jump-game/Jump Game/Library/PackageCache/com.unity.ide.rider@1.1.0/Rider/Editor/RiderInitializer.cs
2020-01-29 10:05:38 +02:00

48 lines
1.7 KiB
C#

using System;
using System.IO;
using System.Linq;
using System.Reflection;
using UnityEngine;
namespace Packages.Rider.Editor
{
internal class RiderInitializer
{
public void Initialize(string editorPath)
{
if (EditorPluginInterop.EditorPluginIsLoadedFromAssets())
{
Debug.LogError($"Please delete {EditorPluginInterop.GetEditorPluginAssembly().Location}. Unity 2019.2+ loads it directly from Rider installation. To disable this, open Rider's settings, search and uncheck 'Automatically install and update Rider's Unity editor plugin'.");
return;
}
var dllName = "JetBrains.Rider.Unity.Editor.Plugin.Full.Repacked.dll";
var relPath = "../../plugins/rider-unity/EditorPlugin";
if (SystemInfo.operatingSystemFamily == OperatingSystemFamily.MacOSX)
relPath = "Contents/plugins/rider-unity/EditorPlugin";
var dllFile = new FileInfo(Path.Combine(Path.Combine(editorPath, relPath), dllName));
if (dllFile.Exists)
{
// doesn't lock assembly on disk
var bytes = File.ReadAllBytes(dllFile.FullName);
var pdbFile = new FileInfo(Path.ChangeExtension(dllFile.FullName, ".pdb"));
if (pdbFile.Exists)
{
AppDomain.CurrentDomain.Load(bytes, File.ReadAllBytes(pdbFile.FullName));
}
else
{
AppDomain.CurrentDomain.Load(bytes);
// AppDomain.CurrentDomain.Load(AssemblyName.GetAssemblyName(dllFile.FullName)); // use this for external source debug
}
EditorPluginInterop.InitEntryPoint();
}
else
{
Debug.Log((object) ($"Unable to find Rider EditorPlugin {dllFile.FullName} for Unity "));
}
}
}
}