266 lines
9.1 KiB
C#
266 lines
9.1 KiB
C#
using System.IO;
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using System.Threading;
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using UnityEditor;
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using UnityEditor.Build.Player;
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using UnityEngine;
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namespace ET
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{
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public static class AssemblyTool
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{
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/// <summary>
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/// Unity线程的同步上下文
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/// </summary>
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static SynchronizationContext unitySynchronizationContext { get; set; }
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/// <summary>
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/// 程序集名字数组
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/// </summary>
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public static readonly string[] DllNames = { "Unity.Hotfix", "Unity.HotfixView", "Unity.Model", "Unity.ModelView" };
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[InitializeOnLoadMethod]
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static void Initialize()
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{
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unitySynchronizationContext = SynchronizationContext.Current;
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}
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/// <summary>
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/// 菜单和快捷键编译按钮
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/// </summary>
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[MenuItem("ET/Compile _F6", false, ETMenuItemPriority.Compile)]
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static void MenuItemOfCompile()
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{
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// 强制刷新一下,防止关闭auto refresh,文件修改时间不准确
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AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
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DoCompile();
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}
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/// <summary>
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/// 菜单和快捷键热重载按钮
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/// </summary>
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[MenuItem("ET/Reload _F7", false, ETMenuItemPriority.Compile)]
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static void MenuItemOfReload()
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{
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if (Application.isPlaying)
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{
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CodeLoader.Instance?.Reload();
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}
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}
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/// <summary>
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/// 执行编译代码流程
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/// </summary>
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public static void DoCompile()
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{
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// 强制刷新一下,防止关闭auto refresh,编译出老代码
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AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
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RefreshCodeMode();
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RefreshBuildType();
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bool isCompileOk = CompileDlls();
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if (!isCompileOk)
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{
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return;
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}
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CopyHotUpdateDlls();
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BuildHelper.ReGenerateProjectFiles();
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Log.Info($"Compile Finish!");
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}
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/// <summary>
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/// 刷新代码模式
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/// </summary>
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static void RefreshCodeMode()
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{
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CodeMode codeMode = CodeMode.ClientServer;
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GlobalConfig globalConfig = Resources.Load<GlobalConfig>("GlobalConfig");
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if (globalConfig)
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{
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codeMode = globalConfig.CodeMode;
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}
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switch (codeMode)
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{
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case CodeMode.Client:
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{
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EnableUnityClient();
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break;
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}
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case CodeMode.Server:
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{
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EnableUnityServer();
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break;
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}
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case CodeMode.ClientServer:
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{
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EnableUnityClientServer();
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break;
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}
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}
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AssetDatabase.Refresh();
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}
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/// <summary>
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/// 刷新构建类型
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/// </summary>
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static void RefreshBuildType()
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{
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BuildType buildType = BuildType.Release;
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GlobalConfig globalConfig = Resources.Load<GlobalConfig>("GlobalConfig");
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if (globalConfig)
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{
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buildType = globalConfig.BuildType;
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}
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EditorUserBuildSettings.development = buildType == BuildType.Debug;
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}
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/// <summary>
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/// 编译成dll
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/// </summary>
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static bool CompileDlls()
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{
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// 运行时编译需要先设置为UnitySynchronizationContext, 编译完再还原为CurrentContext
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SynchronizationContext lastSynchronizationContext = Application.isPlaying ? SynchronizationContext.Current : null;
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SynchronizationContext.SetSynchronizationContext(unitySynchronizationContext);
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bool isCompileOk = false;
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try
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{
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Directory.CreateDirectory(Define.BuildOutputDir);
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BuildTarget target = EditorUserBuildSettings.activeBuildTarget;
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BuildTargetGroup group = BuildPipeline.GetBuildTargetGroup(target);
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ScriptCompilationSettings scriptCompilationSettings = new()
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{
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group = group,
