UnityEditor.CodeStrippingUtils.GenerateDependencies C# (CSharp) Method

GenerateDependencies() public static method

public static GenerateDependencies ( string strippedAssemblyDir, RuntimeClassRegistry rcr, HashSet &nativeClasses, HashSet &nativeModules ) : void
strippedAssemblyDir string
rcr RuntimeClassRegistry
nativeClasses HashSet
nativeModules HashSet
return void
        public static void GenerateDependencies(string strippedAssemblyDir, RuntimeClassRegistry rcr, out HashSet<string> nativeClasses, out HashSet<string> nativeModules)
        {
            string[] userAssemblies = GetUserAssemblies(strippedAssemblyDir);
            nativeClasses = !PlayerSettings.stripEngineCode ? null : GenerateNativeClassList(rcr, strippedAssemblyDir, userAssemblies);
            if (nativeClasses != null)
            {
                ExcludeModuleManagers(ref nativeClasses);
            }
            nativeModules = GetNativeModulesToRegister(nativeClasses);
            AssemblyReferenceChecker checker = new AssemblyReferenceChecker();
            checker.CollectReferencesFromRoots(strippedAssemblyDir, userAssemblies, true, 0f, true);
            if (checker.HasDefinedMethod("OnGUI"))
            {
                nativeModules.Add("IMGUI");
            }
        }

Usage Example

コード例 #1
0
        public static void WriteModuleAndClassRegistrationFile(string strippedAssemblyDir, string icallsListFile, string outputDir, RuntimeClassRegistry rcr, IEnumerable <string> classesToSkip)
        {
            HashSet <string> nativeClasses;
            HashSet <string> nativeModules;

            CodeStrippingUtils.GenerateDependencies(strippedAssemblyDir, icallsListFile, rcr, out nativeClasses, out nativeModules);
            CodeStrippingUtils.WriteModuleAndClassRegistrationFile(Path.Combine(outputDir, "UnityClassRegistration.cpp"), nativeModules, nativeClasses, new HashSet <string>(classesToSkip));
        }
All Usage Examples Of UnityEditor.CodeStrippingUtils::GenerateDependencies