private static void BuildBoltUnitOptions() { DictionaryAsset projectSettings = AssetDatabase.LoadAssetAtPath(PathUtility.FromProject(LudiqCore.Paths.projectSettings), typeof(DictionaryAsset)) as DictionaryAsset; List <LooseAssemblyName> assemblyOptions = projectSettings.dictionary["assemblyOptions"] as List <LooseAssemblyName>; if (!assemblyOptions.Contains("FMODUnity")) { assemblyOptions.Add("FMODUnity"); } if (!assemblyOptions.Contains("FMODUnityResonance")) { assemblyOptions.Add("FMODUnityResonance"); } List <Type> typeOptions = projectSettings.dictionary["typeOptions"] as List <Type>; Assembly fmodUnityAssembly = Assembly.Load("FMODUnity"); Assembly fmodUnityResonanceAssembly = Assembly.Load("FMODUnityResonance"); List <Type> allTypes = new List <Type>(GetTypesForNamespace(fmodUnityAssembly, "FMOD")); allTypes.AddRange(GetTypesForNamespace(fmodUnityAssembly, "FMOD.Studio")); foreach (Type type in allTypes) { if (!typeOptions.Contains(type)) { typeOptions.Add(type); } } UnitBase.Build(); }
private static void BuildBoltUnitOptions() { #if (UNITY_BOLT_EXIST) DictionaryAsset projectSettings = AssetDatabase.LoadAssetAtPath(PathUtility.FromProject(LudiqCore.Paths.projectSettings), typeof(DictionaryAsset)) as DictionaryAsset; List <LooseAssemblyName> assemblyOptions = projectSettings.dictionary["assemblyOptions"] as List <LooseAssemblyName>; #else List <LooseAssemblyName> assemblyOptions = BoltCore.Configuration.assemblyOptions; #endif if (!assemblyOptions.Contains("FMODUnity")) { assemblyOptions.Add("FMODUnity"); } if (!assemblyOptions.Contains("FMODUnityResonance")) { assemblyOptions.Add("FMODUnityResonance"); } #if (UNITY_BOLT_EXIST) List <Type> typeOptions = projectSettings.dictionary["typeOptions"] as List <Type>; #else List <Type> typeOptions = BoltCore.Configuration.typeOptions; #endif Assembly fmodUnityAssembly = Assembly.Load("FMODUnity"); Assembly fmodUnityResonanceAssembly = Assembly.Load("FMODUnityResonance"); List <Type> allTypes = new List <Type>(GetTypesForNamespace(fmodUnityAssembly, "FMOD")); allTypes.AddRange(GetTypesForNamespace(fmodUnityAssembly, "FMOD.Studio")); foreach (Type type in allTypes) { if (!typeOptions.Contains(type)) { typeOptions.Add(type); } } Codebase.UpdateSettings(); #if (UNITY_BOLT_EXIST) UnitBase.Build(); #else UnitBase.Rebuild(); #endif }