少年修仙传客户端基础资源
client_Wu Xijin
2018-10-26 fdb2bd928c43e8efa39586b4309ae2b9a892ceef
Merge branch 'master' into leonard

# Conflicts:
# Assets/Resources/Config/Contact.txt
438个文件已删除
16个文件已修改
57个文件已添加
2 文件已重命名
41782 ■■■■■ 已修改文件
Assets/Editor/Beebyte.meta 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator.meta 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator.pdf 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator.pdf.meta 6 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator/Assembly.meta 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator/Assembly/AssemblyReferenceLocator.cs 43 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator/Assembly/AssemblyReferenceLocator.cs.meta 10 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator/Assembly/AssemblySelector.cs 108 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator/Assembly/AssemblySelector.cs.meta 10 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator/LICENSE 3 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator/LICENSE.meta 6 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator/Mono.Cecil.meta 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator/Mono.Cecil/Beebyte.Cecil.Mdb.dll 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator/Mono.Cecil/Beebyte.Cecil.Mdb.dll.meta 14 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator/Mono.Cecil/Beebyte.Cecil.Pdb.dll 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator/Mono.Cecil/Beebyte.Cecil.Pdb.dll.meta 14 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator/Mono.Cecil/Beebyte.Cecil.Rocks.dll 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator/Mono.Cecil/Beebyte.Cecil.Rocks.dll.meta 14 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator/Mono.Cecil/Beebyte.Cecil.dll 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator/Mono.Cecil/Beebyte.Cecil.dll.meta 14 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator/Mono.Cecil/LICENSE.md 26 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator/Mono.Cecil/LICENSE.md.meta 11 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator/ObfuscatorExample.cs 161 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator/ObfuscatorExample.cs.meta 10 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator/ObfuscatorMenuExample.cs 48 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator/ObfuscatorMenuExample.cs.meta 10 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator/ObfuscatorOptions.asset 230 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator/ObfuscatorOptions.asset.meta 6 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator/OptionsManager.cs 116 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator/OptionsManager.cs.meta 10 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator/Plugins.meta 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator/Plugins/obfuscator.dll 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator/Plugins/obfuscator.dll.meta 23 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator/Postbuild.cs 237 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator/Postbuild.cs.meta 10 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator_README.txt 535 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte/Obfuscator_README.txt.meta 6 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Logo/android_1.meta 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
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Assets/Editor/Logo/android_10.meta 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
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Assets/Editor/Logo/android_11.meta 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Logo/android_11/Icon.png 补丁 | 查看 | 原始文档 | blame | 历史
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Assets/Editor/Logo/android_11/SplashImage.png 补丁 | 查看 | 原始文档 | blame | 历史
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Assets/Editor/Logo/android_12.meta 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Logo/android_12/Icon.png 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Logo/android_12/Icon.png.meta 92 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Logo/android_12/SplashImage.png 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Logo/android_12/SplashImage.png.meta 92 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Logo/android_13.meta 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Logo/android_13/Icon.png 补丁 | 查看 | 原始文档 | blame | 历史
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Assets/Editor/Logo/android_16.meta 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Logo/android_16/Icon.png 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Logo/android_16/Icon.png.meta 92 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
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Assets/Editor/Logo/android_17.meta 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
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Assets/Editor/Logo/android_17/Icon.png.meta 92 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Logo/android_17/SplashImage.png 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Logo/android_17/SplashImage.png.meta 92 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Logo/android_18.meta 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Logo/android_18/Icon.png 补丁 | 查看 | 原始文档 | blame | 历史
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Assets/Editor/Logo/android_19.meta 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
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Assets/Editor/Logo/android_20/Launch.png.meta 6 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
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Assets/Resources/UI/Prefabs/UIRootDebug.prefab 9966 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
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Assets/Resources/UI/Prefabs/VersionUpdateWin.prefab 1598 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
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Assets/Resources/UI/Prefabs/WindowMask.prefab 81 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
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Assets/Resources/UI/Sprites.meta 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Resources/UI/Sprites/Launch.png 补丁 | 查看 | 原始文档 | blame | 历史
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Assets/Resources/UI/Sprites/TB_DL_Logo.png 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Resources/UI/Sprites/TB_DL_Logo.png.meta 92 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ProjectSettings/EditorBuildSettings.asset 5 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Beebyte.meta
New file
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guid: 10a3f14bcf1a91c44aa1e989b589141f
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New file
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Assets/Editor/Beebyte/Obfuscator.pdf
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Assets/Editor/Beebyte/Obfuscator.pdf.meta
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Assets/Editor/Beebyte/Obfuscator/Assembly.meta
New file
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Assets/Editor/Beebyte/Obfuscator/Assembly/AssemblyReferenceLocator.cs
New file
@@ -0,0 +1,43 @@
#if UNITY_2017_3_OR_NEWER
/*
 * Copyright (c) 2018 Beebyte Limited. All rights reserved.
 */
using System.Collections.Generic;
using System.IO;
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));
            }
            return directories;
        }
        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
Assets/Editor/Beebyte/Obfuscator/Assembly/AssemblyReferenceLocator.cs.meta
New file
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guid: c209dcdf03e74ef2a8a2499bbbc6ac47
MonoImporter:
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  executionOrder: 0
  icon: {instanceID: 0}
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Assets/Editor/Beebyte/Obfuscator/Assembly/AssemblySelector.cs
New file
@@ -0,0 +1,108 @@
/*
 * Copyright (c) 2018 Beebyte Limited. All rights reserved.
 */
using System;
using System.Collections.Generic;
using System.IO;
#if UNITY_2017_3_OR_NEWER
using UnityEditor.Compilation;
#endif
using UnityEngine;
namespace Beebyte.Obfuscator.Assembly
{
    public class AssemblySelector
    {
        private readonly HashSet<string> _compiledAssemblyPaths = new HashSet<string>();
        private readonly HashSet<string> _assemblyPaths = new HashSet<string>();
        public AssemblySelector(Options options)
        {
            if (options == null) throw new ArgumentException("options must not be null", "options");
            if (options.compiledAssemblies == null) throw new ArgumentException(
                "options.compiledAssemblies must not be null", "options");
            if (options.assemblies == null) throw new ArgumentException(
                "options.assemblies must not be null", "options");
            foreach (string assemblyName in options.compiledAssemblies)
            {
                _compiledAssemblyPaths.Add(FindDllLocation(assemblyName));
            }
            foreach (string assemblyName in options.assemblies)
            {
                _assemblyPaths.Add(FindDllLocation(assemblyName));
            }
#if UNITY_2017_3_OR_NEWER
            if (!options.includeCompilationPipelineAssemblies) return;
            foreach (UnityEditor.Compilation.Assembly assembly in CompilationPipeline.GetAssemblies())
            {
                if ((assembly.flags & AssemblyFlags.EditorAssembly) != 0 ||
                    assembly.name.Contains("-firstpass") ||
                    assembly.name.Contains("Unity.TextMeshPro"))
                {
                    continue;
                }
                string dllLocation = FindDllLocation(assembly.name + ".dll");
                // If the assembly is for a different build target platform, oddly it will still be in the compilation
                // pipeline, however the file won't actually exist.
                if (File.Exists(dllLocation))
                {
                    _assemblyPaths.Add(FindDllLocation(assembly.name + ".dll"));
                }
            }
#endif
        }
        public ICollection<string> GetCompiledAssemblyPaths()
        {
            return _compiledAssemblyPaths;
        }
        public ICollection<string> GetAssemblyPaths()
        {
            return _assemblyPaths;
        }
        private static string FindDllLocation(string suffix)
        {
            if (string.IsNullOrEmpty(suffix))
            {
                throw new ArgumentException(
                    "Empty or null DLL names are forbidden (check Obfuscator Options assemblies / compiled assemblies list)");
            }
            foreach (System.Reflection.Assembly assembly in AppDomain.CurrentDomain.GetAssemblies())
            {
                try
                {
                    if (assembly.Location.Equals(string.Empty))
                    {
                        DisplayFailedAssemblyParseWarning(assembly);
                    }
                    else if (assembly.Location.EndsWith(suffix))
                    {
                        return assembly.Location;
                    }
                }
                catch (NotSupportedException)
                {
                    DisplayFailedAssemblyParseWarning(assembly);
                }
            }
            throw new ArgumentException(
                suffix + " was not found (check Obfuscator Options assemblies / compiled assemblies list)");
        }
        private static void DisplayFailedAssemblyParseWarning(System.Reflection.Assembly assembly)
        {
            Debug.LogWarning("Could not parse dynamically created assembly (string.Empty location) " +
                             assembly.FullName +
                             ". If you extend classes from within this assembly that in turn extend from " +
                             "MonoBehaviour you will need to manually annotate these classes with [Skip]");
        }
    }
}
Assets/Editor/Beebyte/Obfuscator/Assembly/AssemblySelector.cs.meta
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Assets/Editor/Beebyte/Obfuscator/LICENSE
New file
@@ -0,0 +1,3 @@
Copyright (c) 2015-2018 Beebyte Limited. All Rights Reserved.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Assets/Editor/Beebyte/Obfuscator/LICENSE.meta
New file
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Assets/Editor/Beebyte/Obfuscator/Mono.Cecil.meta
New file
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guid: dc4995560d78f8d489e5a7ecc8a95431
folderAsset: yes
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Assets/Editor/Beebyte/Obfuscator/Mono.Cecil/Beebyte.Cecil.Mdb.dll
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Assets/Editor/Beebyte/Obfuscator/Mono.Cecil/Beebyte.Cecil.Mdb.dll.meta
New file
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Assets/Editor/Beebyte/Obfuscator/Mono.Cecil/Beebyte.Cecil.Pdb.dll.meta
New file
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Assets/Editor/Beebyte/Obfuscator/Mono.Cecil/Beebyte.Cecil.Rocks.dll
Binary files differ
Assets/Editor/Beebyte/Obfuscator/Mono.Cecil/Beebyte.Cecil.Rocks.dll.meta
New file
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Assets/Editor/Beebyte/Obfuscator/Mono.Cecil/LICENSE.md
New file
@@ -0,0 +1,26 @@
In this license file, "software", "associated documentation files", and the "Software", relate ONLY to the Beebyte.Cecil.dll, Beebyte.Cecil.Mdb.dll, Beebyte.Cecil.Pdb.dll, and Beebyte.Cecil.Rocks.dll files.
Thanks to Jb Evain for his amazing work!
Copyright (c) 2018 Beebyte Limited
Copyright (c) 2008 - 2015 Jb Evain
Copyright (c) 2008 - 2011 Novell, Inc.
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Assets/Editor/Beebyte/Obfuscator/Mono.Cecil/LICENSE.md.meta
New file
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: dcd06aead7da10e41bcbcb077d827f83
labels:
- Obfuscator
- Beebyte
- Obfuscation
- Security
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  userData:
  assetBundleName:
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Assets/Editor/Beebyte/Obfuscator/ObfuscatorExample.cs
New file
@@ -0,0 +1,161 @@
using UnityEngine;
using Beebyte.Obfuscator;
public class ObfuscatorExample : MonoBehaviour
{
    public Color publicObfuscatedField = Color.red; // <- Obfuscated
    private Color privateObfuscatedField = Color.blue; // <- Obfuscated
    private string normalLiteral = "Typical string";
    //Enable string obfuscation for the following:
    private string hiddenLiteral = "^Cannot see me^"; // The client will resolve this string as "Cannot see me", but a code inspector will show it as a byte array containing jibberish
    [Rename("RenamedPublicField")]
    public Color OldPublicField = Color.black; // <- Renamed to RenamedPublicField
    [Skip]
    private Color visibleColor = Color.blue; // <- This is left as visibleColor
    [SkipRename]
    private Color anotherVisibleColor = Color.blue; // <- This is left as anotherVisibleColor
    void Start() // <- Key MonoBehaviour methods like Start are left untouched
    {
        Debug.Log("Started Example");
        Debug.Log(normalLiteral);
        Debug.Log(hiddenLiteral);
        Debug.Log(visibleColor);
        Debug.Log(anotherVisibleColor);
    }
    public void ObfuscatedMethod(Color c) // <- Obfuscated method name and parameter
    {
        this.privateObfuscatedField = c;
    }
    public Color ObfuscatedMethod() // <- Obfuscated
    {
        return this.privateObfuscatedField;
    }
    [SkipRename]
    public Color SkipRenameMethod(Color obfuscatedParameter) // <- Method name is left as SkipRenameMethod, parameter is obfuscated
    {
        return obfuscatedParameter;
    }
    [System.Reflection.Obfuscation(ApplyToMembers=false)] // This is equivalent to [SkipRename]
    public Color EquivalentMethod(Color obfuscatedParameter) // <- Method name is left as EquivalentMethod, parameter is obfuscated
    {
        return obfuscatedParameter;
    }
    [Skip]
    public Color SkipMethod(Color visibleParameter) // <- Nothing in this method gets obfuscated, including the parameter
    {
        return visibleParameter;
    }
    [Rename("MyVisibleRename")]
    public Color OldName(Color obfuscatedParameter) // <- Method name is changed to MyVisibleRename, parameter is obfuscated
    {
        return obfuscatedParameter;
    }
    [SkipRename]
    public void OnButtonClick() // <- Button clicks assigned through the inspector should ALWAYS use the SkipRename flag, otherwise they will silently fail
    {
        /*
         * Enable string obfuscation for the following.
