public IEnumerable <AssemblyInfo> Compile(IProgressBar progressBar = null) { #if UNITY_2018_1_OR_NEWER var assemblies = CompilationPipeline.GetAssemblies(AssembliesType.Player); #else var assemblies = CompilationPipeline.GetAssemblies(); #endif #if UNITY_2018_2_OR_NEWER if (progressBar != null) { var numAssemblies = assemblies.Length; progressBar.Initialize("Assembly Compilation", "Compiling project scripts", numAssemblies); m_OnAssemblyCompilationStarted = s => { progressBar.AdvanceProgressBar(Path.GetFileName(s)); }; CompilationPipeline.assemblyCompilationStarted += m_OnAssemblyCompilationStarted; } CompilationPipeline.assemblyCompilationFinished += OnAssemblyCompilationFinished; m_OutputFolder = FileUtil.GetUniqueTempPathInProject(); var input = new ScriptCompilationSettings { target = EditorUserBuildSettings.activeBuildTarget, group = EditorUserBuildSettings.selectedBuildTargetGroup }; var compilationResult = PlayerBuildInterface.CompilePlayerScripts(input, m_OutputFolder); if (progressBar != null) { progressBar.ClearProgressBar(); } if (!m_Success) { Dispose(); throw new AssemblyCompilationException(); } var compiledAssemblyPaths = compilationResult.assemblies.Select(assembly => Path.Combine(m_OutputFolder, assembly)); #else // fallback to CompilationPipeline assemblies var compiledAssemblyPaths = CompilationPipeline.GetAssemblies() .Where(a => a.flags != AssemblyFlags.EditorAssembly).Select(assembly => assembly.outputPath); #endif var assemblyInfos = new List <AssemblyInfo>(); foreach (var compiledAssemblyPath in compiledAssemblyPaths) { var assemblyInfo = AssemblyHelper.GetAssemblyInfoFromAssemblyPath(compiledAssemblyPath); var assembly = assemblies.First(a => a.name.Equals(assemblyInfo.name)); var sourcePaths = assembly.sourceFiles.Select(file => file.Remove(0, assemblyInfo.relativePath.Length + 1)); assemblyInfo.sourcePaths = sourcePaths.ToArray(); assemblyInfos.Add(assemblyInfo); } return(assemblyInfos); }