using System;
using System.Collections.Generic;
using System.Reflection;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace XFFSM
{
///
/// 程序集工具
///
public class AssemblyTools
{
private static Dictionary typeCaches = new Dictionary();
///
/// 根据名称来获取类型
///
/// 类名(含命名空间)
///
internal static Type GetType(string classFullName)
{
if (string.IsNullOrEmpty(classFullName)) return null;
if (typeCaches.ContainsKey(classFullName) && typeCaches[classFullName] != null) return typeCaches[classFullName];
typeCaches.Remove(classFullName);
Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies();
for (int i = 0; i < assemblies.Length; i++)
{
Assembly assembly = assemblies[i];
Type type = assembly.GetType(classFullName);
if (type != null)
{
typeCaches.Add(classFullName, type);
break;
}
}
if (typeCaches.ContainsKey(classFullName))
return typeCaches[classFullName];
return null;
}
#if UNITY_EDITOR
///
/// 获取所有状态脚本(仅编辑器有效)
///
///
public static List GetAllStatesType()
{
List states = new List();
string[] scripts = AssetDatabase.FindAssets("t:Script");
foreach (var item in scripts)
{
string path = AssetDatabase.GUIDToAssetPath(item);
MonoScript script = AssetDatabase.LoadAssetAtPath(path);
if (script == null) continue;
Type type = script.GetClass();
if (type == null) continue;
if(type.IsSubclassOf(typeof(FSMState)))
states.Add(script);
//if (IsBaseByClass(type, typeof(FSMState)))
//{
// states.Add(script);
//}
}
return states;
}
///
/// 根据状态脚本全名称获取脚本guid(仅编辑器有效)
///
///
public static string GetGUIDByStateClassFullName(string fullName)
{
List scripts = GetAllStatesType();
foreach (var item in scripts)
{
if (item.GetClass() != null && item.GetClass().FullName.Equals(fullName))
{
return AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(item));
}
}
return string.Empty;
}
#endif
}
}