         * It worth noting here that obfuscated string literals are best declared as class static variables for performance reasons,
         * however the following examples will still work.
         */
        Debug.Log("^Button was clicked1^"); // <- This gets obfuscated, and will print: Button was clicked1
        Debug.Log("Button " + "^was^" + "clicked2"); // This won't work and will print: Button ^was^ clicked2
        string was = "^was^";
        Debug.Log("Button " + was + "clicked3"); // This works, and prints: Button was clicked3
        Debug.Log("Button was clicked4");
    }
    [SkipRename]
    public void OnAnimationEvent() // Animation events assigned through the inspector should be excluded from obfuscation
    {
    }
    public void ObfuscatedButtonMethod() // Button click methods can be obfuscated if they are assigned programatically, e.g. button.onClick.AddListener(ObfuscatedButtonMethod);
    {
    }
    [ObfuscateLiterals] //New in version 1.17.0
    private void LiterallyLotsOfLiterals()
    {
        string we = "We";
        Debug.Log("Here " + we + "have three obfuscated literals. No markers needed!");
    }
    private void SomeMethodCallingACoroutine()
    {
        StartCoroutine("MyAmazingMethod"); // Coroutine methods need the SkipRename attribute (or System.Reflection.Obfuscation)
    }
    [SkipRename]
    private System.Collections.IEnumerator MyAmazingMethod()
    {
        //...
        yield return null;
    }
#if UNITY_2018_2_OR_NEWER
#else
#pragma warning disable 618
    [RPC]
    [ReplaceLiteralsWithName]
    [Rename("9xy")]
    void MyRPCMethod(string message) //This method is renamed to 9xy and all references of the exact string "MyRPCMethod" are replaced with "9xy"
    {
    }
    void NetworkingCode()
    {
        NetworkView nView = null;
        //Because MyRPCMethod was annotated with the [ReplaceLiteralsWithName] attribute, the "MyRPCMethod" string here will be replaced with "9xy"
        nView.RPC("MyRPCMethod", RPCMode.AllBuffered, "Hello World");
        UnityEngine.Debug.Log("Today I took my MyRPCMethod for a walk"); //This string is not changed.
    }
    [RPC]
    void AnotherRPCMethod() //by default, RPC annotated methods are not renamed
    {
    }
    /*
     * For 3rd party RPC annotations to be recognised, add the attribute's canonical classname to the "Alternate RPC Annotations" array in Options
     * e.g. Third.Party.SomeOtherRPC
     *
    [SomeOtherRPC]
    void NonUnityRPCMethod()
    {
    }
    */
#pragma warning restore 618
#endif
}
namespace MyNamespace
{
    [Rename("MovedNamespace.ObfuscatedName")] //Rename can change the namespace too!
    public class MyClass
    {
    }
    [Rename("NewName")] //When the namespace isn't specified on a class, it will either leave it in the same namespace or move it to the default namespace if Strip Namespaces is enabled
    public class MyOtherClass
    {
    }
}
Assets/Editor/Beebyte/Obfuscator/ObfuscatorExample.cs.meta
New file
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  defaultReferences: []
  executionOrder: 0
  icon: {instanceID: 0}
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Assets/Editor/Beebyte/Obfuscator/ObfuscatorMenuExample.cs
New file
@@ -0,0 +1,48 @@
/*
using UnityEngine;
using UnityEditor;
//Options are read in the same way as normal Obfuscation, i.e. from the ObfuscatorOptions.asset
namespace Beebyte.Obfuscator
{
    public class ObfuscatorMenuExample
    {
        private static Options _options = null;
        [MenuItem("Tools/Obfuscate External DLL")]
        private static void ObfuscateExternalDll()
        {
            const string dllPath = @"C:\path\to\External.dll";
            Debug.Log("Obfuscating");
            if (System.IO.File.Exists(dllPath))
            {
                if (_options == null) _options = OptionsManager.LoadOptions();
                bool oldSkipRenameOfAllPublicMonobehaviourFields = _options.skipRenameOfAllPublicMonobehaviourFields;
                try
                {
                     //Preserving monobehaviour public field names is an common step for obfuscating external DLLs that
                     //allow MonoBehaviours to be dragged into the scene's hierarchy.
                    _options.skipRenameOfAllPublicMonobehaviourFields = true;
                    //Consider setting this hidden value to false to allow classes like EditorWindow to be obfuscated.
                    //ScriptableObjects would normally be treated as Serializable to avoid breaking loading/saving,
                    //but for Editor windows this might not be necessary.
                    //options.treatScriptableObjectsAsSerializable = false;
                    Obfuscator.SetExtraAssemblyDirectories(_options.extraAssemblyDirectories);
                    Obfuscator.Obfuscate(dllPath, _options, EditorUserBuildSettings.activeBuildTarget);
                }
                finally
                {
                    _options.skipRenameOfAllPublicMonobehaviourFields = oldSkipRenameOfAllPublicMonobehaviourFields;
                    EditorUtility.ClearProgressBar();
                }
            }
            else Debug.Log("Obfuscating could not find file at " + dllPath);
        }
    }
}
*/
Assets/Editor/Beebyte/Obfuscator/ObfuscatorMenuExample.cs.meta
New file
@@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: 91c4b3f6a3ac7854cb305ce1f2707fa2
MonoImporter:
  serializedVersion: 2
  defaultReferences: []
  executionOrder: 0
  icon: {instanceID: 0}
  userData:
  assetBundleName:
  assetBundleVariant:
Assets/Editor/Beebyte/Obfuscator/ObfuscatorOptions.asset
New file
@@ -0,0 +1,230 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &11400000
MonoBehaviour:
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  m_PrefabParentObject: {fileID: 0}
  m_PrefabInternal: {fileID: 0}
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  m_Script: {fileID: 1864490332, guid: 66bd02e2746234647a685703c57241ec, type: 3}
  m_Name: ObfuscatorOptions
  m_EditorClassIdentifier:
  classes: 1
  methods: 0
  parameters: 1
  fields: 1
  properties: 1
  events: 0
  skipRenameOfAllPublicMonobehaviourMethods: 1
  skipRenameOfAllPublicMonobehaviourFields: 1
  searchForUnityReflectionMethods: 1
  obfuscateLiterals: 1
  stripLiteralEscapeCharacters: 1
  obfuscateMarkerInDecimal: 94
  RSAKeyLength: 1024
  addFakeCode: 1
  minFalseMethodsPerClass: 10
  maxFalseMethodsPerClass: 50
  unicodeStartInDecimal: 65
  numberOfCharacters: 2
  createNameTranslationFile: 0
  nameTranslationFile: nameTranslation.txt
  usePreviousObfuscation: 0
  previousNameTranslationFile: nameTranslation.txt
  obfuscateAndReplaceLiteralsForRPCMethods: 0
  addObfuscatorMarker: 1
  skipNamespaces:
  - Google
  - GooglePlayGames
  - Net.Json
  - HutongGames.PlayMaker
  - ChartboostSDK
  - BestHTTP
  - InControl
  - PlayFab
  - GoogleMobileAds
  unityMethods:
  - Awake
  - FixedUpdate
  - LateUpdate
  - OnAnimatorIK
  - OnAnimatorMove
  - OnApplicationFocus
  - OnApplicationPause
  - OnApplicationQuit
  - OnAudioFilterRead
  - OnBecameInvisible
  - OnBecameVisible
  - OnCollisionEnter
  - OnCollisionEnter2D
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  - OnCollisionExit2D
  - OnCollisionStay
  - OnCollisionStay2D
  - OnConnectedToServer
  - OnControllerColliderHit
  - OnDestroy
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  - OnDisconnectedFromServer
  - OnDrawGizmos
  - OnDrawGizmosSelected
  - OnEnable
  - OnFailedToConnect
  - OnFailedToConnectToMasterServer
  - OnGUI
  - OnJointBreak
  - OnLevelWasLoaded
  - OnMasterServerEvent
  - OnMouseDown
  - OnMouseDrag
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  - OnMouseUpAsButton
  - OnNetworkInstantiate
  - OnParticleCollision
  - OnPlayerConnected
  - OnPlayerDisconnected
  - OnPostRender
  - OnPreCull
  - OnPreRender
  - OnRenderImage
  - OnRenderObject
  - OnSerializeNetworkView
  - OnServerInitialized
  - OnTransformChildrenChanged
  - OnTransformParentChanged
  - OnTriggerEnter
  - OnTriggerEnter2D
  - OnTriggerExit
  - OnTriggerExit2D
  - OnTriggerStay
  - OnTriggerStay2D
  - OnValidate
  - OnWillRenderObject
  - Reset
  - Start
  - Update
  - OnConnectedToPhoton
  - OnLeftRoom
  - OnMasterClientSwitched
  - OnPhotonCreateRoomFailed
  - OnPhotonJoinRoomFailed
  - OnCreatedRoom
  - OnJoinedLobby
  - OnLeftLobby
  - OnDisconnectedFromPhoton
  - OnConnectionFail
  - OnFailedToConnectToPhoton
  - OnReceivedRoomListUpdate
  - OnJoinedRoom
  - OnPhotonPlayerConnected
  - OnPhotonPlayerDisconnected
  - OnPhotonRandomJoinFailed
  - OnConnectedToMaster
  - OnPhotonSerializeView
  - OnPhotonInstantiate
  - OnPhotonMaxCccuReached
  - OnPhotonCustomRoomPropertiesChanged
  - OnPhotonPlayerPropertiesChanged
  - OnUpdatedFriendList
  - OnCustomAuthenticationFailed
  - OnCustomAuthenticationResponse
  - OnWebRpcResponse
  - OnOwnershipRequest
  - OnLobbyStatisticsUpdate
  skipClasses:
  - MonoPInvokeCallbackAttribute
  alternateRPCAnnotations:
  - PunRPC
  includePublicClasses: 0
  includePublicMethods: 1
  includePublicFields: 0
  includePublicProperties: 0
  includePublicEvents: 1
  includeProtectedClasses: 1
  includeProtectedMethods: 1
  includeProtectedFields: 1
  includeProtectedProperties: 1
  includeProtectedEvents: 1
  enabled: 0
  onlyObfuscatedSpecifiedNamespaces: 0
  skipNamespacesRecursively: 1
  obfuscateSpecifiedNamespacesRecursively: 1
  obfuscateNamespaces: []
  replaceLiteralsOnSkippedClasses: 1
  obfuscateUnityReflectionMethods: 0
  inheritBeebyteAttributes: 0
  treatScriptableObjectsAsSerializable: 1
  deriveNamesFromCryptoHash: 1
  sha1seed: agxL7VAKLzD
  numberOfDifferentCharactersAsPowerOfTwo: 4
  numberOfHashBitsToUse: 6
  allowCopyingOfAllAttributesInFakeCode: 0
  allowCopyingOfBeebyteAttributesInFakeCode: 1
  simplifiedNameTranslationForCryptoHash: 1
  reverseNameTranslationOrderPerLine: 1
  namePaddingDelimiter: 0
  preservePrefixes:
  - OnMessage_
  - OnValue_
  - OnAttempt_
  - CanStart_
  - CanStop_
  - OnStart_
  - OnStop_
  - OnFailStart_
  - OnFailStop_
  skipEnums: 1
  maxInstructionsForCloning: 500
  preserveNamespaces: 0
  obfuscateMonoBehaviourClassNames: 0
  replaceLiterals:
  - OnHover
  - OnSelect
  - OnInput
  - OnScroll
  - OnKey
  - OnPress
  - OnDrag
  - OnClick
  - OnDoubleClick
  - OnDrop
  - OnTooltip
  presetPathClasses: []
  presetPaths: []
  includeParametersOnPublicMethods: 1
  includeParametersOnProtectedMethods: 1
  abstractMonoBehaviours:
  - Photon.MonoBehaviour
  - Photon.PunBehaviour
  - SupportLogging
  useSimplifiedObfuscateLiterals: 0
  translateFakeMethods: 0
  attributesContainingLiteralsToBeReplaced: []
  obfuscateBeebyteTypes: 0
  exposeTranslations: 0
  equivalentAttributesForDoNotFake: []
  equivalentAttributesForObfuscateLiterals: []
  equivalentAttributesForReplaceLiteralsWithName: []
  equivalentAttributesForSkip: []
  equivalentAttributesForSkipRename:
  - Newtonsoft.Json.JsonPropertyAttribute
  includeCompilationPipelineAssemblies: 0
  assemblies:
  - Assembly-CSharp.dll
  compiledAssemblies: []
  extraAssemblyDirectories:
  - C:\Path\To\Assembly\Directory
  - C:\Program Files (x86)\Microsoft SDKs\NETCoreSDK\System.Runtime\4.0.20\lib\netcore50
  - C:\Program Files (x86)\Microsoft SDKs\NETCoreSDK\System.Collections\4.0.0\ref\netcore50
  - C:\Program Files (x86)\Microsoft SDKs\NETCoreSDK\System.Collections\4.0.10\lib\netcore50
  - C:\Program Files (x86)\Microsoft SDKs\NETCoreSDK\System.Threading\4.0.0\ref\netcore50
  - C:\Program Files (x86)\Microsoft SDKs\NETCoreSDK\System.Diagnostics.Debug\4.0.0\ref\netcore50
