMode == CodeMode.Server)
- {
- throw new Exception("Don't compile server here, open 'ET.sln' to compile!");
- }
- BuildAssembliesHelper.BuildModel(codeOptimization, globalConfig);
- BuildAssembliesHelper.BuildHotfix(codeOptimization, globalConfig);
- BuildAssembliesHelper.BuildMuteAssembly("Unity.Mono", new List<string>() { "Assets/Scripts/Codes/Mono/" }, Array.Empty<string>(), codeOptimization, globalConfig.CodeMode);
- File.Copy(Path.Combine(Define.BuildOutputDir, "Unity.Mono.dll"), Path.Combine(YooAssetCodeDll, $"Unity.Mono.dll.bytes"), true);
- File.Copy(Path.Combine(Define.BuildOutputDir, "Unity.Mono.pdb"), Path.Combine(YooAssetCodeDll, $"Unity.Mono.pdb.bytes"), true);
- Debug.Log("copy Unity.Mono.dll to Assets/Res/CodeDll success!");
- }
- //将model.dll打包成ab
- /*private static void AfterCompiling()
- {
- Directory.CreateDirectory(BuildAssembliesHelper.CodeDir);
- // 设置ab包
- AssetImporter assetImporter = AssetImporter.GetAtPath("Assets/Bundles/Code");
- assetImporter.assetBundleName = "Code.unity3d";
- AssetDatabase.SaveAssets();
- AssetDatabase.Refresh();
-
- Debug.Log("build success!");
- }*/
- public static void ShowNotification(string tips)
- {
- EditorWindow game = EditorWindow.GetWindow(typeof(EditorWindow).Assembly.GetType("UnityEditor.GameView"));
- game?.ShowNotification(new GUIContent($"{tips}"));
- }
- }
- }
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