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