  - C:\Program Files (x86)\Microsoft SDKs\NETCoreSDK\System.Runtime.Extensions\4.0.0\ref\netcore50
  - C:\Program Files (x86)\Microsoft SDKs\NETCoreSDK\System.Runtime.Extensions\4.0.0\ref\dotnet
  onlyObfuscateLiteralsInObfuscatedMethods: 0
  obfuscateLiteralsInAllMethods: 0
Assets/Editor/Beebyte/Obfuscator/ObfuscatorOptions.asset.meta
New file
@@ -0,0 +1,6 @@
fileFormatVersion: 2
guid: ded0cdea98e12f04e9683c31a83a02fd
NativeFormatImporter:
  userData:
  assetBundleName:
  assetBundleVariant:
Assets/Editor/Beebyte/Obfuscator/OptionsManager.cs
New file
@@ -0,0 +1,116 @@
using UnityEngine;
using UnityEditor;
namespace Beebyte.Obfuscator
{
    public class OptionsManager
    {
        public const string ImportAssetName = "ObfuscatorOptionsImport";
        public const string OptionsAssetName = "ObfuscatorOptions";
        public const string DefaultImportPath = @"Assets/Editor/Beebyte/Obfuscator/ObfuscatorOptionsImport.asset";
        public const string DefaultOptionsPath = @"Assets/Editor/Beebyte/Obfuscator/ObfuscatorOptions.asset";
        public static Options LoadOptions()
        {
            if (HasInstallFiles()) Install();
            Options o = LoadAsset(OptionsAssetName);
            if (o != null) return o;
            Debug.LogError("Failed to load " + OptionsAssetName + " asset at " + DefaultOptionsPath);
            return null;
        }
        private static bool HasInstallFiles()
        {
            return LoadAsset(ImportAssetName) != null;
        }
        private static Options LoadAsset(string name)
        {
            string path = GetAssetPath(name);
            return LoadAssetAtPath(path);
        }
        private static void Install()
        {
            Options importOptions = LoadAsset(ImportAssetName);
            if (importOptions == null)
            {
                Debug.LogError("Could not find " + ImportAssetName + ".asset - aborting installation.");
                return;
            }
            string importPath = GetAssetPath(ImportAssetName);
            string newOptionsPath = GetInstallPathFromImport(importPath);
            Options o = LoadAssetAtPath(newOptionsPath);
            if (o != null)
            {
                bool overwrite = EditorUtility.DisplayDialog("Obfuscator Installation", "ObfuscatorOptions already exists, would you like to replace it with new default options?", "Use new defaults", "Keep existing settings");
                if (overwrite) AssetDatabase.MoveAssetToTrash(newOptionsPath);
                else
                {
                    AssetDatabase.MoveAssetToTrash(importPath);
                    return;
                }
            }
            //Copy & Delete instead of Move, otherwise future installs think that ObfuscatorOptions is actually ObfuscatorOptionsImport
            AssetDatabase.CopyAsset(importPath, newOptionsPath);
            AssetDatabase.DeleteAsset(importPath);
            AssetDatabase.Refresh();
        }
        private static string GetDefaultPath(string assetName)
        {
            if (ImportAssetName.Equals(assetName)) return DefaultImportPath;
            if (OptionsAssetName.Equals(assetName)) return DefaultOptionsPath;
            return null;
        }
#if UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5 || UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9 || UNITY_5_0 || UNITY_5_1
        private static string GetAssetPath(string name)
        {
            return GetDefaultPath(name);
        }
        private static Options LoadAssetAtPath(string path)
        {
            return (Options)Resources.LoadAssetAtPath(path, typeof(Options));
        }
#else
        private static string GetAssetPath(string name)
        {
            string guid = SearchForAssetGuid(name);
            return guid != null ? AssetDatabase.GUIDToAssetPath(guid) : null;
        }
        private static Options LoadAssetAtPath(string path)
        {
            return AssetDatabase.LoadAssetAtPath<Options>(path);
        }
        private static string SearchForAssetGuid(string assetName)
        {
            string[] optionPaths = AssetDatabase.FindAssets(assetName);
            if (optionPaths.Length == 0) return null;
            if (optionPaths.Length == 1) return optionPaths[0];
            Debug.LogError("Multiple " + assetName + " assets found! Aborting");
            return null;
        }
#endif
        private static string GetInstallPathFromImport(string importPath)
        {
            return importPath.Replace(ImportAssetName + ".asset", OptionsAssetName + ".asset");
        }
    }
}
Assets/Editor/Beebyte/Obfuscator/OptionsManager.cs.meta
New file
@@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: e09e48f79ca11e348bc98b1cf8e479ae
MonoImporter:
  serializedVersion: 2
  defaultReferences: []
  executionOrder: 0
  icon: {instanceID: 0}
  userData:
  assetBundleName:
  assetBundleVariant:
Assets/Editor/Beebyte/Obfuscator/Plugins.meta
New file
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 6edfecc3a7075bf48a95cadf8fcf637a
folderAsset: yes
timeCreated: 1540467622
licenseType: Pro
DefaultImporter:
  userData:
  assetBundleName:
  assetBundleVariant:
Assets/Editor/Beebyte/Obfuscator/Plugins/obfuscator.dll
Binary files differ
Assets/Editor/Beebyte/Obfuscator/Plugins/obfuscator.dll.meta
New file
@@ -0,0 +1,23 @@
fileFormatVersion: 2
guid: 66bd02e2746234647a685703c57241ec
labels:
- Security
- Obfuscation
- Obfuscator
- Beebyte
PluginImporter:
  serializedVersion: 1
  iconMap: {}
  executionOrder: {}
  isPreloaded: 0
  platformData:
    Any:
      enabled: 0
      settings: {}
    Editor:
      enabled: 1
      settings:
        DefaultValueInitialized: true
  userData:
  assetBundleName:
  assetBundleVariant:
Assets/Editor/Beebyte/Obfuscator/Postbuild.cs
New file
@@ -0,0 +1,237 @@
/*
 * Copyright (c) 2015-2018 Beebyte Limited. All rights reserved.
 */
using UnityEngine;
using UnityEditor;
using UnityEditor.Callbacks;
using System.Collections.Generic;
using System;
using System.IO;
using System.Linq;
using System.Threading;
using Beebyte.Obfuscator.Assembly;
namespace Beebyte.Obfuscator
{
    public class Postbuild
    {
        private static Options _options;
        private static readonly IDictionary<string, string> DllsToRevert = new Dictionary<string, string>();
        private static bool _obfuscatedAfterScene;
        private static bool _noCSharpScripts;
        private static bool _monoBehaviourAssetsNeedReverting;
        private static bool _dllsNeedRestoring;
        private static bool _hasError;
        [InitializeOnLoad]
        public static class PostbuildStatic
        {
            /*
             * Often Unity's EditorApplication.update delegate is reset. Because it's so important to restore
             * renamed MonoBehaviour assets we assign here where it will be called after scripts are compiled.
             */
            static PostbuildStatic()
            {
                EditorApplication.update += RestoreAssets;
                EditorApplication.update += RestoreOriginalDlls;
                _hasError = false;
            }
        }
        [PostProcessBuild(1)]
        private static void PostBuildHook(BuildTarget buildTarget, string pathToBuildProject)
        {
            if (!_options || (_options.enabled && _obfuscatedAfterScene == false))
            {
                if (_noCSharpScripts) Debug.LogWarning("No obfuscation required because no C# scripts were found");
                else Debug.LogError("Failed to obfuscate");
            }
            else
            {
                if (_monoBehaviourAssetsNeedReverting) RestoreAssets();
                if (_dllsNeedRestoring) RestoreOriginalDlls();
            }
            Clear();
        }
        private static void Clear()
        {
            _obfuscatedAfterScene = false;
            _noCSharpScripts = false;
            _hasError = false;
            if (_options != null && _options.obfuscateMonoBehaviourClassNames == false) Obfuscator.Clear();
        }
        /**
         * When multiple DLLs are obfuscated, usually the extra DLLs need to be reverted back to their original state.
         * This method backs up the DLLs to be reverted after obfuscation is complete (or failed).
         */
        private static void BackupDlls(ICollection<string> locations)
        {
            if (locations.Count > 0)
            {
                EditorApplication.update += RestoreOriginalDlls;
                _dllsNeedRestoring = true;
            }
            foreach (string location in locations)
            {
                string backupLocation = location + ".pre";
                //This throws an exception if the backup already exists - we want this to happen
                File.Copy(location, backupLocation);
                DllsToRevert.Add(backupLocation, location);
            }
        }
        [PostProcessScene(1)]
        public static void Obfuscate()
        {
#if UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5 || UNITY_4_0 || UNITY_4_1 || UNITY_4_2
            if (!EditorApplication.isPlayingOrWillChangePlaymode && !_obfuscatedAfterScene && _hasError == false)
#else
            if (!EditorApplication.isPlayingOrWillChangePlaymode && !_obfuscatedAfterScene && _hasError == false && BuildPipeline.isBuildingPlayer)
#endif
            {
                try
                {
                    EditorApplication.LockReloadAssemblies();
                    ObfuscateWhileLocked();
                }
                catch (Exception e)
                {
                    Debug.LogError("Obfuscation Failed: " + e);
                    _hasError = true;
                }
                finally
                {
                    EditorApplication.UnlockReloadAssemblies();
                }
            }
        }
        private static void ObfuscateWhileLocked()
        {
            if (_options == null) _options = OptionsManager.LoadOptions();
            Obfuscator.FixHexBug(_options);
            if (_options.enabled == false) return;
            AssemblySelector selector = new AssemblySelector(_options);
            ICollection<string> compiledDlls = selector.GetCompiledAssemblyPaths();
            BackupDlls(compiledDlls);
            ICollection<string> dlls = selector.GetAssemblyPaths();
            if (dlls.Count == 0 && compiledDlls.Count == 0) _noCSharpScripts = true;
            else
            {
                HashSet<string> extraAssemblyReferenceDirectories = new HashSet<string>(_options.extraAssemblyDirectories);
#if UNITY_2017_3_OR_NEWER
                extraAssemblyReferenceDirectories.UnionWith(AssemblyReferenceLocator.GetAssemblyReferenceDirectories());
#endif
                Obfuscator.SetExtraAssemblyDirectories(extraAssemblyReferenceDirectories.ToArray());
                Obfuscator.Obfuscate(dlls, compiledDlls, _options, EditorUserBuildSettings.activeBuildTarget);
                if (_options.obfuscateMonoBehaviourClassNames)
                {
                    /*
                     * RestoreAssets must be called via the update delegate because [PostProcessBuild] is not guaranteed to be called
                     */
                    EditorApplication.update += RestoreAssets;
                    _monoBehaviourAssetsNeedReverting = true;
                }
                _obfuscatedAfterScene = true;
            }
        }
        /**
         * This method restores obfuscated MonoBehaviour cs files to their original names.
