private static void RestoreUnityObjects() { if (BuildPipeline.isBuildingPlayer == false) { try { unityObjectsAssetsNeedReverting = false; if (obfuscator == null) { //Load Settings var var_Settings = new Setting.Settings(); var_Settings.LoadSettings(); #if UNITY_2018_2_OR_NEWER var_Settings.IsLaterUnity_2018_2 = true; #endif obfuscator = new Obfuscator(var_Settings); } obfuscator.RevertAssets(); EditorApplication.update -= RestoreUnityObjects; } catch (Exception e) { unityObjectsAssetsNeedReverting = true; UnityEngine.Debug.LogWarning("[OPS.OBF] " + e.ToString()); } } }
public static void OnPostProcessScene() { if (!hasObfuscated) { if (BuildPipeline.isBuildingPlayer && !EditorApplication.isPlayingOrWillChangePlaymode) { //Load Settings var var_Settings = new Setting.Settings(); var_Settings.LoadSettings(); #if UNITY_2018_2_OR_NEWER var_Settings.IsLaterUnity_2018_2 = true; #endif //Init obfuscator = new Obfuscator(var_Settings); //Obfuscate Assemblies bool var_NoError = obfuscator.Obfuscate(UnityEditor.EditorUserBuildSettings.activeBuildTarget, new System.Collections.Generic.List <string>()); if (var_NoError) { // EditorApplication.update += RestoreAssemblies; assemblysNeedReverting = true; //Save Assemblies obfuscator.Save(); } hasObfuscated = true; } } }
public static void OnPostProcessScene() { if (!hasObfuscated) { if (BuildPipeline.isBuildingPlayer && !EditorApplication.isPlayingOrWillChangePlaymode) { try { UnityEditor.EditorApplication.LockReloadAssemblies(); //Load Settings var var_Settings = new Setting.Settings(); var_Settings.LoadSettings(); #if UNITY_2018_2_OR_NEWER var_Settings.IsLaterUnity_2018_2 = true; #endif //Init obfuscator = new Obfuscator(var_Settings); //Obfuscate Assemblies bool var_NoError = obfuscator.Obfuscate(UnityEditor.EditorUserBuildSettings.activeBuildTarget, new System.Collections.Generic.List <string>()); if (var_NoError) { // EditorApplication.update += RestoreAssemblies; assemblysNeedReverting = true; //Obfuscate Assets obfuscator.ObfuscateAssets(); // EditorApplication.update += RestoreUnityObjects; unityObjectsAssetsNeedReverting = true; //Save Assemblies obfuscator.Save(); } hasObfuscated = true; } catch (Exception e) { UnityEngine.Debug.LogError("[OPS] Error: " + e.ToString()); } finally { UnityEditor.EditorApplication.UnlockReloadAssemblies(); } } } }