modify
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f1c33b80bb
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@ -6,14 +6,6 @@ namespace AlicizaX.Editor
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{
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{
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public static class BuilderGenerate
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public static class BuilderGenerate
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{
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{
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public static void GenerateAssemblyLoadData()
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{
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AssemblyLoadData assemblyLoadData = new AssemblyLoadData();
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assemblyLoadData.HotUpdateAssemblies = HybridCLR.Editor.SettingsUtil.HotUpdateAssemblyFilesIncludePreserved;
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File.WriteAllText("Assets/Resources/AssemblyLoadData.bytes", Utility.Json.ToJson(assemblyLoadData));
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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}
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public static void GeneratAppBuilderSetting(Language language, bool debugMode, int resMode)
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public static void GeneratAppBuilderSetting(Language language, bool debugMode, int resMode)
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{
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{
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@ -6,6 +6,19 @@ namespace AlicizaX.Runtime
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[Serializable]
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[Serializable]
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public class AppBuilderSetting
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public class AppBuilderSetting
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{
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{
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public static bool EnableHybirdCLR
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{
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get
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{
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#if ENABLE_HYBRIDCLR
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return true;
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#else
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return false;
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#endif
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}
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}
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public static AppBuilderSetting Instance
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public static AppBuilderSetting Instance
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{
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{
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get
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get
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@ -1,43 +0,0 @@
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using System;
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using System.Collections.Generic;
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using AlicizaX.Runtime;
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using UnityEngine;
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using UnityEngine.Serialization;
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/// <summary>
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/// HybridCLRCustomGlobalSettings.
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/// </summary>
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[Serializable]
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public class AssemblyLoadData
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{
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public static bool Enable
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{
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get
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{
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#if ENABLE_HYBRIDCLR
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return true;
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#else
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return false;
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#endif
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}
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}
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public static AssemblyLoadData Instance
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{
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get
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{
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if (_instance == null)
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{
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TextAsset text = Resources.Load<TextAsset>("AssemblyLoadData");
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_instance = Utility.Json.ToObject<AssemblyLoadData>(text.text);
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}
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return _instance;
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}
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}
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private static AssemblyLoadData _instance;
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public List<string> HotUpdateAssemblies = new List<string>()
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{ "GameLib.dll", "GameProto.dll", "GameBase.dll", "GameLogic.dll" };
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}
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@ -1,3 +0,0 @@
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fileFormatVersion: 2
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guid: 7c0f00a264c34df985e6c6b6e3f8b353
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timeCreated: 1737524712
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