         */
        private static void RestoreAssets()
        {
#if UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5 || UNITY_4_0 || UNITY_4_1 || UNITY_4_2
#else
            if (BuildPipeline.isBuildingPlayer == false)
            {
#endif
                try
                {
                    EditorApplication.LockReloadAssemblies();
                    Obfuscator.RevertAssetObfuscation();
                    _monoBehaviourAssetsNeedReverting = false;
                    EditorApplication.update -= RestoreAssets;
                }
                finally
                {
                    EditorApplication.UnlockReloadAssemblies();
                }
#if UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5 || UNITY_4_0 || UNITY_4_1 || UNITY_4_2
#else
            }
#endif
            Obfuscator.Clear();
        }
        private static void DeleteObfuscatedDll(string target)
        {
            int attempts = 60;
            while (attempts > 0)
            {
                try
                {
                    AttemptToDeleteObfuscatedDll(target);
                    if (attempts < 60) Debug.LogWarning("Successfully accessed " + target);
                    return;
                }
                catch (Exception)
                {
                    Debug.LogWarning("Failed to access " + target + " - Retrying...");
                    Thread.Sleep(500);
                    if (--attempts <= 0) throw;
                }
            }
        }
        private static void AttemptToDeleteObfuscatedDll(string target)
        {
            if (File.Exists(target)) File.Delete(target);
        }
        /**
         * This method restores original Dlls back into the project.
         * DLLs declared within permanentDLLs will be restored from this method.
         */
        private static void RestoreOriginalDlls()
        {
#if UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5 || UNITY_4_0 || UNITY_4_1 || UNITY_4_2
#else
            if (BuildPipeline.isBuildingPlayer) return;
#endif
            foreach (string location in DllsToRevert.Keys)
            {
                try
                {
                    if (!File.Exists(location)) continue;
                    string target = DllsToRevert[location];
                    DeleteObfuscatedDll(target);
                    File.Move(location, DllsToRevert[location]);
                }
                catch (Exception e)
                {
                    Debug.LogError("Could not restore original DLL to " + DllsToRevert[location] + "\n" + e);
                }
            }
            DllsToRevert.Clear();
            EditorApplication.update -= RestoreOriginalDlls;
            _dllsNeedRestoring = false;
        }
    }
}
Assets/Editor/Beebyte/Obfuscator/Postbuild.cs.meta
New file
@@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: 09a26d25512353049a7b7e8474c3895e
MonoImporter:
  serializedVersion: 2
  defaultReferences: []
  executionOrder: 0
  icon: {instanceID: 0}
  userData:
  assetBundleName:
  assetBundleVariant:
Assets/Editor/Beebyte/Obfuscator_README.txt
New file
@@ -0,0 +1,535 @@
Obfuscator v2.0.2 Copyright (c) 2015-2018 Beebyte Limited. All Rights Reserved
Please see the Obfuscator.pdf document for more detailed guidance.
Usage
=====
The obfuscator is designed to work out of the box. When you build your project it automatically replaces the Assembly-CSharp.dll with an obfuscated version. If you use assembly definitions then these too will be obfuscated by default.
The default settings provide a good level of obfuscation, but it's worth looking at Options to enable or disable extra features (such as string literal obfuscation).
See https://youtu.be/Hk-iE9bpYLo for a video example.
Options
=======
From within Unity, select the ObfuscatorOptions asset in the Assets/Editor/Beebyte/Obfuscator directory.
From the Inspector window, you can now see the Obfuscation options available along with descriptions where relevant. The default settings provide a solid configuration that obfuscates the majority of your code, but here you have general control over what is obfuscated.
Code Attributes
===============
Methods often need to be left unobfuscated so that they can be referenced from an external plugin via reflection, or for some other reason. Or maybe you just want a field called "password" to appear as "versionId" when viewed by a decompiler.
You can achieve this by adding Attributes to your code. Have a look at Assets/Editor/Beebyte/Obfuscator/ObfuscatorExample.cs to see how this is done.
The standard System.Reflection.Obfuscation attribute is supported.
The following Beebyte specific attributes are supported:
[SkipRename]                - The obfuscator will not rename this class/method/field, but will continue to obfuscate its contents (if relevant).
[Skip]                      - The obfuscator will not rename this class/method/field, nor will it obfuscate its contents.
[Rename("MyRenameExample")] - The obfuscator will rename this class/method/field to the specified name. Class renames can accept a namespace rename, i.e. [Rename("MyNamespace.MyClass")]
[ReplaceLiteralsWithName]   - If the target is obfuscated, then any literals with the exact original name will be converted to use the new obfuscated name. e.g. if method MyMethod is renamed to AAABBB, then any string literals of exactly "MyMethod" anywhere in your code will be adjusted to be "AAABBB" instead.
[ObfuscateLiterals]         - Any string literals found within this method will be instructed to be obfuscated. This is a partial replacement to the clunky way of surrounding strings with '^' characters.
[DoNotFake]                 - Fake code will not be generated for this class/method.
Troubleshooting F.A.Q
=====================
Q. After obfuscating, my 3rd party plugin has stopped working! It has scripts that aren't in the Plugins folder.
A. The simplest way to fix this is to look at the plugin's script to see what namespace they use. Then, towards the bottom of the inspector window in ObfuscatorOptions.asset there is an array called "Skip Namespaces". Add the plugin's namespace to this array and the obfuscator will ignore any matching namespaces. Occassionally a plugin will forget to use namespaces for its scripts, in which case you have three choices: Either move them into a Plugins folder, or annotate each class with [Beebyte.Obfuscator.Skip], or add each class name to the "Skip Classes" array.
Q. After obfuscating, my 3rd party plugin has stopped working! It only has scripts in the Plugins folder.
A. The obfuscator won't have touched files that live in the Plugins folder (unless you explicitly asked it to in Options), however it's likely that the plugin at some point required you to create a specifically named class and/or method. You'll need to add a [SkipRename] attribute to the class and/or method you created in your code.
Q. Button clicks don't work anymore!
A. Check your Options and see if you enabled the "Include public mono methods". If you did, then make sure you've added a [SkipRename] attribute to the button click method.
   For a more obfuscated approach you could assign button clicks programatically. For example, here the ButtonMethod can be obfuscated:
     public Button button;
     public void Start()
     {
       button.onClick.AddListener(ButtonMethod);
     }
Q. Animation events don't work anymore!
A. See "Button clicks don't work anymore!". If a method is being typed into the inspector, you should exclude it from Obfuscation.
Q. How do I get string literal encryption to work, my secret field is still showing as plaintext in a decompiler?
A. You need to take the following steps:
     - Enable "Obfuscate Literals" in the ObfuscatorOptions asset.
     - Either leave the default Unicode to 94 (the ^ character), or change it as required.
     - In your code, surround the string with the chosen character, e.g. "secretpass" becomes "^secretpass^";
   Alternatively, if the string is within a method you have another option:
     - Enable "Obfuscate Literals" in the ObfuscatorOptions asset.
     - Decorate the method with [ObfuscateLiterals]       (using Beebyte.Obfuscator;)
Q. It's not working for a certain platform.
A. Regardless of the platform, send me an email (support@beebyte.co.uk) with the error and I'll see what I can do, but remember that it's only officially tested for Standalone/Android/iOS/WebGL platforms.
Q. How can we run obfuscation later in the build process?
A. You can control this in the Assets/Editor/Beebyte/Obfuscator/Postbuild.cs script. The PostProcessScene attribute on the Obfuscate method has an index number that you can freely change to enable other scripts to be called first.
Q. Can I obfuscate externally created DLLs?
A. You can. To do this open Assets/Editor/Beebyte/Obfuscator/ObfuscatorMenuExample.cs. Uncomment this file and change the DLL filepath to point to your DLL. Now use the newly created menu option.
Q. How do I obfuscate local variables?
A. Local variable names are not stored anywhere, so there is nothing to obfuscate. A decompiler tries to guess a local variable's name based on the name of its class, or the method that instantiated it.
Q. I'm getting ArgumentException: The Assembly UnityEditor is referenced by obfuscator ('Assets/ThirdParty/Beebyte/Obfuscator/Plugins/obfuscator.dll'). But the dll is not allowed to be included or could not be found.
A. It's important to keep the directory structure of the obfuscator package. Specifically, the correct location should have an "Editor" folder somewhere on its path. Unity treats files within Editor folders differently. Assets/Editor/Beebyte will ensure that the obfuscator can correctly run and that the obfuscator tool itself won't be included in your production builds.
Q. I'm getting an AssemblyResolutionException:Failed to resolve assembly: 'System.Collections, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' when building for Windows Phone.
A. In the example given in the question, somewhere on your system would be a System.Collections.dll file of version 4.0.0.0. To fix the error, locate this file then add its location to the extraAssemblyDirectories array within Options.
Q. Is is possible to obfuscate certain public MonoBehaviour methods even when I've told it not to obfuscate them by default?
A. Yes, you override this by using the attribute [System.Reflection.Obfuscation(Exclude=false)] on the method.
Q. What can I do to make it more secure?
A. Try enabling obfuscation of public MonoBehaviour methods and obfuscation of MonoBehaviour class names. Enable string obfuscation and add [ObfuscateLiterals] to sensitive methods containing strings you'd prefer people not to see in a decompiler. Refactor your code to use smaller methods. Try using a different unicode starting character - instead of 65 (A) you could use 770 (Vertical text) - just be aware that makes stack traces harder to read.
Q. Something's still not working, how can I get in touch with you?
A. Please email support@beebyte.co.uk giving as much information about the problem as possible.
Notable 3rd Party Plugins (Beebyte is not affiliated with these products or companies)
======================================================================================
    * Anti-Cheat Toolkit (by Code Stage)
      This plugin focuses on preventing code tampering and memory manipulation and complements the Obfuscator well. No changes are needed and ACTK_EXCLUDE_OBFUSCATION does not need to be defined, so simply install and enjoy!
    * NGUI 2.7 (by Tasharen Entertainment)
        Default settings already handle this, but make sure you are deriving names from cryptographic hashes (In recent versions this is the only option, and not normally visible), then add the following method names to the "Replace Literals" section within ObfuscatorOptions.asset:
          OnHover
          OnSelect
          OnInput
          OnScroll
          OnKey
          OnPress
          OnDrag
          OnClick
          OnDoubleClick
          OnDrop
          OnTooltip
    * Behavior Designer (by Opsive)
      Shared variables need to have the same name, so you can either annotate these with [SkipRename] or [Rename("someCrypticName")], or alternatively use the cyptographic hash option which guarantees that all names map to a unique consistent value.
      Tasks you create should have their classes annotated with [SkipRename].
      If you use behaviorTree.GetVariable("MyVariable"), or the equivalent Set methods, then you either need to add [SkipRename] or [ReplaceLiteralsWithName] on the variable definition.
    * UFPS (by Opsive)
      Enable "Derive obfuscated names from cryptographic hash" (In recent versions this is the only option, and not normally visible). Then inside Preserve Prefixes, add the UFPS reflection callbacks:
    OnMessage_
    OnValue_
    OnAttempt_
    CanStart_
    CanStop_
    OnStart_
    OnStop_
    OnFailStart_
    OnFailStop_
      Where you use vp_Timer.CancelAll("SomeMethod"), either add [SkipRename] or [ReplaceLiteralsWithName] on the SomeMethod definition.
