CompileAssemblyFromFileBatch() public method

public CompileAssemblyFromFileBatch ( CompilerParameters options, string fileNames ) : CompilerResults
options System.CodeDom.Compiler.CompilerParameters
fileNames string
return System.CodeDom.Compiler.CompilerResults
Ejemplo n.º 1
0
    // Use this for initialization
    void Start()
    {
        //Setup compiler
        CSharpCompiler.CodeCompiler compiler = new CSharpCompiler.CodeCompiler();
        System.CodeDom.Compiler.CompilerParameters options = new System.CodeDom.Compiler.CompilerParameters();
        options.GenerateExecutable = false;
        options.GenerateInMemory   = true;
        options.OutputAssembly     = "MyAssembly.dll";
        //-- Add ALL assemblies to compiler. This is a security issue as user would have access to System.IO.File to delete data...
        //var domain = System.AppDomain.CurrentDomain;
        //string[] assemblyReferences = domain.GetAssemblies().Select(a => a.Location).ToArray();
        //options.ReferencedAssemblies.AddRange(assemblyReferences);
        //-- Add only some specific assemblies
        options.ReferencedAssemblies.Add("UnityEngine");     //Add UnityEngine assembly
        options.ReferencedAssemblies.Add("Assembly-CSharp"); //Add Assembly which holds all our scripts after build (THIS script is also located in this assembly)

        //Compile
        var result = compiler.CompileAssemblyFromFileBatch(options, new[] {
            Application.streamingAssetsPath + "/BasicExampleScript.cs"
            //Add other scripts here, separated by commas
        });

        //Create instances for all classes we just compiled
        //foreach (var type in result.CompiledAssembly.GetTypes())
        //{
        //    if (typeof(Component).IsAssignableFrom(type)) this.gameObject.AddComponent(type); //If type is a MonoBehaviour, add it to the gameobject
        //    else System.Activator.CreateInstance(type); //Otherwise create a new instance of the class, using the default class constructor
        //}

        //Add specific MonoBehaviour from our compiled scripts
        Type _mb = result.CompiledAssembly.GetType("MyMonoBehaviour");

        this.gameObject.AddComponent(_mb);
        Debug.Log(result.CompiledAssembly.GetName());

        //Create an instance of a specific class
        Type _classType    = result.CompiledAssembly.GetType("SomePublicClass");
        var  classInstance = Activator.CreateInstance(_classType);
        //Since SomePublicClass uses IMyClass interface (see below), we can cast to it :)
        IMyClass myClassInstance = (IMyClass)classInstance;

        myClassInstance.DoSomething();                  //...and call a function defined in IMyClass
        Debug.Log("Sum:" + myClassInstance.Sum(40, 2)); //Another function in SomePublicClass which returns an int
    }
Ejemplo n.º 2
0
            void CompileFiles()
            {
                filePaths = filePaths.Where(x => File.Exists(x)).ToArray();

                var options = new CompilerParameters();
                options.GenerateExecutable = false;
                options.GenerateInMemory = true;
                options.ReferencedAssemblies.AddRange(assemblyReferences);

                var compiler = new CodeCompiler();
                var result = compiler.CompileAssemblyFromFileBatch(options, filePaths.ToArray());

                foreach (var err in result.Errors)
                {
                    manager.logWriter.WriteLine(err);
                }

                this.assembly = result.CompiledAssembly;
            }
            void CompileFiles()
            {
                filePaths = filePaths.Where(x => File.Exists(x)).ToArray();

                var options = new CompilerParameters();

                options.GenerateExecutable = false;
                options.GenerateInMemory   = true;
                options.ReferencedAssemblies.AddRange(assemblyReferences);

                var compiler = new CodeCompiler();
                var result   = compiler.CompileAssemblyFromFileBatch(options, filePaths.ToArray());

                foreach (var err in result.Errors)
                {
                    manager.logWriter.WriteLine(err);
                }

                this.assembly = result.CompiledAssembly;
            }
Ejemplo n.º 4
0
            void CompileFiles()
            {
                filePaths = filePaths.Where(x => File.Exists(x)).ToArray();

                var options = new CompilerParameters();

                options.GenerateExecutable = false;
                options.GenerateInMemory   = true;
                options.ReferencedAssemblies.AddRange(assemblyReferences);

                var compiler = new CodeCompiler();
                var result   = compiler.CompileAssemblyFromFileBatch(options, filePaths.ToArray());

                // To stop coroutine at the present task
                if (result.Errors.Count > 0)
                {
                    VirtualScriptEditor.Instance.isThereErrors = true;
                    VirtualScriptEditor.Instance.errors        = "";
                }

                bool pair = false;

                foreach (var err in result.Errors)
                {
                    //manager.logWriter.WriteLine(err);
                    UnityErrorTextWriter errorWriter = new UnityErrorTextWriter();
                    errorWriter.Write(err);

                    if (pair)
                    {
                        VirtualScriptEditor.Instance.errors += err + "\n";
                    }

                    pair = !pair;
                }

                this.assembly = result.CompiledAssembly;
            }
        // Token: 0x06000D55 RID: 3413 RVA: 0x0005AF34 File Offset: 0x00059134
        public static string ResolveScriptAssembly(string codeDir, ModContainer mod)
        {
            DirectoryInfo directoryInfo = new DirectoryInfo(codeDir);

            if (!directoryInfo.Exists)
            {
                MLog.Error("Code directory " + codeDir + " does not exist!");
                return(string.Empty);
            }
            string assemblyPath = ModPaths.GetAssemblyPath(mod, directoryInfo.Name);

            if (File.Exists(assemblyPath))
            {
                return(assemblyPath);
            }
            CompilerParameters compilerParameters = new CompilerParameters
            {
                GenerateExecutable = false,
                GenerateInMemory   = false,
                OutputAssembly     = assemblyPath
            };

            compilerParameters.ReferencedAssemblies.AddRange((from a in AppDomain.CurrentDomain.GetAssemblies().Where(delegate(Assembly a)
            {
                bool result;
                try
                {
                    result = !string.IsNullOrEmpty(a.Location);
                }
                catch (NotSupportedException)
                {
                    result = false;
                }
                return(result);
            })
                                                              select a.Location).ToArray <string>());
            string[] array = (from f in directoryInfo.GetFiles("*.cs", SearchOption.AllDirectories)
                              select f.FullName).ToArray <string>();
            if (array.Length == 0)
            {
                MLog.Error("Code directory " + codeDir + " does not contain any source files!");
            }
            CSharpCompiler.CodeCompiler codeCompiler    = new CSharpCompiler.CodeCompiler();
            CompilerResults             compilerResults = codeCompiler.CompileAssemblyFromFileBatch(compilerParameters, array);

            foreach (object obj in compilerResults.Errors)
            {
                CompilerError compilerError = (CompilerError)obj;
                string        message       = compilerError.ToString();
                if (compilerError.IsWarning)
                {
                    MLog.Warn(message);
                }
                else
                {
                    MLog.Error(message);
                }
            }
            if (compilerResults.Errors.HasErrors)
            {
                MLog.Error("There were errors compiling the ScriptAssembly at " + codeDir + "!");
            }
            return(assemblyPath);
        }