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target = target,
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extraScriptingDefines = new[] { "UNITY_COMPILE" },
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options = EditorUserBuildSettings.development ? ScriptCompilationOptions.DevelopmentBuild : ScriptCompilationOptions.None
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};
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ScriptCompilationResult result = PlayerBuildInterface.CompilePlayerScripts(scriptCompilationSettings, Define.BuildOutputDir);
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isCompileOk = result.assemblies.Count > 0;
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EditorUtility.ClearProgressBar();
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}
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finally
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{
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if (lastSynchronizationContext != null)
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{
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SynchronizationContext.SetSynchronizationContext(lastSynchronizationContext);
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}
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}
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return isCompileOk;
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}
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/// <summary>
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/// 将dll文件复制到加载目录
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/// </summary>
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static void CopyHotUpdateDlls()
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{
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FileHelper.CleanDirectory(Define.CodeDir);
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foreach (string dllName in DllNames)
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{
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string sourceDll = $"{Define.BuildOutputDir}/{dllName}.dll";
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string sourcePdb = $"{Define.BuildOutputDir}/{dllName}.pdb";
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File.Copy(sourceDll, $"{Define.CodeDir}/{dllName}.dll.bytes", true);
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File.Copy(sourcePdb, $"{Define.CodeDir}/{dllName}.pdb.bytes", true);
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}
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AssetDatabase.Refresh();
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}
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/// <summary>
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/// 启用纯客户端模式
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/// </summary>
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static void EnableUnityClient()
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{
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DisableAsmdef("Assets/Scripts/Model/Generate/Client/Ignore.asmdef");
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EnableAsmdef("Assets/Scripts/Model/Generate/Server/Ignore.asmdef");
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EnableAsmdef("Assets/Scripts/Model/Generate/ClientServer/Ignore.asmdef");
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DisableAsmdef("Assets/Scripts/Model/Client/Ignore.asmdef");
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EnableAsmdef("Assets/Scripts/Model/Server/Ignore.asmdef");
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DisableAsmdef("Assets/Scripts/Hotfix/Client/Ignore.asmdef");
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EnableAsmdef("Assets/Scripts/Hotfix/Server/Ignore.asmdef");
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DisableAsmdef("Assets/Scripts/ModelView/Client/Ignore.asmdef");
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DisableAsmdef("Assets/Scripts/HotfixView/Client/Ignore.asmdef");
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}
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/// <summary>
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/// 启用纯服务端模式
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/// </summary>
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static void EnableUnityServer()
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{
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EnableAsmdef("Assets/Scripts/Model/Generate/Client/Ignore.asmdef");
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EnableAsmdef("Assets/Scripts/Model/Generate/Server/Ignore.asmdef");
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DisableAsmdef("Assets/Scripts/Model/Generate/ClientServer/Ignore.asmdef");
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DisableAsmdef("Assets/Scripts/Model/Client/Ignore.asmdef");
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DisableAsmdef("Assets/Scripts/Model/Server/Ignore.asmdef");
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DisableAsmdef("Assets/Scripts/Hotfix/Client/Ignore.asmdef");
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DisableAsmdef("Assets/Scripts/Hotfix/Server/Ignore.asmdef");
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EnableAsmdef("Assets/Scripts/HotfixView/Client/Ignore.asmdef");
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EnableAsmdef("Assets/Scripts/ModelView/Client/Ignore.asmdef");
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}
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/// <summary>
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/// 启用双端模式
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/// </summary>
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static void EnableUnityClientServer()
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{
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EnableAsmdef("Assets/Scripts/Model/Generate/Client/Ignore.asmdef");
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EnableAsmdef("Assets/Scripts/Model/Generate/Server/Ignore.asmdef");
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DisableAsmdef("Assets/Scripts/Model/Generate/ClientServer/Ignore.asmdef");
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DisableAsmdef("Assets/Scripts/Model/Client/Ignore.asmdef");
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DisableAsmdef("Assets/Scripts/Model/Server/Ignore.asmdef");
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DisableAsmdef("Assets/Scripts/Hotfix/Client/Ignore.asmdef");
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DisableAsmdef("Assets/Scripts/Hotfix/Server/Ignore.asmdef");
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DisableAsmdef("Assets/Scripts/HotfixView/Client/Ignore.asmdef");
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DisableAsmdef("Assets/Scripts/ModelView/Client/Ignore.asmdef");
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}
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/// <summary>
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/// 启用指定的程序集定义文件
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/// </summary>
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static void EnableAsmdef(string asmdefFile)
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{
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string asmdefDisableFile = $"{asmdefFile}.DISABLED";
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string srcFilePath = asmdefDisableFile.Replace("Assets/Scripts/", "Assets/Settings/IgnoreAsmdef/");
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if (!File.Exists(srcFilePath))
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{
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Debug.LogError($"忽略编译配置的原文件不存在, 请检查项目文件完整性:{srcFilePath}");
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return;
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}
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if (File.Exists(asmdefFile) && new FileInfo(srcFilePath).LastWriteTime == new FileInfo(asmdefFile).LastWriteTime)
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{
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return;
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}
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File.Copy(srcFilePath, asmdefFile, true);
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}
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/// <summary>
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/// 删除指定的程序集定义文件
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/// </summary>
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static void DisableAsmdef(string asmdefFile)
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{
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File.Delete(asmdefFile);
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File.Delete($"{asmdefFile}.meta");
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}
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}
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} |