      If you choose to exclude the core UFPS scripts from obfuscation, make sure you add [SkipRename] on method events that originate from the core UFPS, i.e. If you create a class and define a method OnStart_Reload, you probably want to use [SkipRename] on that method. Note that if the class you created explicitly inherits from the original UFPS class then this step is not required.
    * Photon Networking
      Photon uses ToString() often with its enums, so if you choose to obfuscate enums, make sure to skip the enums in PhotonNetwork/Enums.cs. For a more obfuscated approach you could annotate each enum value with [SkipRename] instead.
    * Chartboost Ads
      Default settings include ChartboostSDK in the list of skipped namespaces.
      If you'd prefer to obfuscate parts of the ChartboostSDK, you could instead choose to skip only the ChartboostSDK.Chartboost class, or for even more fine grained obfuscation only choose to SkipRename its various methods that are looked up through reflection dealing with event notifications.
Update History
==============
2.0.2 - 20th May 2018
    * [UWP] Implemented a workaround for a UnityException on build for the UWP build target.
2.0.1 - 13th May 2018
    * Fixed "dll was not found" errors for certain assembly definition files.
2.0.0 - 7th May 2018
    * New Documentation added in PDF format.
    * Assembly Definitions introduced in 2017.3 can now be automated into the build process.
    * New options added to automatically obfuscate all assembly definitions.
    * 'permanentDLLs' in Config.cs is now defined in the inspector options file under the heading 'compiledAssemblies' (synchronising with Unity's name in the CompilationPipeline).
    * 'temporaryDLLs' in Config.cs is now defined in the inspector options file under the heading 'assemblies' (synchronising with Unity's name in the CompilationPipeline).
    * extraAssemblyDirectories in Config.cs is now defined in the inspector options file.
    * Priority of nested "[System.Reflection.Obfuscation]/[Skip]/[SkipRename]/Skip Namespaces" etc is no longer undefined behaviour - instead priority is awarded to the deepest level.
    * Classes annotated with [System.Reflection.Obfuscation(ApplyToMembers=true)] (or [Skip]) will now also skip any nested classes.
    * New option to skip literal obfuscation on methods that have been skipped.
    * New option to apply literal obfuscation on all methods by default.
    * Public nested classes and nested enums are no longer obfuscated if the public checkbox is disabled for class obfuscation.
    * Fixed a "Fatal error in Unity CIL Linker" that could occur when running with 'development' enabled build targets.
    * Obfuscating MonoBehaviour class names is no longer considered an experimental feature.
1.26.0 - 23rd September 2017
    * New options to give other attributes the same effect as Beebyte specific attributes. i.e. you can configure [JsonProperty] to have the additional effect of [SkipRename].
1.25.2 - 16th September 2017
    * Added ChartboostSDK to the list of Skipped Namespaces in the default options to fix a problem with delegates not being called.
1.25.1 - 7th September 2017
    * Fixed a bug with methods that have the [RuntimeInitializeOnLoadMethod] attribute.
1.25.0 - 24th August 2017
    * Reduced the memory footprint within the Editor following obfuscation.
    * Extensive refactoring and more tests.
1.24.12 - 2nd August 2017
    * Fixed issues with Attributes that take an inner class as a parameter.
1.24.11 - 27th July 2017
    * Fixed issues with Attributes that take a class as a parameter.
1.24.10 - 16th July 2017
    * Fixed a bug where an enum in a parameter as a default value from a second assembly would cause a failed resolution exception on a CheckedResolve.
1.24.9 - 13th July 2017
    * Fixed a bug breaking inheritence checks when generic types were nested within other generic types.
1.24.8 - 22nd June 2017
    * Added some exclusion for messages sent to UnityEditor classes.
    * Fixed an Object reference exception that could sometimes occur when obfuscating literals.
1.24.7 - 17th June 2017
    * Small bug fixes.
1.24.6 - 1st May 2017
    * Some Unity reflection calls are now found when using chained and complex arguments.
    * Compatibility fixes when linking with newer .NET versions.
1.24.5 - 26th April 2017
    * Fixed some errors that occurred when building with the old legacy procedural naming policy.
    * The stacktrace for any Obfuscator errors is visible once again.
1.24.4 - 13th April 2017
    * Fixed a rare ArgumentException that could happen if two fields in the same class share the same name.
    * Improved the build process.
1.24.3 - 8th April 2017
    * Optimisation when obfuscating MonoBehaviour class names.
    * Hidden option to obfuscate Beebyte attributes. This can help resolve imported types being defined multiple times (external DLLs).
1.24.2 - 17th March 2017
    * Fixed a rare TypeLoadException.
    * Fixed a "redefinition of parameter" error in IL2CPP when a delegate's parameter names are inferred from default declaration i.e. delegate { .. } instead of an explicit delegate(bool a, bool b) { .. }.
1.24.1 - 12th February 2017
    * Fixed a bug where a coroutine invoked by name from a different class would fail to execute if the coroutine is not annotated with [SkipRename] or [ReplaceLiteralsWithName]. This also fixes coroutines launched from within coroutines.
1.24.0 - 27th January 2017
    * Multiple DLLs can be simultaneously obfuscated by declaring them within Config.cs. Endpoints in the referenced DLL are updated in the calling DLL. This new feature is experimental and has no interface.
    * Fixed a TypeLoadException that happened when a class extending an external class implements a custom interface that declares one of the external methods and where the implementing class doesn't override it.
    * Optimisation.
1.23.9 - 13th November 2016
    * Optimisation - Method obfuscation is now really quick compared to previous lengthy times seen with some projects that focused heavily on reflection (mostly NGUI).
    * Extra information added to the progress bar for method obfusation.
    * Forcing obfuscation on serialized fields with [System.Reflection.Obfuscation(Exclude=false)] was sometimes being ignored.
1.23.8 - 3rd November 2016
    * Fixed an ArgumentException that could happen when obfuscating literals using the simplified non-RSA algorithm.
1.23.7 - 31st October 2016
    * Added hidden option to provide canonical names of attributes to be searched for strings that add to the array of method names to be treated as [ReplaceLiteralsWithName].
    * Custom attributes now have their string arguments searched for when considering [ReplaceLiteralsWithName].
    * Added option to include fake code method names to the nameTranslation file.
    * Added new Attribute to exclude fake code being created from particular methods or classes.
1.23.6 - 14th September 2016
    * Fixed a compile NullReferenceException under certain conditions when cryptographic hashes are disabled.
1.23.5 - 4th September 2016
    * Fixed IL2CPP compile error that, for some methods, would occur when using both string obfuscation and fake code generation.
    * The "Use RSA" setting is no longer transient.
1.23.4 - 25th August 2016
    * Fixed IL2CPP compile error that could sometimes happen when fake code generation is enabled.
    * Fixed a NullReferenceException with RSA string obfuscation that could consistently appear under certain conditions.
1.23.3 - 12th August 2016
    * Fixed a "NotSupportedException: The invoked member is not supported in a dynamic module." exception when using dynamically created libraries.
1.23.2 - 9th August 2016
    * Fixed an IL2CPP compile error when fake code tries to clone extern methods.
1.23.1 - 8th August 2016
    * Improvements to Fake Code generation.
1.23.0 - 27th July 2016
    * Added new hidden options includeParametersOnPublicMethods and includeParametersOnProtectedMethods, set to true by default. Useful if you're giving an API to someone.
    * Improved scanning for Unity reflection methods.
    * Updated ObfuscatorMenuExample.cs
    * Added Photon defaults for when Obfuscating MonoBehaviour class names are enabled.
1.22.1 - 25th July 2016
    * Obfuscating MonoBehaviour class names occassionally didn't get reverted due to a Unity editor delegate being reset. A more stable approach is now taken where a temporary translation file is produced, then read back in at the earliest opportunity.
1.22.0.1 - 25th July 2016
    * Fixed an issue with 1.22.0 for Unity 5.2+ that expected ObfuscatorOptions to be in a fixed location. It can once again live in a non-standard location.
1.22.0 - 19th July 2016
    * Option to strip namespaces.
    * Experimental option to obfuscate MonoBehaviour class names.
    * Option to supply strings of method names that should have [ReplaceLiteralsWithName] applied.
    * Added defaults for UFPS (Preserve Prefixes) and NGUI (Replace Literals).
    * ObfuscatorOptions now installs in a temporary location and will ask to overwrite or keep existing settings when next run.
1.21.2 - 16th June 2016
    * Fixed missing scripts errors in WebPlayer builds that occured when using Fake Code generation on methods that declare default arguments.
1.21.1 - 15th June 2016
    * Fixed extremely long obfuscation times when using fake code generation on huge methods. There is a new option to limit the size of methods to be faked. This should bring obfuscation times back down to seconds from potentially hours.
1.21.0 - 15th June 2016
    * Added default settings for Photon networking compatibility.
1.20.0 - 15th June 2016
    * Added a progress bar.
1.19.0 - 10th June 2016
    * Enum constants can now be skipped by default.
1.18.4 - 2nd June 2016
    * Fixed a bug where iOS builds could fail to compile in xcode if using the default String Literal Obfuscation method.
1.18.3 - 1st June 2016
    * Using [System.Reflection.Obfuscation(Exclude=false)] on a class will now cause it to be obfuscated even if its namespace is explicity skipped in Options.
1.18.2 - 30th May 2016
    * Fixed a bug with string literal obfuscation where a string of length greater than 1/8th the chosen RSA key length would appear garbled.
1.18.1 - 23rd May 2016
    * Changed the default Unicode start character to 65 (A) to work around an error with structs in iOS builds for certain unpatched versions of Unity.
    * Changed defaults to use hash name generation instead of order based.
1.18.0 - 18th May 2016
    * New "Preserve Prefixes" section that can keep part of a name, i.e. OnMessage_Victory() -> OnMessage_yzqor(). This is mostly for the reflection used by the UFPS plugin.
    * New option to reverse the line order of the nameTranslation.txt. This is now the default.
    * New option to surround every obfuscated name with a specified delimiter.
    * Parameter obfuscation is now included in the nameTranslation.txt.
    * New hidden option to include a simplified HASHES section in the nameTranslation.txt.
1.17.1 - 6th May 2016
    * Fixed an ArgumentOutOfRangeException that could occur when the minimum number of fake methods is set to a large value.
1.17.0 - 5th May 2016
    * Optimisation.
    * Option to derive obfuscated names from a cryptographically generated hash. This means names will be consistent throughout a project's lifecycle, removing the need to maintain up to date nameTranslation.txt files.
    * New attribute [ObfuscateLiterals] for methods that instructs all string literals within it to be obfuscated, without requiring delimiters within the literals.
    * New option to toggle whether attributes should be cloned for fake methods.
1.16.2 - 1st April 2016
    * ScriptableObject classes are now treated as Serializable by default (i.e. fields and properties are not renamed). This can be overriden by setting options.treatScriptableObjectsAsSerializable to false, or on a case-by-case basis by making use of [System.Reflection.Obfuscation] on each field, or [System.Reflection.Obfuscation(Exclude = false, ApplyToMembers = true)] on the class.
    * Fixed a TypeLoadException for methods such as public abstract T Method() where a deriving class creates a method replacing the generic placeholder, i.e. public override int Method().
    * Added hidden option for classes to inherit Beebyte attributes Skip and SkipRename that are on an ancestor class. To use, set options.inheritBeebyteAttributes = true prior to obfuscation.
1.16.1 - 23rd March 2016
    * Fixed an issue with 1.16.0 where internal methods would not obfuscate.
1.16.0 - 10th March 2016
    * New option to obfuscate Unity reflection methods instead of simply skipping them.
    * Methods replacing string literals that share the same name now also share the same obfuscated name, so that replaced literals correctly point to their intended method.
    * Faster obfuscation time for methods.
    * Fixed a TypeLoadException.
    * The name translation file now has a consistent order.
1.15.0 - 25th February 2016
    * Added option to include skipped classes and namespaces when searching for string literal replacement via [ReplaceLiteralsWithName] or through the RPC option.
    * Fixed a bug where classes within skipped namespaces could sometimes have their references broken if they link to obfuscated classes.
1.14.0 - 25th February 2016
    * Added option to search SkipNamespaces recursively (this was the default behaviour)
    * Added option to restrict obfuscation to user-specified Namespaces.
