少年修仙传客户端基础资源
hch
2024-05-11 cc9183fd3d8888d533197e6351e99a2cca6b1ada
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#if UNITY_2017_3_OR_NEWER
/*
 * Copyright (c) 2018-2021 Beebyte Limited. All rights reserved.
 */
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEditor.Compilation;
 
namespace Beebyte.Obfuscator.Assembly
{
    public class AssemblyReferenceLocator
    {
        public static IEnumerable<string> GetAssemblyReferenceDirectories()
        {
            HashSet<string> directories = new HashSet<string>();
 
            foreach (UnityEditor.Compilation.Assembly assembly in CompilationPipeline.GetAssemblies())
            {
                directories.UnionWith(GetAssemblyReferenceDirectories(assembly));
            }
            directories.Add("./Library/PlayerScriptAssemblies".Replace('/', Path.DirectorySeparatorChar));
            directories.Add("./Library/Bee/PlayerScriptAssemblies".Replace('/', Path.DirectorySeparatorChar));
            directories.UnionWith(GetUnityEditorLibDirectories());
            return directories;
        }
 
        private static IEnumerable<string> GetUnityEditorLibDirectories()
        {
            HashSet<string> libDirectories = new HashSet<string>();
            Stack<string> stack = new Stack<string>();
            var monoPath = EditorApplication.applicationContentsPath +
                           Path.DirectorySeparatorChar.ToString() +
                           "MonoBleedingEdge" +
                           Path.DirectorySeparatorChar.ToString() +
                           "lib" +
                           Path.DirectorySeparatorChar.ToString() +
                           "mono";
            stack.Push(monoPath);
 
            while (stack.Count > 0)
            {
                string dir = stack.Pop();
                if (Directory.GetFiles(dir, "*.dll").Length > 0)
                {
                    libDirectories.Add(dir);
                }
                foreach (var childDirectory in Directory.GetDirectories(dir))
                {
                    stack.Push(childDirectory);
                }
            }
            return libDirectories;
        }
 
        private static IEnumerable<string> GetAssemblyReferenceDirectories(UnityEditor.Compilation.Assembly assembly)
        {
            HashSet<string> directories = new HashSet<string>();
 
            if (assembly == null) return directories;
 
            if (assembly.compiledAssemblyReferences == null || assembly.compiledAssemblyReferences.Length <= 0)
            {
                return directories;
            }
            
            foreach (string assemblyRef in assembly.compiledAssemblyReferences)
            {
                directories.Add(Path.GetDirectoryName(assemblyRef));
            }
            return directories;
        }
    }
}
#endif