private static MonoIsland CreateMonoIsland(SupportedLanguage language) { const string kInputFilePath = "Packages/com.unity.inputsystem/InputSystem"; var outputAssemblyPath = Path.GetTempFileName(); var options = EditorScriptCompilationOptions.BuildingForEditor; var buildTarget = UnityEditor.EditorUserBuildSettings.activeBuildTarget; var buildTargetGroup = UnityEditor.EditorUserBuildSettings.activeBuildTargetGroup; var defines = ieu.GetCompilationDefines(options, buildTargetGroup, buildTarget); var references = new List <string>(); references.Add(ieu.GetEngineAssemblyPath()); references.Add(ieu.GetEngineCoreModuleAssemblyPath()); references.Add(ieu.GetEditorAssemblyPath()); references.AddRange(ModuleUtils.GetAdditionalReferencesForUserScripts()); #if UNITY_EDITOR_OSX references.Add(Path.Combine(EditorApplication.applicationContentsPath, "UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll")); #elif UNITY_EDITOR_WIN references.Add(Path.Combine(Path.GetDirectoryName(EditorApplication.applicationPath), "Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll")); #endif var unityAssemblies = InternalEditorUtility.GetUnityAssemblies(true, buildTargetGroup, buildTarget); foreach (var asm in unityAssemblies) { references.Add(asm.Path); } var apiCompatibilityLevel = PlayerSettings.GetApiCompatibilityLevel(EditorUserBuildSettings.activeBuildTargetGroup); // Hopefully the churn on these mono library helpers is over, this is going to be a bit a pain to // always chase. #if UNITY_2018_3_OR_NEWER && !(UNITY_2019_1_OR_NEWER) var scriptAssembly = new ScriptAssembly { Filename = AssetPath.GetFileName(outputAssemblyPath), Flags = AssemblyFlags.None }; references.AddRange(MonoLibraryHelpers.GetSystemLibraryReferences(apiCompatibilityLevel, buildTarget, language, true, scriptAssembly)); #elif UNITY_2019_1_OR_NEWER references.AddRange(MonoLibraryHelpers.GetSystemLibraryReferences(apiCompatibilityLevel, buildTarget, language)); #endif var sources = new List <string>(); sources.AddRange(Directory.GetFiles(kInputFilePath, "*.cs", SearchOption.AllDirectories)); var island = new MonoIsland(buildTarget, apiCompatibilityLevel, true, sources.ToArray(), references.ToArray(), defines, outputAssemblyPath); return(island); }
internal static string[] GetPrecompiledAssemblyPaths(PrecompiledAssemblySources precompiledAssemblySources, PrecompiledAssemblyProviderBase precompiledAssemblyProvider, BuildTargetGroup buildTargetGroup, BuildTarget buildTarget) { HashSet <string> assemblyNames = new HashSet <string>(); sc.AssemblyFlags flags = sc.AssemblyFlags.None; if ((precompiledAssemblySources & PrecompiledAssemblySources.SystemAssembly) != 0) { foreach (var a in MonoLibraryHelpers.GetSystemLibraryReferences(ApiCompatibilityLevel.NET_Unity_4_8)) { assemblyNames.Add(a); } } if ((precompiledAssemblySources & (PrecompiledAssemblySources.UnityEngine | precompiledAssemblySources & PrecompiledAssemblySources.UnityAssembly)) != 0) { flags |= sc.AssemblyFlags.UnityModule; } if ((precompiledAssemblySources & (PrecompiledAssemblySources.UnityEditor | precompiledAssemblySources & PrecompiledAssemblySources.UnityAssembly)) != 0) { flags |= sc.AssemblyFlags.EditorOnly; } if ((precompiledAssemblySources & PrecompiledAssemblySources.UserAssembly) != 0) { flags |= sc.AssemblyFlags.UserAssembly; } var precompiledAssemblies = precompiledAssemblyProvider.GetPrecompiledAssemblies( EditorScriptCompilationOptions.BuildingForEditor | EditorScriptCompilationOptions.BuildingWithAsserts, buildTargetGroup, buildTarget) .Concat(precompiledAssemblyProvider.GetUnityAssemblies(true, buildTarget)); foreach (var a in precompiledAssemblies.Where(x => (x.Flags & flags) != 0)) { assemblyNames.Add(a.Path); } return(assemblyNames.ToArray()); }
internal static string[] GetPrecompiledAssemblyPaths(EditorCompilation editorCompilation, PrecompiledAssemblySources precompiledAssemblySources) { HashSet <string> assemblyNames = new HashSet <string>(); sc.AssemblyFlags flags = sc.AssemblyFlags.None; if ((precompiledAssemblySources & PrecompiledAssemblySources.SystemAssembly) != 0) { var apiCompat = (EditorApplication.scriptingRuntimeVersion == ScriptingRuntimeVersion.Latest) ? ApiCompatibilityLevel.NET_4_6 : ApiCompatibilityLevel.NET_2_0; foreach (var a in MonoLibraryHelpers.GetSystemLibraryReferences(apiCompat, Scripting.ScriptCompilers.CSharpSupportedLanguage)) { assemblyNames.Add(a); } } if ((precompiledAssemblySources & PrecompiledAssemblySources.UnityEngine) != 0) { flags |= sc.AssemblyFlags.UnityModule; } if ((precompiledAssemblySources & PrecompiledAssemblySources.UnityEditor) != 0) { flags |= sc.AssemblyFlags.EditorOnly; } if ((precompiledAssemblySources & PrecompiledAssemblySources.UserAssembly) != 0) { flags |= sc.AssemblyFlags.UserAssembly; } var precompiledAssemblies = editorCompilation.GetAllPrecompiledAssemblies().Concat(EditorCompilationInterface.Instance.GetUnityAssemblies()); foreach (var a in precompiledAssemblies.Where(x => (x.Flags & flags) != 0)) { assemblyNames.Add(a.Path); } return(assemblyNames.ToArray()); }
internal static string[] GetPrecompiledAssemblyPaths(PrecompiledAssemblySources precompiledAssemblySources, IPrecompiledAssemblyProvider precompiledAssemblyProvider) { HashSet <string> assemblyNames = new HashSet <string>(); sc.AssemblyFlags flags = sc.AssemblyFlags.None; if ((precompiledAssemblySources & PrecompiledAssemblySources.SystemAssembly) != 0) { foreach (var a in MonoLibraryHelpers.GetSystemLibraryReferences(ApiCompatibilityLevel.NET_4_6, Scripting.ScriptCompilers.CSharpSupportedLanguage)) { assemblyNames.Add(a); } } if ((precompiledAssemblySources & PrecompiledAssemblySources.UnityEngine) != 0) { flags |= sc.AssemblyFlags.UnityModule; } if ((precompiledAssemblySources & PrecompiledAssemblySources.UnityEditor) != 0) { flags |= sc.AssemblyFlags.EditorOnly; } if ((precompiledAssemblySources & PrecompiledAssemblySources.UserAssembly) != 0) { flags |= sc.AssemblyFlags.UserAssembly; } var precompiledAssemblies = precompiledAssemblyProvider.GetPrecompiledAssemblies(true, EditorUserBuildSettings.activeBuildTargetGroup, EditorUserBuildSettings.activeBuildTarget).Concat(EditorCompilationInterface.Instance.GetUnityAssemblies()); foreach (var a in precompiledAssemblies.Where(x => (x.Flags & flags) != 0)) { assemblyNames.Add(a.Path); } return(assemblyNames.ToArray()); }