1.13.1 - 24th February 2016
    * Fixed a NullReferenceException that could sometimes (very rarely but consistent) occur during the write process.
    * Removed the dependance of the version of Mono.Cecil shipped with Unity by creating a custom library. This is necessary to avoid "The imported type `...` is defined multiple times" errors.
1.13.0 - 23rd February 2016
    * Added a master "enabled" option to easily turn obfuscation on/off through scripts or the GUI.
    * Add Fake Code is now available for WebPlayer builds.
    * Fixed a "UnityException: Failed assemblies stripper" exception that occurs when selecting both fake code and player preference stripping levels.
    * Improvements to Fake Code generation.
    * Obfuscation times can now be printed with a call to Obfuscator.SetPrintChronology(..).
    * Building a project with no C# scripts will no longer cause an error to occur.
1.12.0 - 12th February 2016
    * Added finer control to exclude public or protected classes, methods, properties, fields, events from being renamed. This might be useful to keep a DLLs public API unchanged, for it to then be used in another project.
    * Fixed a bug in the Options inspector that could revert some changes after an option's array's size is altered.
1.11.0 - 3rd February 2016
    * Added an option to specify annotations that should be treated in the same way as [RPC], to cater for third party RPC solutions.
1.10.0 - 28th January 2016
    * Previous obfuscation mappings can now be reused.
    * Unity Networking compatibility (old & new).
    * [RPC] annotated methods are no longer renamed unless an explicit [Rename("newName")] attribute is added, or if an option is enabled.
    * A new [ReplaceLiteralsWithName] attribute exists that can be applied to classes, methods, properties, fields, and events. It should be used with caution since it searches every string literal in the entire assembly replacing any instance of the old name with the obfuscated name. This is useful for certain situations such as replacing the parameters in nView.RPC("MyRPCMethod",..) method calls. It may also be useful for reflection, but note that only exact strings are replaced.
1.9.0 - 23rd January 2016
    * Added a new option "Skip Classes" that is equivalent to adding [Skip] to a class. It's a good long-term solution for 3rd party assets that place files outside of a Plugin directory in the default namespace.
    * Added a way to resolve any future AssemblyResolutionExceptions via the Postscript.cs file without requiring a bespoke fix from Beebyte.
    * Fixed a bug in Postscript.cs for Unity 4.7
    * Added a workaround for an unusual Unity bug where the strings within the Options asset would sometimes be turned into hexadecimals, most noticable when swapping build targets often.
1.8.4 - 7th January 2016
    * Fixed an AssemblyResolutionException for UnityEngine that could sometimes occur.
1.8.3 - 6th January 2016
    * Obfuscation attributes can now be applied to Properties.
1.8.2 - 6th January 2016
    * Serializable classes now retain their name, field names, and property names without requiring an explicit [Skip].
    * Fixed issues using generics that extend from MonoBehaviour.
    * Fixed an issue where two identically named methods in a type could cause obfuscation to fail if one is a generic, i.e. A() , A<T>().
    * Fixed an issue where fake code generation could sometimes result in a failed obfuscation when generic classes are involved.
1.8.1 - 1st January 2016
    * Fixed various issues using generics.
    * Fixed an AssemblyResolutionException for UnityEngine.UI when using interfaces from that assembly.
1.8.0 - 29th December 2015
    * Properties can now be obfuscated.
1.7.3 - 29th December 2015
    * Undocumented fix.
1.7.2 - 28th December 2015
    * Fixed a TypeLoadException error.
    * Fixed an issue with inheritence.
    * Undocumented fix.
1.7.1 - 27th December 2015
    * Fixed a TypeLoadException error.
    * Fixed a "Script behaviour has a different serialization layout when loading." error.
    * Private Fields marked with the [SerializeField] attribute are now preserved by default.
    * Classes extending from Unity classes that have MonoBehaviour as an ancestor were not being treated as such (i.e. UIBehaviour).
1.7.0.1 - 14th December 2015
    * Unity 5.3 compatibility.
1.7.0 - 11th December 2015
    * Improved the "Works first time" experience by searching for reflection methods referenced by certain Unity methods such as StartCoroutine. New option added to disable this feature.
    * WebPlayer support (string literal obfuscation, public field obfuscation, fake code are disabled for WebPlayer builds).
    * Added an option to strip string literal obfuscation markers from strings when choosing not to use string literal obfuscation.
    * ObfuscatorMenuExample.cs added showing how you can Obfuscate other dlls from within Unity.
    * Added protection against accidently obfuscating the same dll multiple times.
    * Added an advanced option to skip rename of public MonoBehaviour fields.
1.6.1 - 16th November 2015
    * First public release
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Assets/Editor/Logo/js_ios/Icon.png

Assets/Editor/Logo/js_ios/Launch.png

Assets/Editor/Logo/js_ios/LoginBackGround.png
Assets/Editor/Logo/js_ios/LoginBackGround.png.meta
New file
@@ -0,0 +1,68 @@
fileFormatVersion: 2
guid: a88114655b7283f4995ffe5ebc6dccc2
timeCreated: 1540533715
licenseType: Free
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  serializedVersion: 4
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    mipMapFadeDistanceStart: 1
    mipMapFadeDistanceEnd: 3
  bumpmap:
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    externalNormalMap: 0
    heightScale: 0.25
    normalMapFilter: 0
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  generateCubemap: 6
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  textureFormat: 1
  maxTextureSize: 2048
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Assets/Editor/Logo/js_ios/TB_DL_Logo.png

Assets/Editor/Logo/xjaz/TB_DL_Logo.png

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Assets/Editor/ScriptEditor/NewBieGuideEditorWindow.cs
@@ -181,7 +181,7 @@
                    uiroot = GameObject.FindObjectOfType<UIRoot>();
                    if (uiroot == null)
                    {
                        var rootPrefab = Resources.Load<GameObject>("UI/Prefabs/UIRoot");
                        var rootPrefab = BuiltInLoader.LoadPrefab("UIRoot");
                        var root = GameObject.Instantiate(rootPrefab, Vector3.zero, Quaternion.identity);
                        root.name = "UIRoot";
                        uiroot = root.GetComponent<UIRoot>();
Assets/Editor/SpritePacking/SpriteSettings.asset
@@ -460,3 +460,19 @@
      maxTextureSize: 256
      textureFormat: 33
      compressionQuality: 1
  - folderName: DengLu
    meshType: 1
    alphaSource: 1
    platformSettings:
    - name: Standalone
      maxTextureSize: 1024
      textureFormat: 4
      compressionQuality: 1
    - name: Android
      maxTextureSize: 1024
      textureFormat: 4
      compressionQuality: 1
    - name: iPhone
      maxTextureSize: 1024
      textureFormat: 4
      compressionQuality: 1
Assets/Editor/Tool/BuildExtersion.cs
@@ -86,7 +86,7 @@
            {
                UpdateScriptableObjectsSetting.SetAllScriptableObjectAssetBundleName();
                ExcuteBuildAsset("config", buildParameters);
                TableTool.ReadAllTxtToBytes(StringUtility.Contact(buildParameters.GetWholeOutPutPath(), "/config"));
                TableTool.CopyConfigsToOutPutPath(StringUtility.Contact(buildParameters.GetWholeOutPutPath(), "/config"));
            }
            else
            {
@@ -175,6 +175,32 @@
        }
    }
    public static void BuildBuiltIn()
    {
        try
        {
            var buildParameters = new BuildParameters();
            if (!buildParameters.error)
            {
                var publisher = buildParameters.publisher;
                BuiltInResourceSetting.SetLaunchBackGround(publisher, buildParameters.buildTarget);
                BuiltInResourceSetting.SetLoginBackGround(publisher, buildParameters.buildTarget);
                BuiltInResourceSetting.SetLoginLogo(publisher, buildParameters.buildTarget);
                ExcuteBuildAsset("builtin", buildParameters);
            }
            else
            {
                EditorApplication.Exit(1);
            }
        }
        catch (Exception ex)
        {
            Debug.Log("打包builtin失败");
            Debug.Log(ex);
            EditorApplication.Exit(1);
        }
    }
    public static void MakeAssetVersionFile()
    {
        try
@@ -212,6 +238,7 @@
    {
        public bool error = false;
        public string outputPath;
        public string publisher;
        public BuildTarget buildTarget;
        public BuildParameters()
@@ -238,6 +265,10 @@
                                break;
                        }
                    }
                    else if (arg.ToLower() == "-publisher")
                    {
                        publisher = args[i + 1];
                    }
                }
                error = false;
Assets/Editor/Tool/BuiltInResourceSetting.cs
New file
@@ -0,0 +1,160 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
public class BuiltInResourceSetting
{
    public static void SetLaunchBackGround(string publisher, BuildTarget buildTarget)
    {
        var fromPath = "Assets/Editor/Logo/" + GetVersionName(publisher) + "/Launch.png";
        var toPath = "Assets/ResourcesOut/BuiltIn/UI/Sprites/Launch.png";
        AssetDatabase.DeleteAsset(toPath);
        AssetDatabase.CopyAsset(fromPath, toPath);
        var importerPath = "Assets/ResourcesOut/BuiltIn/UI/Sprites/Launch.png";
        var importer = AssetImporter.GetAtPath(importerPath);
        var textureImporter = importer as TextureImporter;
        if (textureImporter != null)
        {
            textureImporter.textureType = TextureImporterType.Sprite;
            textureImporter.spritePackingTag = string.Empty;
            textureImporter.assetBundleName = "builtin/sprite";
            var platformSetting = new TextureImporterPlatformSettings();
            switch (buildTarget)
            {
                case BuildTarget.Android:
                    platformSetting.overridden = true;
                    platformSetting.allowsAlphaSplitting = false;
                    platformSetting.name = "Android";
                    platformSetting.maxTextureSize = 1024;
                    platformSetting.format = TextureImporterFormat.ETC2_RGB4;
                    platformSetting.compressionQuality = 1;
                    break;
                case BuildTarget.iOS:
                    platformSetting.overridden = true;
                    platformSetting.allowsAlphaSplitting = false;
                    platformSetting.name = "iOS";
                    platformSetting.maxTextureSize = 1024;
                    platformSetting.format = TextureImporterFormat.PVRTC_RGBA4;
                    platformSetting.compressionQuality = 1;
                    break;
            }
            textureImporter.SetPlatformTextureSettings(platformSetting);
            AssetDatabase.ImportAsset(importerPath);
            EditorUtility.SetDirty(textureImporter);
        }
    }
    public static void SetLoginBackGround(string publisher, BuildTarget buildTarget)
    {
        var fromPath = "Assets/Editor/Logo/" + GetVersionName(publisher) + "/LoginBackGround.png";
        var toPath = "Assets/ResourcesOut/BuiltIn/UI/Sprites/LoginBackGround.png";
        AssetDatabase.DeleteAsset(toPath);
        if (!File.Exists(Application.dataPath + "Editor/Logo/" + GetVersionName(publisher) + "/LoginBackGround.png"))
        {
            return;
        }
        AssetDatabase.CopyAsset(fromPath, toPath);
        var importerPath = "Assets/ResourcesOut/BuiltIn/UI/Sprites/LoginBackGround.png";
        var importer = AssetImporter.GetAtPath(importerPath);
