2023年11月29日发(作者:)
Unity热更新笔记(三)Addressable+ILRuntime实现代码热更
系列⽂章⽬录
⽬录
简介
把热更项⽬的 DLL 作为 addressable 的资源来实现热更新
流程
资源部分
(1)addressable 是不⽀持 dll 的,所以需要把 dll ⽂件加⼯成 addressable ⽀持的格式
(2)直接 lBytes 读取成 bytes 然后 llBytes 保存
(3)保存⽂件的后缀为 .bytes (.txt 被会被转换成 UTF-8 编码导致加载出来跟源⽂件不符) (4)然后是正常的资源热更新
DLL 加载
(1)使⽤ TextAsset 类型加载⽂件
(2) 拿到需要的 byte[]
(3)后续就是正常的 ILRuntime 初始化了
DLL 转换代码
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[MenuItem("MyMenu/ILRuntime/DLL To byte[]")]
public static void DLLToBytes()
{
DLLToBytes(true);
}
[MenuItem("MyMenu/ILRuntime/DLL To byte[] (Choose Folder)")]
public static void DLLToBytes_Choose()
{
DLLToBytes(false);
}
private static void DLLToBytes(bool autoChoosePath)
{
string folderPath;
if (autoChoosePath)
folderPath = NormalPath;
else
folderPath= EditorUtility.OpenFolderPanel("选择 DLL 所在的⽂件夹", Application.dataPath + "/Addressable/ILRuntime", string.Empty);
if (string.IsNullOrEmpty(folderPath)) return;
DirectoryInfo directoryInfo = new DirectoryInfo(folderPath);
if (directoryInfo == null) return;
FileInfo[] fileInfos = directoryInfo.GetFiles();
List<FileInfo> listDLL = new List<FileInfo>();
List<FileInfo> listPDB = new List<FileInfo>();
for (int i = 0; i < fileInfos.Length; i++)
{
if (fileInfos[i].Extension == ".dll")
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if (fileInfos[i].Extension == ".dll")
{
listDLL.Add(fileInfos[i]);
}
else if (fileInfos[i].Extension == ".pdb")
{
listPDB.Add(fileInfos[i]);
}
}
if (listDLL.Count + listPDB.Count <= 0)
{
Debug.Log("⽂件夹下没有dll⽂件");
return;
}
else
{
Debug.Log("选择路径为:" + folderPath);
}
string savePath;
if (autoChoosePath)
savePath = NormalPath;
else
savePath = EditorUtility.OpenFolderPanel("选择 DLL 转换后保存的⽂件夹", Application.dataPath + "/Addressable/ILRuntime", string.Empty);
if (string.IsNullOrEmpty(savePath)) return;
Debug.Log("---开始转换 DLL ⽂件------------------");
string path = string.Empty;
for (int i = 0; i < listDLL.Count; i++)
{
path = $"{savePath}/{eNameWithoutExtension(listDLL[i].Name)}_dll_";
BytesToFile(path, FileToBytes(listDLL[i]));
}
Debug.Log("---DLL ⽂件转换结束------------------");
Debug.Log("---开始转换 PDB ⽂件------------------");
for (int i = 0; i < listPDB.Count; i++)
{
path = $"{savePath}/{eNameWithoutExtension(listPDB[i].Name)}_pdb_";
BytesToFile(path, FileToBytes(listPDB[i]));
}
Debug.Log("---PDB ⽂件转换结束------------------");
Debug.Log("导出路径为:" + savePath);
AssetDatabase.Refresh();
}
private static byte[] FileToBytes(FileInfo fileInfo)
{
return File.ReadAllBytes(fileInfo.FullName);
}
private static void BytesToFile(string path, byte[] bytes)
{
Debug.Log($"Path:{path}nlength:{}");
File.WriteAllBytes(path, bytes);
}
DLL 加载代码
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private static byte[] LoadFile(string path)
{
Debug.Log(path);
return System.IO.File.ReadAllBytes(path);
}
private static async Task<byte[]> LoadFile_Addressables(string path)
{
Debug.Log(path);
var text= await Addressables.LoadAssetAsync<TextAsset>(path).Task;
return text.bytes;
}
private static async Task<byte[]> LoadFile_WebRequest(string path)
{
var request = UnityWebRequest.Get("file:///" + DLLPath_File );
request.SendWebRequest();
while (!request.isDone)
await Task.Delay(200);
if (!string.IsNullOrEmpty(request.error))
Debug.LogError(request.error);
byte[] bytes = request.downloadHandler.data;
//
销毁请求对象
request.Dispose();
return bytes;
}


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