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