        var textureImporter = importer as TextureImporter;
        if (textureImporter != null)
        {
            textureImporter.textureType = TextureImporterType.Sprite;
            textureImporter.spritePackingTag = string.Empty;
            textureImporter.assetBundleName = "builtin/sprite";
            var platformSetting = new TextureImporterPlatformSettings();
            switch (buildTarget)
            {
                case BuildTarget.Android:
                    platformSetting.overridden = true;
                    platformSetting.allowsAlphaSplitting = false;
                    platformSetting.name = "Android";
                    platformSetting.maxTextureSize = 1024;
                    platformSetting.format = TextureImporterFormat.ETC2_RGB4;
                    platformSetting.compressionQuality = 1;
                    break;
                case BuildTarget.iOS:
                    platformSetting.overridden = true;
                    platformSetting.allowsAlphaSplitting = false;
                    platformSetting.name = "iOS";
                    platformSetting.maxTextureSize = 1024;
                    platformSetting.format = TextureImporterFormat.PVRTC_RGBA4;
                    platformSetting.compressionQuality = 1;
                    break;
            }
            textureImporter.SetPlatformTextureSettings(platformSetting);
            AssetDatabase.ImportAsset(importerPath);
            EditorUtility.SetDirty(textureImporter);
        }
    }
    public static void SetLoginLogo(string publisher, BuildTarget buildTarget)
    {
        var fromPath = "Assets/Editor/Logo/" + GetVersionName(publisher) + "/TB_DL_Logo.png";
        var toPath = "Assets/ResourcesOut/BuiltIn/UI/Sprites/TB_DL_Logo.png";
        AssetDatabase.DeleteAsset(toPath);
        AssetDatabase.CopyAsset(fromPath, toPath);
        var importerPath = "Assets/ResourcesOut/BuiltIn/UI/Sprites/TB_DL_Logo.png";
        var importer = AssetImporter.GetAtPath(importerPath);
        var textureImporter = importer as TextureImporter;
        if (textureImporter != null)
        {
            textureImporter.textureType = TextureImporterType.Sprite;
            textureImporter.spritePackingTag = string.Empty;
            textureImporter.assetBundleName = "builtin/sprite";
            var platformSetting = new TextureImporterPlatformSettings();
            switch (buildTarget)
            {
                case BuildTarget.Android:
                    platformSetting.overridden = true;
                    platformSetting.allowsAlphaSplitting = false;
                    platformSetting.name = "Android";
                    platformSetting.maxTextureSize = 512;
                    platformSetting.format = TextureImporterFormat.ETC2_RGBA8;
                    platformSetting.compressionQuality = 1;
                    break;
                case BuildTarget.iOS:
                    platformSetting.overridden = true;
                    platformSetting.allowsAlphaSplitting = false;
                    platformSetting.name = "iOS";
                    platformSetting.maxTextureSize = 512;
                    platformSetting.format = TextureImporterFormat.PVRTC_RGBA4;
                    platformSetting.compressionQuality = 1;
                    break;
            }
            textureImporter.SetPlatformTextureSettings(platformSetting);
            AssetDatabase.ImportAsset(importerPath);
            EditorUtility.SetDirty(textureImporter);
        }
    }
    static string GetVersionName(string _publisher)
    {
        var lines = File.ReadAllLines(ClientPackage.versionsFilePath);
        for (int i = 2; i < lines.Length; i++)
        {
            var line = lines[i];
            var lineStrings = line.Split('\t');
            if (lineStrings[0] == _publisher)
            {
                return lineStrings[1];
            }
        }
        return string.Empty;
    }
}
Assets/Editor/Tool/BuiltInResourceSetting.cs.meta
New file
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 1ebae8774d6334d4f84aa56b08bcbebb
timeCreated: 1540438784
licenseType: Pro
MonoImporter:
  serializedVersion: 2
  defaultReferences: []
  executionOrder: 0
  icon: {instanceID: 0}
  userData:
  assetBundleName:
  assetBundleVariant:
Assets/Editor/Tool/ClientPackage.cs
@@ -7,6 +7,7 @@
using System.Text.RegularExpressions;
using System.Text;
using TableConfig;
using Beebyte.Obfuscator;
public class ClientPackage
{
@@ -18,6 +19,11 @@
    public static string SDK_PLUGIN_PROJECT {
        get { return LocalSave.GetString("SDK_PROJECT_PATH"); }
        set { LocalSave.SetString("SDK_PROJECT_PATH", value); }
    }
    public static bool obfuscatorEnabled {
        get { return LocalSave.GetBool("obfuscatorEnabled",false); }
        set { LocalSave.SetBool("obfuscatorEnabled", value); }
    }
    static string ANDROID_PLUGIN_PATH = Application.dataPath + "/Plugins/Android";
@@ -88,6 +94,29 @@
        if (smallPackages.Count > 0)
        {
            FileExtersion.DirectoryCopy(_assetBundlePath, ResourcesPath.Instance.StreamingAssetPath);
            var files = new List<FileInfo>();
            FileExtersion.GetAllDirectoryFileInfos(ResourcesPath.Instance.StreamingAssetPath, files);
            foreach (var file in files)
            {
                var fileName = Path.GetFileName(file.FullName);
                if (fileName.Contains("builtin"))
                {
                    continue;
                }
                if (file.FullName.Contains("config/Contact.txt")
                    || file.FullName.Contains("config/HelpInfo.txt")
                    || file.FullName.Contains("config/PriorBundle.txt")
                    || file.FullName.Contains("config/PriorLanguage.txt"))
                {
                    continue;
                }
                File.Delete(file.FullName);
            }
            for (int i = 0; i < smallPackages.Count; i++)
            {
#if UNITY_ANDROID
@@ -261,6 +290,14 @@
        Debug.LogFormat("执行Android SDK 文件拷贝,from:{0};to:{1}", StringUtility.Contact(_sdkPath, "/Android/release"), ANDROID_PLUGIN_PATH);
        FileExtersion.DirectoryCopy(StringUtility.Contact(_sdkPath, "/Android/release"), ANDROID_PLUGIN_PATH);
        FileExtersion.DirectoryCopy(StringUtility.Contact(_sdkPath, "/ChannelDiff/Android/", versionConfig.appId), ANDROID_PLUGIN_PATH);
        var option = AssetDatabase.LoadAssetAtPath<Options>("Assets/Editor/Beebyte/Obfuscator/ObfuscatorOptions.asset");
        if (option!=null)
        {
            option.enabled = obfuscatorEnabled;
            EditorUtility.SetDirty(option);
        }
        AssetDatabase.SaveAssets();
        AssetDatabase.Refresh();
@@ -297,6 +334,14 @@
        DateTime outTime;
        var correct = DateTime.TryParse(auditOutTime, out outTime);
        File.WriteAllText(Application.dataPath + Path.DirectorySeparatorChar + "Resources/Config/AuditTime.txt", correct ? auditOutTime : "");
        var option = AssetDatabase.LoadAssetAtPath<Options>("Assets/Editor/Beebyte/Obfuscator/ObfuscatorOptions.asset");
        if (option!=null)
        {
            option.enabled = obfuscatorEnabled;
            EditorUtility.SetDirty(option);
        }
        AssetDatabase.SaveAssets();
        AssetDatabase.Refresh();
        PlayerSettings.iOS.buildNumber = VersionConfig.Get().buildIndex.ToString();
@@ -415,126 +460,6 @@
            projectSettings.ApplyModifiedProperties();
            PlayerSettings.Android.splashScreenScale = AndroidSplashScreenScale.ScaleToFill;
        }
        var logoFromPath = "Assets/Editor/Logo/" + _versionName + "/TB_DL_Logo.png";
        var logoToPath = "Assets/Resources/UI/Sprites/TB_DL_Logo.png";
        AssetDatabase.DeleteAsset(logoToPath);
        AssetDatabase.CopyAsset(logoFromPath, logoToPath);
        var logoImporterPath = "Assets/Resources/UI/Sprites/TB_DL_Logo.png";
        var logoImporter = AssetImporter.GetAtPath(logoImporterPath);
        var logoTextureImporter = logoImporter as TextureImporter;
        if (logoTextureImporter != null)
        {
            logoTextureImporter.textureType = TextureImporterType.Sprite;
            logoTextureImporter.spritePackingTag = string.Empty;
            logoTextureImporter.assetBundleName = string.Empty;
            var platformSetting = new TextureImporterPlatformSettings();
            switch (buildTarget)
            {
                case BuildTargetGroup.Android:
                    platformSetting.overridden = true;
                    platformSetting.allowsAlphaSplitting = false;
                    platformSetting.name = "Android";
                    platformSetting.maxTextureSize = 512;
                    platformSetting.format = TextureImporterFormat.ETC2_RGBA8;
                    platformSetting.compressionQuality = 1;
                    break;
                case BuildTargetGroup.iOS:
                    platformSetting.overridden = true;
                    platformSetting.allowsAlphaSplitting = false;
                    platformSetting.name = "iOS";
                    platformSetting.maxTextureSize = 512;
                    platformSetting.format = TextureImporterFormat.PVRTC_RGBA4;
                    platformSetting.compressionQuality = 1;
                    break;
            }
            logoTextureImporter.SetPlatformTextureSettings(platformSetting);
            AssetDatabase.ImportAsset(logoImporterPath);
            EditorUtility.SetDirty(logoTextureImporter);
        }
        var backGroundFromPath = "Assets/Editor/Logo/" + _versionName + "/Launch.png";
        var backGroundToPath = "Assets/Resources/UI/Sprites/Launch.png";
        AssetDatabase.DeleteAsset(backGroundToPath);
        AssetDatabase.CopyAsset(backGroundFromPath, backGroundToPath);
        var backGroundImporterPath = "Assets/Resources/UI/Sprites/Launch.png";
        var backGrouindImporter = AssetImporter.GetAtPath(backGroundImporterPath);
        var backGroundTextureImporter = backGrouindImporter as TextureImporter;
        if (backGroundTextureImporter != null)
        {
            backGroundTextureImporter.textureType = TextureImporterType.Sprite;
            backGroundTextureImporter.spritePackingTag = string.Empty;
            backGroundTextureImporter.assetBundleName = string.Empty;
            var platformSetting = new TextureImporterPlatformSettings();
            switch (buildTarget)
            {
                case BuildTargetGroup.Android:
                    platformSetting.overridden = true;
                    platformSetting.allowsAlphaSplitting = false;
                    platformSetting.name = "Android";
                    platformSetting.maxTextureSize = 1024;
                    platformSetting.format = TextureImporterFormat.ETC2_RGB4;
                    platformSetting.compressionQuality = 1;
                    break;
                case BuildTargetGroup.iOS:
                    platformSetting.overridden = true;
                    platformSetting.allowsAlphaSplitting = false;
                    platformSetting.name = "iOS";
                    platformSetting.maxTextureSize = 1024;
                    platformSetting.format = TextureImporterFormat.PVRTC_RGBA4;
                    platformSetting.compressionQuality = 1;
                    break;
            }
            backGroundTextureImporter.SetPlatformTextureSettings(platformSetting);
            AssetDatabase.ImportAsset(backGroundImporterPath);
            EditorUtility.SetDirty(backGroundTextureImporter);
        }
        var loginBackGroundFromPath = "Assets/Editor/Logo/" + _versionName + "/LoginBackGround.png";
        var loginBackGroundToPath = "Assets/Resources/UI/Sprites/LoginBackGround.png";
        AssetDatabase.DeleteAsset(loginBackGroundToPath);
        AssetDatabase.CopyAsset(loginBackGroundFromPath, loginBackGroundToPath);
        var loginBackGroundImporterPath = "Assets/Resources/UI/Sprites/LoginBackGround.png";
        var loginBackGrouindImporter = AssetImporter.GetAtPath(loginBackGroundImporterPath);
