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230 lines (198 loc) · 7.86 KB
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using UnityEditor;
using UnityEditor.Compilation;
using System.Diagnostics;
using Debug = UnityEngine.Debug;
using UnityEngine;
using System.Reflection;
/// <summary>
/// ____DESC: 手动reload domain 工具
/// </summary>
public class ScriptCompileReloadTools
{
/* 说明
* 关于域重载 https://docs.unity.cn/cn/2021.3/Manual/DomainReloading.html
* EditorApplication.LockReloadAssemblies()和 EditorApplication.UnlockReloadAssemblies() 最好成对
* 如果不小心LockReloadAssemblies3次 但是只UnlockReloadAssemblies了一次 那么还是不会重载 必须也要但是只UnlockReloadAssemblies3次
*/
const string menuEnableManualReload = "Tools/Script/开启手动Reload Domain";
const string menuDisenableManualReload ="Tools/Script/关闭手动Reload Domain";
const string menuRealodDomain ="Tools/Script/Unlock Reload %t";
const string kManualReloadDomain = "ManualReloadDomain";
const string kFirstEnterUnity = "FirstEnterUnity"; //是否首次进入unity
const string kReloadDomainTimer = "ReloadDomainTimer";//计时
/**************************************************/
//编译时间
static Stopwatch compileSW = new Stopwatch();
//是否手动reload
static bool IsManualReload => PlayerPrefs.GetInt(kManualReloadDomain, -1) == 1;
//缓存数据 域重载之后数据会变成false 如果不是false 那么就要重载
static bool tempData = false;
//https://github.com/INeatFreak/unity-background-recompiler 来自这个库 反射获取是否锁住
static MethodInfo CanReloadAssembliesMethod;
static bool IsLocked
{
get
{
if (CanReloadAssembliesMethod == null)
{
// source: https://github.com/Unity-Technologies/UnityCsReference/blob/master/Editor/Mono/EditorApplication.bindings.cs#L154
CanReloadAssembliesMethod = typeof(EditorApplication).GetMethod("CanReloadAssemblies", BindingFlags.NonPublic | BindingFlags.Static);
if (CanReloadAssembliesMethod == null)
Debug.LogError("Can't find CanReloadAssemblies method. It might have been renamed or removed.");
}
return !(bool)CanReloadAssembliesMethod.Invoke(null, null);
}
}
/**************************************************/
[InitializeOnLoadMethod]
static void InitCompile()
{
//**************不需要这个可以注释********************************
CompilationPipeline.compilationStarted -= OnCompilationStarted;
CompilationPipeline.compilationStarted += OnCompilationStarted;
CompilationPipeline.compilationFinished -= OnCompilationFinished;
CompilationPipeline.compilationFinished += OnCompilationFinished;
//**************************************************************
//域重载事件监听
AssemblyReloadEvents.beforeAssemblyReload -= OnBeforeAssemblyReload;
AssemblyReloadEvents.beforeAssemblyReload += OnBeforeAssemblyReload;
AssemblyReloadEvents.afterAssemblyReload -= OnAfterAssemblyReload;
AssemblyReloadEvents.afterAssemblyReload += OnAfterAssemblyReload;
EditorApplication.playModeStateChanged -= EditorApplication_playModeStateChanged;
EditorApplication.playModeStateChanged += EditorApplication_playModeStateChanged;
//Bug 首次启动的时候 并不会马上设置
//if (PlayerPrefs.HasKey(kManualReloadDomain))
//{
// Menu.SetChecked(menuEnableManualReload, IsManualReload ? true : false);
// Menu.SetChecked(menuDisenableManualReload, IsManualReload ? false : true);
//}
FirstCheckAsync();
}
//首次打开检测
async static void FirstCheckAsync()
{
await System.Threading.Tasks.Task.Delay(100);
//判断是否首次打开
//https://docs.unity.cn/cn/2021.3/ScriptReference/SessionState.html
if (SessionState.GetBool(kFirstEnterUnity, true))
{
SessionState.SetBool(kFirstEnterUnity, false);
Menu.SetChecked(menuEnableManualReload, IsManualReload ? true : false);
Menu.SetChecked(menuDisenableManualReload, IsManualReload ? false : true);
if (IsManualReload)
{
UnlockReloadDomain();
LockRealodDomain();
}
Debug.Log($"<color=lime>当前ReloadDomain状态,是否手动: {IsManualReload}</color>");
}
}
//运行模式改变
private static void EditorApplication_playModeStateChanged(PlayModeStateChange state)
{
switch (state)
{
case PlayModeStateChange.EnteredEditMode:
break;
case PlayModeStateChange.ExitingEditMode:
if (tempData)
{
UnlockReloadDomain();
EditorUtility.RequestScriptReload();
}
break;
case PlayModeStateChange.EnteredPlayMode:
tempData = true;
break;
case PlayModeStateChange.ExitingPlayMode:
break;
}
}
//当开始编译脚本
private static void OnCompilationStarted(object obj)
{
if (IsManualReload)
{
compileSW.Start();
Debug.Log("<color=yellow>Begin Compile</color>");
}
}
//结束编译
private static void OnCompilationFinished(object obj)
{
if (IsManualReload)
{
compileSW.Stop();
Debug.Log($"<color=yellow>End Compile 耗时:{compileSW.ElapsedMilliseconds} ms</color>");
compileSW.Reset();
}
}
//开始reload domain
private static void OnBeforeAssemblyReload()
{
if (IsManualReload)
{
Debug.Log("<color=yellow>Begin Reload Domain ......</color>");
//记录时间
SessionState.SetInt(kReloadDomainTimer, (int)(EditorApplication.timeSinceStartup * 1000));
}
}
//结束reload domain
private static void OnAfterAssemblyReload()
{
if (IsManualReload)
{
var timeMS = (int)(EditorApplication.timeSinceStartup * 1000) - SessionState.GetInt(kReloadDomainTimer, 0);
Debug.Log($"<color=yellow>End Reload Domain 耗时:{timeMS} ms</color>");
LockRealodDomain();
}
}
static void LockRealodDomain()
{
//如果没有锁住 锁住
if (!IsLocked)
{
EditorApplication.LockReloadAssemblies();
}
}
static void UnlockReloadDomain()
{
//如果锁住了 打开
if (IsLocked)
{
EditorApplication.UnlockReloadAssemblies();
}
}
[MenuItem(menuEnableManualReload)]
static void EnableManualReloadDomain()
{
Debug.Log("<color=cyan>开启手动 Reload Domain</color>");
Menu.SetChecked(menuEnableManualReload, true);
Menu.SetChecked(menuDisenableManualReload, false);
PlayerPrefs.SetInt(kManualReloadDomain, 1);
//编辑器设置 projectsetting->editor->enterPlayModeSetting
EditorSettings.enterPlayModeOptionsEnabled = true;
EditorSettings.enterPlayModeOptions = EnterPlayModeOptions.DisableDomainReload;
LockRealodDomain();
}
[MenuItem(menuDisenableManualReload)]
static void DisenableManualReloadDomain()
{
Debug.Log("<color=cyan>关闭手动 Reload Domain</color>");
Menu.SetChecked(menuEnableManualReload, false);
Menu.SetChecked(menuDisenableManualReload, true);
PlayerPrefs.SetInt(kManualReloadDomain, 0);
UnlockReloadDomain();
EditorSettings.enterPlayModeOptionsEnabled = false;
}
//手动刷新
[MenuItem(menuRealodDomain)]
static void ManualReload()
{
if (IsManualReload)
{
UnlockReloadDomain();
EditorUtility.RequestScriptReload();
}
}
}