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)); }
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)); }
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); } }
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); } }
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); }