1.介紹
熱多載是在 Editor 打開的狀態下創建或編輯腳本并立即應用腳本行為的程序,無需重新啟動應用程式和 Editor 即可使更改生效,更改并保存腳本時,Unity 會熱多載所有當前加載的腳本資料,
2.實作原理
1.OperaComponentUpdateSystem.cs
點擊R重新裝載Logic_.dl,Logic_pdb
if (Input.GetKeyDown(KeyCode.R))
{
//重新讀取"Codes/Hotfix/","Codes/HotfixView/"目錄打出來的dll,pdb
CodeLoader.Instance.LoadHotfix();
//將重新讀取的反射型別添加到EventSystem
Game.EventSystem.Add(CodeLoader.Instance.GetTypes());
//重新裝載反射
Game.EventSystem.Load();
Log.Debug("hot reload success!");
}
2.BuildAssemblieEditor.cs
編譯dll
[MenuItem("Tools/BuildData _F7")]
public static void BuildData()
{
//編譯Model/ModelView下的cs為data.dll/pdb
BuildAssemblieEditor.BuildMuteAssembly("Data", new []
{
"Codes/Model/",
"Codes/ModelView/",
}, Array.Empty<string>(), CodeOptimization.Debug);
}
[MenuItem("Tools/BuildLogic _F8")]
public static void BuildLogic()
{
string[] logicFiles = Directory.GetFiles(Define.BuildOutputDir, "Logic_*");
foreach (string file in logicFiles)
{
File.Delete(file);
}
int random = RandomHelper.RandomNumber(100000000, 999999999);
string logicFile = $"Logic_{random}";
//編譯Hotfix/HotfixView下的cs為Logic_.dll/pdb
BuildAssemblieEditor.BuildMuteAssembly(logicFile, new []
{
"Codes/Hotfix/",
"Codes/HotfixView/",
}, new[]{Path.Combine(Define.BuildOutputDir, "Data.dll")}, CodeOptimization.Debug);
}
3. CodeLoader.cs
重新讀取"Codes/Hotfix/","Codes/HotfixView/"目錄打出來的dll,pdb
public void LoadHotfix()
{
// Unity在這里搞了個優化,認為同一個路徑的dll,回傳的程式集就一樣,所以這里每次編譯都要隨機名字
string[] logicFiles = Directory.GetFiles(Define.BuildOutputDir, "Logic_*.dll");
if (logicFiles.Length != 1)
{
throw new Exception("Logic dll count != 1");
}
//讀取logic_.dll/pdb
string logicName = Path.GetFileNameWithoutExtension(logicFiles[0]);
byte[] assBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, $"{logicName}.dll"));
byte[] pdbBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, $"{logicName}.pdb"));
Assembly hotfixAssembly = Assembly.Load(assBytes, pdbBytes);
//將data.dll和logic_.dll的反射型別保存給allTypes變數
List<Type> listType = new List<Type>();
listType.AddRange(this.assembly.GetTypes());
listType.AddRange(hotfixAssembly.GetTypes());
this.allTypes = listType.ToArray();
}
4.EventSystem.cs
重新加載dll的反射型別,并重新呼叫所有loaders佇列中的物體的loadsystem類的run方法
public void Add(Type[] addTypes)
{
this.allTypes.Clear();
foreach (Type addType in addTypes)
{
this.allTypes[addType.FullName] = addType;
}
this.types.Clear();
//獲取所有繼承BaseAttribute的型別
List<Type> baseAttributeTypes = GetBaseAttributes(addTypes);
foreach (Type baseAttributeType in baseAttributeTypes)
{
foreach (Type type in addTypes)
{
if (type.IsAbstract)
{
continue;
}
object[] objects = type.GetCustomAttributes(baseAttributeType, true);
if (objects.Length == 0)
{
continue;
}
//將同型別的特性存在一個字典
this.types.Add(baseAttributeType, type);
}
}
this.typeSystems = new TypeSystems();
//遍歷所有ObjectSystemAttribute
foreach (Type type in this.GetTypes(typeof (ObjectSystemAttribute)))
{
object obj = Activator.CreateInstance(type);
if (obj is ISystemType iSystemType)
{
//將每個類打上ObjectSystem標簽的類存字典
OneTypeSystems oneTypeSystems = this.typeSystems.GetOrCreateOneTypeSystems(iSystemType.Type());
oneTypeSystems.Add(iSystemType.SystemType(), obj);
}
}
this.allEvents.Clear();
//遍歷所有EventAttribute
foreach (Type type in types[typeof (EventAttribute)])
{
IEvent obj = Activator.CreateInstance(type) as IEvent;
if (obj == null)
{
throw new Exception($"type not is AEvent: {obj.GetType().Name}");
}
Type eventType = obj.GetEventType();
if (!this.allEvents.ContainsKey(eventType))
{
this.allEvents.Add(eventType, new List<object>());
}
//將同一個eventType的類存入allEvents字典
this.allEvents[eventType].Add(obj);
}
}
public void Load()
{
while (this.loaders.Count > 0)
{
//取到loaders佇列的entity
long instanceId = this.loaders.Dequeue();
Entity component;
if (!this.allEntities.TryGetValue(instanceId, out component))
{
continue;
}
if (component.IsDisposed)
{
continue;
}
//獲得entity繼承ILoadSystem的類
List<object> iLoadSystems = this.typeSystems.GetSystems(component.GetType(), typeof (ILoadSystem));
if (iLoadSystems == null)
{
continue;
}
//loaders取出的instanceId壓入loaders2
this.loaders2.Enqueue(instanceId);
foreach (ILoadSystem iLoadSystem in iLoadSystems)
{
try
{
//運行load方法
iLoadSystem.Run(component);
}
catch (Exception e)
{
Log.Error(e);
}
}
}
//將loaders和loaders2交換,方便下次使用
ObjectHelper.Swap(ref this.loaders, ref this.loaders2);
}
3.熱多載的使用
1.運行前按F7,F8編譯data.dll和logic_.dll
2.運行中修改"Codes/Hotfix/","Codes/HotfixView/"目錄下的代碼時按F8然后R就能實作熱多載
3.建議物體的初始化方法封裝一個函式,在AwakeSystem呼叫的,然后也要寫個LoadSystem呼叫該初始化方法,才可以實作物體的初始化重繪熱多載
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標籤:其他
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