minigame-tuanjie-transform-sdk/Editor/PCHighPerformance/PCHPBuildPreProcessor.cs

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using UnityEngine;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEditor.SceneManagement;
using System.IO;
namespace WeChatWASM
{
/// <summary>
/// PC高性能小游戏构建预处理器
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///
/// 注入策略(优先级从高到低):
/// 1. 开发者已在场景中手动挂载 WXPCHPInitScript → 跳过注入
/// 2. WX_PCHP_ENABLED 宏已定义 → RuntimeInitializeOnLoadMethod 会自动创建,无需注入
/// 3. 走转换工具链但未手动挂载 → 兜底注入到首场景路径A 兼容)
///
/// 触发条件:
/// - 仅 Standalone (Windows/macOS) 构建时生效
/// - 未定义 WX_PCHP_ENABLED 时自动添加宏到 ScriptingDefineSymbols
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/// </summary>
public class PCHPBuildPreProcessor : IPreprocessBuildWithReport
{
private const string SDK_CLASS_NAME = "WeChatWASM.WXPCHPInitScript";
private const string SDK_GAMEOBJECT_NAME = "WXPCHPInitScript";
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private const string PCHP_DEFINE_SYMBOL = "WX_PCHP_ENABLED";
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public int callbackOrder => 0;
public void OnPreprocessBuild(BuildReport report)
{
var buildTarget = report.summary.platform;
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// 只处理 Standalone 构建
if (buildTarget != BuildTarget.StandaloneWindows64 &&
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buildTarget != BuildTarget.StandaloneOSX)
{
return;
}
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Debug.Log("[PC高性能模式] PCHPBuildPreProcessor 开始预处理");
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// 确保 WX_PCHP_ENABLED 宏已定义
EnsurePCHPDefineSymbol();
// 检查 SDK 脚本是否存在
var sdkType = FindTypeInAllAssemblies(SDK_CLASS_NAME);
if (sdkType == null)
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{
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Debug.LogWarning("[PC高性能模式] 未找到 WXPCHPInitScript 类型,跳过注入(可能需要重新编译)");
return;
}
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// 检查首场景是否已有 WXPCHPInitScript 组件
if (IsSDKAlreadyInFirstScene())
{
Debug.Log("[PC高性能模式] 首场景中已存在 WXPCHPInitScript跳过注入");
return;
}
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// RuntimeInitializeOnLoadMethod 会自动创建实例仅在路径A兼容模式下才注入
// 判断依据如果当前是从微信小游戏转换工具链触发的构建build target 此前是 WebGL/WeixinMiniGame
if (WXPCHPBuildHelper.IsPCHighPerformanceEnabled())
{
Debug.Log("[PC高性能模式] 转换工具链模式,兜底注入首场景");
InjectSDKToFirstScene(sdkType);
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}
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else
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{
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Debug.Log("[PC高性能模式] 非转换工具链模式,依赖 RuntimeInitializeOnLoadMethod 自动初始化");
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}
}
/// <summary>
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/// 确保 Standalone 平台的 ScriptingDefineSymbols 包含 WX_PCHP_ENABLED
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/// </summary>
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private void EnsurePCHPDefineSymbol()
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{
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var targetGroup = BuildTargetGroup.Standalone;
#if UNITY_2023_1_OR_NEWER
var namedTarget = UnityEditor.Build.NamedBuildTarget.Standalone;
var defines = PlayerSettings.GetScriptingDefineSymbols(namedTarget);
#else
var defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(targetGroup);
#endif
if (!defines.Contains(PCHP_DEFINE_SYMBOL))
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{
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var newDefines = string.IsNullOrEmpty(defines)
? PCHP_DEFINE_SYMBOL
: defines + ";" + PCHP_DEFINE_SYMBOL;
#if UNITY_2023_1_OR_NEWER
PlayerSettings.SetScriptingDefineSymbols(namedTarget, newDefines);
#else
PlayerSettings.SetScriptingDefineSymbolsForGroup(targetGroup, newDefines);
#endif
Debug.Log($"[PC高性能模式] 已自动添加 {PCHP_DEFINE_SYMBOL} 到 Standalone ScriptingDefineSymbols");
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}
}
/// <summary>
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/// 检查首场景是否已包含 WXPCHPInitScript 组件
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/// </summary>
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private bool IsSDKAlreadyInFirstScene()
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{
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var firstScenePath = GetFirstEnabledScene();
if (string.IsNullOrEmpty(firstScenePath)) return false;
var currentScenes = EditorSceneManager.GetSceneManagerSetup();
try
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{
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var scene = EditorSceneManager.OpenScene(firstScenePath, OpenSceneMode.Single);
var existing = GameObject.Find(SDK_GAMEOBJECT_NAME);
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if (existing != null)
{
// 检查是否真的挂载了正确的组件
var sdkType = FindTypeInAllAssemblies(SDK_CLASS_NAME);
if (sdkType != null && existing.GetComponent(sdkType) != null)
{
return true;
}
}
return false;
}
finally
{
RestoreScenes(currentScenes);
}
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}
/// <summary>
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/// 向首场景注入 SDK兜底方式
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/// </summary>
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private void InjectSDKToFirstScene(System.Type sdkType)
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{
var firstScenePath = GetFirstEnabledScene();
if (string.IsNullOrEmpty(firstScenePath))
{
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Debug.LogWarning("[PC高性能模式] 没有启用的场景,跳过注入");
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return;
}
var currentScenes = EditorSceneManager.GetSceneManagerSetup();
var scene = EditorSceneManager.OpenScene(firstScenePath, OpenSceneMode.Single);
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// 清理旧对象(兼容迁移)
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var oldSDK = GameObject.Find("EmbeddedAppletSDK");
if (oldSDK != null)
{
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Debug.Log("[PC高性能模式] 删除旧的 EmbeddedAppletSDK 对象");
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GameObject.DestroyImmediate(oldSDK);
}
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// 删除已存在的同名对象
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var existingSDK = GameObject.Find(SDK_GAMEOBJECT_NAME);
if (existingSDK != null)
{
GameObject.DestroyImmediate(existingSDK);
}
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// 创建并挂载
var assemblyName = sdkType.Assembly.GetName().Name;
if (assemblyName.Contains("Editor"))
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{
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Debug.LogError("[PC高性能模式] WXPCHPInitScript 在 Editor 程序集中,无法用于 Runtime");
throw new BuildFailedException("[PC高性能模式] WXPCHPInitScript 必须在 Runtime 程序集");
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}
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var sdkObject = new GameObject(SDK_GAMEOBJECT_NAME);
sdkObject.AddComponent(sdkType);
Debug.Log($"[PC高性能模式] ✅ 已在 [{scene.name}] 注入 {SDK_GAMEOBJECT_NAME}");
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EditorSceneManager.MarkSceneDirty(scene);
EditorSceneManager.SaveScene(scene);
RestoreScenes(currentScenes);
}
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private System.Type FindTypeInAllAssemblies(string typeName)
{
foreach (var assembly in System.AppDomain.CurrentDomain.GetAssemblies())
{
var type = assembly.GetType(typeName);
if (type != null) return type;
}
return null;
}
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private string GetFirstEnabledScene()
{
foreach (var scene in EditorBuildSettings.scenes)
{
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if (scene.enabled) return scene.path;
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}
return null;
}
private void RestoreScenes(UnityEditor.SceneManagement.SceneSetup[] setup)
{
if (setup != null && setup.Length > 0)
{
EditorSceneManager.RestoreSceneManagerSetup(setup);
}
}
}
}