        var loginBackGroundTextureImporter = loginBackGrouindImporter as TextureImporter;
        if (loginBackGroundTextureImporter != null)
        {
            loginBackGroundTextureImporter.textureType = TextureImporterType.Sprite;
            loginBackGroundTextureImporter.spritePackingTag = string.Empty;
            loginBackGroundTextureImporter.assetBundleName = string.Empty;
            var platformSetting = new TextureImporterPlatformSettings();
            switch (buildTarget)
            {
                case BuildTargetGroup.Android:
                    platformSetting.overridden = true;
                    platformSetting.allowsAlphaSplitting = false;
                    platformSetting.name = "Android";
                    platformSetting.maxTextureSize = 1024;
                    platformSetting.format = TextureImporterFormat.ETC2_RGB4;
                    platformSetting.compressionQuality = 1;
                    break;
                case BuildTargetGroup.iOS:
                    platformSetting.overridden = true;
                    platformSetting.allowsAlphaSplitting = false;
                    platformSetting.name = "iOS";
                    platformSetting.maxTextureSize = 1024;
                    platformSetting.format = TextureImporterFormat.PVRTC_RGBA4;
                    platformSetting.compressionQuality = 1;
                    break;
            }
            loginBackGroundTextureImporter.SetPlatformTextureSettings(platformSetting);
            AssetDatabase.ImportAsset(loginBackGroundImporterPath);
            EditorUtility.SetDirty(loginBackGroundTextureImporter);
        }
    }
Assets/Editor/Tool/PrefabCreateTool.cs
@@ -21,7 +21,7 @@
            var uiroot = GameObject.FindObjectOfType<UIRoot>();
            if (uiroot == null)
            {
                var prefab = Resources.Load<GameObject>("UI/Prefabs/UIRoot");
                var prefab = BuiltInLoader.LoadPrefab("UIRoot");
                var root = GameObject.Instantiate(prefab, Vector3.zero, Quaternion.identity);
                root.name = "UIRoot";
                uiroot = root.GetComponent<UIRoot>();
Assets/Editor/Tool/TableTool.cs
@@ -178,15 +178,19 @@
        MessageBox.Show("导出成功!");
    }
    public static void ReadAllTxtToBytes(string _outPath)
    public static void CopyConfigsToOutPutPath(string _outPath)
    {
        configOutPutPath = _outPath;
        var rootPath = UnityEngine.Application.dataPath + "/ResourcesOut/Refdata/Config";
        var configFiles = FileExtersion.GetFileInfos(rootPath, new string[] { "*.txt", "*.TXT" });
        var root1 = UnityEngine.Application.dataPath + "/ResourcesOut/Refdata/Config";
        var configFiles = new List<FileInfo>();
        configFiles.AddRange(FileExtersion.GetFileInfos(root1, new string[] { "*.txt", "*.TXT" }));
        var root2 = UnityEngine.Application.dataPath + "/Resources/Config";
        configFiles.AddRange(FileExtersion.GetFileInfos(root2, new string[] { "*.txt", "*.TXT" }));
        foreach (var file in configFiles)
        {
            var fileInfo = new System.IO.FileInfo(file.FullName);
            ReadTxtToBytes(fileInfo);
            var fileInfo = new FileInfo(file.FullName);
            CopyTxt(fileInfo);
        }
    }
@@ -211,11 +215,11 @@
            {
                continue;
            }
            ReadTxtToBytes(_tableNameLst[i].fileInfo);
            CopyTxt(_tableNameLst[i].fileInfo);
        }
    }
    private static void ReadTxtToBytes(FileInfo fileInfo)
    private static void CopyTxt(FileInfo fileInfo)
    {
        string fileName = fileInfo.Name.Split('.')[0];
@@ -230,7 +234,7 @@
            File.Delete(filePath);
        }
        File.Copy(fileInfo.FullName,filePath);
        File.Copy(fileInfo.FullName, filePath);
    }
    /// <summary>
Assets/Editor/VersionConfigs/Versions.txt
@@ -3,7 +3,7 @@
9999    TheSecondWorld    test    0    10.1000.1    aaa    0    1    1    少年修仙传    com.secondworld.snxxz    thesecondworld    thesecondworld2018    thesecondworld    thesecondworld2018        1    0    (-15,64)        
10000    TheSecondWorld    test    0    99.99.99    aaa    0    3    0    少年修仙传    com.secondworld.snxxz    thesecondworld    thesecondworld2018    thesecondworld    thesecondworld2018        1    0    (-15,64)        
1    android_1    226114725    1    1.0.12    2001    2    1    1    少年修仙传    com.shandangceshi.snxxz    shandangceshi    shandangceshi2018    shandangceshi    shandangceshi2018        0    0    (-15,64)        
20    android_20    226114725    1    1.0.19    2020    11    0    1    少年修仙传    com.shandangceshi.snxxz    shandangceshi    shandangceshi2018    shandangceshi    shandangceshi2018        0    0    (-15,64)
20    android_20    226114725    1    1.1.0    2020    2    0    1    少年修仙传    com.shandangceshi.snxxz    shandangceshi    shandangceshi2018    shandangceshi    shandangceshi2018        0    0    (-15,64)
51    djx_1    226114725    1    1.0.12    2101    4    2    0    斗剑仙    com.shandangceshi.snxxz    shandangceshi    shandangceshi2018    shandangceshi    shandangceshi2018        0    0    (-9.5,-286)        
81    lxj_ios    508021130    1    1.1.0    2201    0    1    1    灵仙记    com.zyxhgame.game007    shandangceshi    shandangceshi2018    shandangceshi    shandangceshi2018    7F7BWLXKZR    0    0    -26,139        
82    snqxz_1    424064855    1    1.1.0    2301    1    1    1    少年奇侠传    com.zyxhgame.game003    shandangceshi    shandangceshi2018    shandangceshi    shandangceshi2018    5X26T385YZ    0    0    (-15,64)        
@@ -11,19 +11,19 @@
84    sgsbl_android    815035927    1    1.0.19    2501    1    1    1    上古搜宝录    com.ziyouyouxi05.snxxz    shandangceshi    shandangceshi2018    shandangceshi    shandangceshi2018        0    0    (40,94)        
85    sgsbl_ios    815035927    1    1.1.0    2601    0    1    1    上古搜宝录    com.zyxhgame.game005    shandangceshi    shandangceshi2018    shandangceshi    shandangceshi2018        0    0    (40,94)        
86    snxxz_ios    828115704    1    1.1.0    2701    1    1    1    少年修仙传    com.zyxhgame.game008    shandangceshi    shandangceshi2018    shandangceshi    shandangceshi2018        0    0    (-15,64)        
87    android_20    822055139    1    1.0.19    2020    2    1    1    少年修仙传    com.ziyouyouxi01.snxxz    shandangceshi    shandangceshi2018    shandangceshi    shandangceshi2018        0    0    (-15,64)
89    android_20    822055139    1    1.0.19    2020    3    1    1    少年修仙传    com.ziyouyouxi01.snxxz    shandangceshi    shandangceshi2018    shandangceshi    shandangceshi2018        0    0    (-15,64)
90    xjaz    spxjgame    1    1.0.19    2901    1    1    1    仙劫    com.xjaz.sp    shandangceshi    shandangceshi2018    shandangceshi    shandangceshi2018        0    0    (0,80)    游戏著作权人:北京随手互动信息技术有限公司 出版服务单位:北京中新联科技股份有限公司金版电子出版社</r>出版物号:ISBN 978-7-89447-188-8 软著登记号:2011SR027542 审批文号:科技与数字〔2011〕562 号     sipu
91    xjios    spyxxjios    1    1.1.1    3001    1    1    1    逍遥修真    com.xyxz.red    shandangceshi    shandangceshi2018    shandangceshi    shandangceshi2018        0    0    (0,80)    游戏著作权人:北京随手互动信息技术有限公司 出版服务单位:北京中新联科技股份有限公司金版电子出版社</r>出版物号:ISBN 978-7-89447-188-8 软著登记号:2011SR027542 审批文号:科技与数字〔2011〕562 号     sipu
87    android_20    822055139    1    1.1.0    2020    2    0    1    少年修仙传    com.ziyouyouxi01.snxxz    shandangceshi    shandangceshi2018    shandangceshi    shandangceshi2018        0    0    (-15,64)
89    android_20    822055139    1    1.1.0    2020    4    1    1    少年修仙传    com.ziyouyouxi01.snxxz    shandangceshi    shandangceshi2018    shandangceshi    shandangceshi2018        0    0    (-15,64)
90    xjaz    spxjgame    1    1.1.0    2901    1    1    1    醉武侠    com.xjaz.sp    shandangceshi    shandangceshi2018    shandangceshi    shandangceshi2018        0    0    (-15,80)    游戏著作权人:广州捷游软件有限公司 出版社服务单位:三辰影库音像出版社</r>出版物号:ISBN 978-7-89658-810-9 软著登记号:2013SR060480 审批文号:新广出审【2014】503号     sipu
91    xjios    spyxxzios    1    1.1.1    3001    1    1    1    逍遥修真    com.snxz.red    shandangceshi    shandangceshi2018    shandangceshi    shandangceshi2018        0    0    (0,80)    游戏著作权人:北京随手互动信息技术有限公司 出版服务单位:北京中新联科技股份有限公司金版电子出版社</r>出版物号:ISBN 978-7-89447-188-8 软著登记号:2011SR027542 审批文号:科技与数字〔2011〕562 号     sipu
92    djxxz    mrgame    1    1.0.19    3101    1    1    1    刀剑笑新传    com.ziyouyouxi08.snxxz    shandangceshi    shandangceshi2018    shandangceshi    shandangceshi2018        0    0    (-15,64)    游戏著作权人:江苏易乐网络科技有限公司 出版服务单位:北京伯通电子出版社</r>出版物号:ISBN 978-7-7979-0154-3 备案编号:文网游备字 [2016] M-RPG 7538  审批文号:新广出审[2016]1343号     maoer
93    djxxz_ios    mrgameios    1    1.0.19    3201    1    1    1    刀剑笑新传    shah.losl.lp    shandangceshi    shandangceshi2018    shandangceshi    shandangceshi2018        0    0    (-15,64)         maoer
94    js_android    jisugame    1    1.0.19    3301    1    1    1    少年酒剑仙    com.lingleigame.shaonianqixiachuan    shandangceshi    shandangceshi2018    shandangceshi    shandangceshi2018        0    0    (-15,64)        jisu
95    js_ios    jisugameios    1    1.0.19    3401    1    1    1    少年酒剑仙    com.jisu.snqxz    shandangceshi    shandangceshi2018    shandangceshi    shandangceshi2018        0    0    (-15,64)        jisu
189    android_20    822055139    1    1.0.19    2021    3    1    1    少年修仙传    com.ziyouyouxi01.snxxz    shandangceshi    shandangceshi2018    shandangceshi    shandangceshi2018        0    0    (-15,64)
289    android_20    822055139    1    1.0.19    2022    3    1    1    少年修仙传    com.ziyouyouxi01.snxxz    shandangceshi    shandangceshi2018    shandangceshi    shandangceshi2018        0    0    (-15,64)
94    js_android    jisugame    1    1.1.0    3301    1    1    1    少年酒剑仙    com.lingleigame.shaonianqixiachuan    shandangceshi    shandangceshi2018    shandangceshi    shandangceshi2018        0    0    (-15,64)        jisu
95    js_ios    jisusnyjjios    1    1.1.0    3401    1    1    1    少年御剑诀    com.yaohuan.snyjj.com    shandangceshi    shandangceshi2018    shandangceshi    shandangceshi2018        0    0    (-15,64)        jisu
189    android_20    822055139    1    1.1.0    2021    4    1    1    少年修仙传    com.ziyouyouxi01.snxxz    shandangceshi    shandangceshi2018    shandangceshi    shandangceshi2018        0    0    (-15,64)
289    android_20    822055139    1    1.1.0    2022    4    1    1    少年修仙传    com.ziyouyouxi01.snxxz    shandangceshi    shandangceshi2018    shandangceshi    shandangceshi2018        0    0    (-15,64)
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994    android_20    822055139    1    1.1.0    1888    1    1    1    少年修仙传    com.ziyouyouxi01.snxxz    shandangceshi    shandangceshi2018    shandangceshi    shandangceshi2018        1    0    (-15,64)        
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996    lxj_android    813015059    1    1.1.0    1888    999    1    1    灵仙记    com.ziyouyouxi07.snxxz    shandangceshi    shandangceshi2018    shandangceshi    shandangceshi2018        1    0    -26,139        
997    android_20    822055139    1    1.0.19    1888    999    1    1    少年修仙传    com.ziyouyouxi01.snxxz    shandangceshi    shandangceshi2018    shandangceshi    shandangceshi2018        0    0    (-15,64)        
998    snqxz_1    424064855    1    1.1.0    2301    999    1    1    少年奇侠传    com.zyxhgame.game003    shandangceshi    shandangceshi2018    shandangceshi    shandangceshi2018    5X26T385YZ    0    0    (-15,64)        
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    guid: ed0d78406b8ed2e419f8b0e61863a674
  - enabled: 1
    path: Assets/Art/Maps/Scenes/Map130_Kzly.unity
    guid: 4e08665e25d89744ebf6f866d9306726
@@ -36,6 +36,9 @@
    path: Assets/Art/Maps/Scenes/Map006_Mld.unity
    guid: b8df460c5f6f19b448e16a287e29e9f4
  - enabled: 1
    path: Assets/Art/Maps/Scenes/Map133_Bzjsc.unity
    guid: 00000000000000000000000000000000
  - enabled: 1
    path: Assets/Art/Maps/Scenes/Map208_Whmj_8.unity
    guid: 7af5c01fbdcfd5e48a944cf76adfccbb
  - enabled: 1