CompileDllCommand.cs 3.5 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.IO;
  4. using System.Linq;
  5. using System.Text;
  6. using System.Threading.Tasks;
  7. using UnityEditor;
  8. using UnityEditor.Build.Player;
  9. using UnityEngine;
  10. namespace HybridCLR.Editor.Commands
  11. {
  12. public class CompileDllCommand
  13. {
  14. public static void CompileDll(string buildDir, BuildTarget target, bool developmentBuild)
  15. {
  16. var group = BuildPipeline.GetBuildTargetGroup(target);
  17. ScriptCompilationSettings scriptCompilationSettings = new ScriptCompilationSettings();
  18. scriptCompilationSettings.group = group;
  19. scriptCompilationSettings.target = target;
  20. scriptCompilationSettings.options = developmentBuild ? ScriptCompilationOptions.DevelopmentBuild : ScriptCompilationOptions.None;
  21. Directory.CreateDirectory(buildDir);
  22. ScriptCompilationResult scriptCompilationResult = PlayerBuildInterface.CompilePlayerScripts(scriptCompilationSettings, buildDir);
  23. #if UNITY_2022
  24. UnityEditor.EditorUtility.ClearProgressBar();
  25. #endif
  26. Debug.Log($"compile finish!!! buildDir:{buildDir} target:{target} development:{developmentBuild}");
  27. }
  28. public static void CompileDll(BuildTarget target)
  29. {
  30. CompileDll(target, EditorUserBuildSettings.development);
  31. }
  32. public static void CompileDll(BuildTarget target, bool developmentBuild)
  33. {
  34. CompileDll(SettingsUtil.GetHotUpdateDllsOutputDirByTarget(target), target, developmentBuild);
  35. }
  36. [MenuItem("HybridCLR/CompileDll/ActiveBuildTarget", priority = 100)]
  37. public static void CompileDllActiveBuildTarget()
  38. {
  39. CompileDll(EditorUserBuildSettings.activeBuildTarget, EditorUserBuildSettings.development);
  40. }
  41. [MenuItem("HybridCLR/CompileDll/ActiveBuildTarget_Release", priority = 102)]
  42. public static void CompileDllActiveBuildTargetRelease()
  43. {
  44. CompileDll(EditorUserBuildSettings.activeBuildTarget, false);
  45. }
  46. [MenuItem("HybridCLR/CompileDll/ActiveBuildTarget_Development", priority = 104)]
  47. public static void CompileDllActiveBuildTargetDevelopment()
  48. {
  49. CompileDll(EditorUserBuildSettings.activeBuildTarget, true);
  50. }
  51. [MenuItem("HybridCLR/CompileDll/Win32", priority = 200)]
  52. public static void CompileDllWin32()
  53. {
  54. CompileDll(BuildTarget.StandaloneWindows);
  55. }
  56. [MenuItem("HybridCLR/CompileDll/Win64", priority = 201)]
  57. public static void CompileDllWin64()
  58. {
  59. CompileDll(BuildTarget.StandaloneWindows64);
  60. }
  61. [MenuItem("HybridCLR/CompileDll/MacOS", priority = 202)]
  62. public static void CompileDllMacOS()
  63. {
  64. CompileDll(BuildTarget.StandaloneOSX);
  65. }
  66. [MenuItem("HybridCLR/CompileDll/Linux", priority = 203)]
  67. public static void CompileDllLinux()
  68. {
  69. CompileDll(BuildTarget.StandaloneLinux64);
  70. }
  71. [MenuItem("HybridCLR/CompileDll/Android", priority = 210)]
  72. public static void CompileDllAndroid()
  73. {
  74. CompileDll(BuildTarget.Android);
  75. }
  76. [MenuItem("HybridCLR/CompileDll/IOS", priority = 220)]
  77. public static void CompileDllIOS()
  78. {
  79. CompileDll(BuildTarget.iOS);
  80. }
  81. [MenuItem("HybridCLR/CompileDll/WebGL", priority = 230)]
  82. public static void CompileDllWebGL()
  83. {
  84. CompileDll(BuildTarget.WebGL);
  85. }
  86. }
  87. }