GetCompilationExtension() private static method

private static GetCompilationExtension ( ) : ICompilationExtension
return ICompilationExtension
Esempio n. 1
0
        public static bool WeaveUnetFromEditor(string assemblyPath, string destPath, string unityEngine, string unityUNet, bool buildingForEditor)
        {
            Console.WriteLine("WeaveUnetFromEditor " + assemblyPath);
            string[]          assemblyPaths;
            IAssemblyResolver assemblyResolver;

            Weaver.QueryAssemblyPathsAndResolver(Weaver.GetCompilationExtension(), assemblyPath, buildingForEditor, out assemblyPaths, out assemblyResolver);
            return(Weaver.WeaveInto(unityUNet, destPath, unityEngine, assemblyPath, assemblyPaths, assemblyResolver));
        }
Esempio n. 2
0
        public static bool WeaveUnetFromEditor(IEnumerable <MonoIsland> islands, string assemblyPath, string destPath, string unityEngine, string unityUNet, bool buildingForEditor)
        {
            Console.WriteLine("WeaveUnetFromEditor " + assemblyPath);
            ICompilationExtension compilationExtension = Weaver.GetCompilationExtension();

            string[]          extraAssemblyPaths;
            IAssemblyResolver assemblyResolver;

            Weaver.QueryAssemblyPathsAndResolver(compilationExtension, assemblyPath, buildingForEditor, out extraAssemblyPaths, out assemblyResolver);
            return(Weaver.WeaveInto(islands, unityUNet, destPath, unityEngine, assemblyPath, extraAssemblyPaths, assemblyResolver));
        }
Esempio n. 3
0
        public static void WeaveAssembliesInFolder(string folder, string playerPackage)
        {
            ICompilationExtension compilationExtension = Weaver.GetCompilationExtension();
            string unityEngine = Path.Combine(folder, "UnityEngine.dll");

            foreach (string str in ((IEnumerable <string>)Directory.GetFiles(folder)).Where <string>((Func <string, bool>)(f => Weaver.ShouldWeave(Path.GetFileName(f)))))
            {
                string[]          assemblyPaths;
                IAssemblyResolver assemblyResolver;
                Weaver.QueryAssemblyPathsAndResolver(compilationExtension, str, false, out assemblyPaths, out assemblyResolver);
                Weaver.WeaveInto(str, str, unityEngine, playerPackage, assemblyPaths, assemblyResolver);
            }
        }
Esempio n. 4
0
        public static void WeaveAssembliesInFolder(string folder, string playerPackage)
        {
            ICompilationExtension compilationExtension = Weaver.GetCompilationExtension();
            string unityEngine = Path.Combine(folder, "UnityEngine.dll");

            foreach (string current in from f in Directory.GetFiles(folder)
                     where Weaver.ShouldWeave(Path.GetFileName(f))
                     select f)
            {
                string[]          extraAssemblyPaths;
                IAssemblyResolver assemblyResolver;
                Weaver.QueryAssemblyPathsAndResolver(compilationExtension, current, false, out extraAssemblyPaths, out assemblyResolver);
                Weaver.WeaveInto(current, current, unityEngine, playerPackage, extraAssemblyPaths, assemblyResolver);
            }
        }
Esempio n. 5
0
        public static bool WeaveUnetFromEditor(ScriptAssembly assembly, string assemblyDirectory, string outputDirectory, string unityEngine, string unityUNet, bool buildingForEditor)
        {
            bool result;

            if ((assembly.Flags & AssemblyFlags.EditorOnly) == AssemblyFlags.EditorOnly)
            {
                result = true;
            }
            else
            {
                string text = Path.Combine(assemblyDirectory, assembly.Filename);
                ICompilationExtension compilationExtension = Weaver.GetCompilationExtension();
                string[]          extraAssemblyPaths;
                IAssemblyResolver assemblyResolver;
                Weaver.QueryAssemblyPathsAndResolver(compilationExtension, text, buildingForEditor, out extraAssemblyPaths, out assemblyResolver);
                result = Weaver.WeaveInto(assembly, text, outputDirectory, unityEngine, unityUNet, extraAssemblyPaths, assemblyResolver);
            }
            return(result);
        }