Пример #1
0
    public static void GenBindings()
    {
        //var d = typeof(UnityEngine.MonoBehaviour).GetConstructors();
        //Debug.Log("d.length=" + d.Length);
        //return;

        if (EditorApplication.isCompiling)
        {
            EditorUtility.DisplayDialog("提示",
                                        "等待Unity编译完再点",
                                        "确定"
                                        );
            return;
        }

        Type[]           arrEnums, arrClasses;
        HashSet <string> bridgeTypes;

        if (!JSBindingSettings.CheckClasses(out arrEnums, out arrClasses, out bridgeTypes))
        {
            return;
        }

        JSDataExchangeEditor.reset();
        UnityEngineManual.initManual();
        CSGenerator.GenBindings(arrEnums, arrClasses);
        JSGenerator.GenBindings(arrEnums, arrClasses);
        CSWrapGenerator.GenWraps(arrEnums, arrClasses, bridgeTypes);

        AssetDatabase.Refresh();
    }
Пример #2
0
    public static void GenBindings()
    {
        if (EditorApplication.isCompiling)
        {
            EditorUtility.DisplayDialog("Tip:", "please wait EditorApplication compiling", "OK");
            return;
        }

        Type[] classes = JSBindingSettings.CheckClassBindings();
        if (classes == null)
        {
            return;
        }

//		if (!EditorUtility.DisplayDialog("Tip",
//		                                 "Files in these directories will all be deleted and re-created: \n" +
//                                         JSBindingSettings.csGenDir + "\n",
//                                         "OK", "Cancel")
//		    )
//		{
//			return;
//		}

        CSGenerator.Log                  = JSGenerator.Log = Debug.Log;
        CSGenerator.LogError             = JSGenerator.LogError = Debug.LogError;
        JSGenerator.Application_dataPath = Application.dataPath;

        JSDataExchangeEditor.reset();
        UnityEngineManual.InitManual();
        CSGenerator.GenBindings(classes);
        JSGenerator.GenBindings(classes, JSBindingSettings.enums);
        UnityEngineManual.AfterUse();

        AssetDatabase.Refresh();
    }