using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using ILRuntime.CLR.TypeSystem;
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using ILRuntime.CLR.Method;
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using ILRuntime.CLR.Utils;
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using ILRuntime.Runtime.Intepreter;
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using ILRuntime.Runtime.Stack;
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using ILRuntime.Runtime.Enviorment;
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//下面这行为了取消使用WWW的警告,Unity2018以后推荐使用UnityWebRequest,处于兼容性考虑Demo依然使用WWW
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#pragma warning disable CS0618
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public class CoroutineDemo : MonoBehaviour
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{
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static CoroutineDemo instance;
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public static CoroutineDemo Instance
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{
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get { return instance; }
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}
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//AppDomain是ILRuntime的入口,最好是在一个单例类中保存,整个游戏全局就一个,这里为了示例方便,每个例子里面都单独做了一个
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//大家在正式项目中请全局只创建一个AppDomain
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AppDomain appdomain;
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System.IO.MemoryStream fs;
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System.IO.MemoryStream p;
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void Start()
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{
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instance = this;
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StartCoroutine(LoadHotFixAssembly());
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}
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IEnumerator LoadHotFixAssembly()
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{
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//首先实例化ILRuntime的AppDomain,AppDomain是一个应用程序域,每个AppDomain都是一个独立的沙盒
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appdomain = new ILRuntime.Runtime.Enviorment.AppDomain();
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//正常项目中应该是自行从其他地方下载dll,或者打包在AssetBundle中读取,平时开发以及为了演示方便直接从StreammingAssets中读取,
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//正式发布的时候需要大家自行从其他地方读取dll
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//!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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//这个DLL文件是直接编译HotFix_Project.sln生成的,已经在项目中设置好输出目录为StreamingAssets,在VS里直接编译即可生成到对应目录,无需手动拷贝
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#if UNITY_ANDROID
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WWW www = new WWW(Application.streamingAssetsPath + "/HotFix_Project.dll");
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#else
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WWW www = new WWW("file:///" + Application.streamingAssetsPath + "/HotFix_Project.dll");
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#endif
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while (!www.isDone)
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yield return null;
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if (!string.IsNullOrEmpty(www.error))
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UnityEngine.Debug.LogError(www.error);
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byte[] dll = www.bytes;
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www.Dispose();
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//PDB文件是调试数据库,如需要在日志中显示报错的行号,则必须提供PDB文件,不过由于会额外耗用内存,正式发布时请将PDB去掉,下面LoadAssembly的时候pdb传null即可
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#if UNITY_ANDROID
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www = new WWW(Application.streamingAssetsPath + "/HotFix_Project.pdb");
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#else
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www = new WWW("file:///" + Application.streamingAssetsPath + "/HotFix_Project.pdb");
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#endif
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while (!www.isDone)
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yield return null;
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if (!string.IsNullOrEmpty(www.error))
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UnityEngine.Debug.LogError(www.error);
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byte[] pdb = www.bytes;
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fs = new MemoryStream(dll);
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p = new MemoryStream(pdb);
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try
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{
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appdomain.LoadAssembly(fs, p, new ILRuntime.Mono.Cecil.Pdb.PdbReaderProvider());
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}
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catch
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{
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Debug.LogError("加载热更DLL失败,请确保已经通过VS打开Assets/Samples/ILRuntime/1.6/Demo/HotFix_Project/HotFix_Project.sln编译过热更DLL");
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}
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InitializeILRuntime();
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OnHotFixLoaded();
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}
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void InitializeILRuntime()
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{
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#if DEBUG && (UNITY_EDITOR || UNITY_ANDROID || UNITY_IPHONE)
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//由于Unity的Profiler接口只允许在主线程使用,为了避免出异常,需要告诉ILRuntime主线程的线程ID才能正确将函数运行耗时报告给Profiler
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appdomain.UnityMainThreadID = System.Threading.Thread.CurrentThread.ManagedThreadId;
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#endif
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//这里做一些ILRuntime的注册
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//使用Couroutine时,C#编译器会自动生成一个实现了IEnumerator,IEnumerator<object>,IDisposable接口的类,因为这是跨域继承,所以需要写CrossBindAdapter(详细请看04_Inheritance教程),Demo已经直接写好,直接注册即可
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appdomain.RegisterCrossBindingAdaptor(new CoroutineAdapter());
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appdomain.DebugService.StartDebugService(56000);
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}
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unsafe void OnHotFixLoaded()
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{
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appdomain.Invoke("HotFix_Project.TestCoroutine", "RunTest", null, null);
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}
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public void DoCoroutine(IEnumerator coroutine)
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{
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StartCoroutine(coroutine);
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}
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private void OnDestroy()
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{
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if (fs != null)
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fs.Close();
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if (p != null)
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p.Close();
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fs = null;
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p = null;
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}
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}
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