using UnityEditor; using UnityEngine; /// /// 同步程序集上下文。 /// public static class SyncAssemblyContent { public static void RefreshAssembly() { var hotUpdateAssemblyFiles = HybridCLR.Editor.SettingsUtil.HotUpdateAssemblyFilesIncludePreserved; var aotAssemblyNames = HybridCLR.Editor.SettingsUtil.AOTAssemblyNames; // 检查两个列表是否都为空,如果是,记录日志并返回。 if (hotUpdateAssemblyFiles.Count == 0 && aotAssemblyNames.Count == 0) { Debug.Log("HybridCLR.Editor.SettingsUtil 程序集列表值为空"); return; } // 如果列表不为空,则更新相应的设置。 if (hotUpdateAssemblyFiles.Count > 0) { SettingsUtils.SetHybridCLRHotUpdateAssemblies(hotUpdateAssemblyFiles); } if (aotAssemblyNames.Count > 0) { SettingsUtils.SetHybridCLRAOTMetaAssemblies(aotAssemblyNames); } AssetDatabase.Refresh(); AssetDatabase.SaveAssets(); } }