iFactory.Cutting.Unity/Assets/BITKit/Unity/Scripts/Mod/UnityModService.cs

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using System;
using System.Collections;
using System.Collections.Generic;
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using System.IO;
#if UNITY_EDITOR
using UnityEditor;
#endif
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using UnityEngine;
namespace BITKit.Mod
{
public class UnityModService : MonoBehaviour
{
[SerializeReference,SubclassSelector] private IReference[] referencedAssemblies;
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[SerializeField] private bool loadLocalPackageOnStart;
private async void Start()
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{
foreach (var x in referencedAssemblies)
{
var dllName = x.Value.Contains(".dll") ? x.Value : $"{x.Value}.dll";
#if UNITY_EDITOR
var dll = System.IO.Path.Combine(Environment.CurrentDirectory, "Library", "ScriptAssemblies",dllName);
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var folder = EditorApplication.applicationPath;
folder = Path.GetDirectoryName(folder);
if(File.Exists(dll) is false)
{
dll = Path.Combine(folder,"Data", "MonoBleedingEdge", "lib","mono","unityjit-win32",dllName);
}
if (File.Exists(dll) is false)
{
dll = Path.Combine(folder,"Data", "MonoBleedingEdge", "lib","mono","unityjit-win32","Facades",dllName);
}
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#else
var dll = System.IO.Path.Combine(Environment.CurrentDirectory,$"{Application.productName}_Data", "Managed", dllName);
#endif
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if (System.IO.File.Exists(dll) is false)
{
BIT4Log.Warning<UnityModService>($"未找到:{dll}");
}
BITSharp.ReferencedAssemblies.Add(@$"""{dll}""");
}
try
{
ModService.Initialize();
}
catch (Exception e)
{
BIT4Log.Warning<UnityModService>("初始化失败");
BIT4Log.LogException(e);
return;
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}
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destroyCancellationToken.Register(ModService.Dispose);
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if (!loadLocalPackageOnStart) return;
var packages = await ModService.SearchPackages();
if (destroyCancellationToken.IsCancellationRequested) return;
foreach (var package in packages)
{
await ModService.LoadFromPackage(package.PackagePath);
if (destroyCancellationToken.IsCancellationRequested) return;
}
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}
}
}