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November 29, 2018 17:27
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This WIP shim allows you to build the PostProcess Stack V2 for Unity with the Universal Windows Platform target. But before you have to add a little change in the `PostProcessEffectSettings.cs`. Please read the first comment.
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#if !UNITY_EDITOR && UNITY_WSA | |
using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Linq; | |
using System.Reflection; | |
using System.Threading.Tasks; | |
/* | |
You've to edit the file PostProcessEffectSettings.cs (~ line 27) and add a preprocessor instruction | |
like this because the property MetadataToken is not supported on UWP and it can't be added with an extension. | |
#if !UNITY_WSA | |
.OrderBy(t => t.MetadataToken) // Guaranteed order | |
#endif | |
Place this file where you want in your code and you're able to compile without IL2CPP ;) | |
*/ | |
namespace UnityEngine.Rendering.PostProcessing | |
{ | |
public static class TypeExtension | |
{ | |
public static bool IsDefined(this Type thisType, Type type, bool inherit) | |
{ | |
return thisType.GetTypeInfo().GetCustomAttribute(type) != null; | |
} | |
public static object[] GetCustomAttributes(this Type thisType, Type attributeType, bool inherit) | |
{ | |
return thisType.GetType().GetCustomAttributes(attributeType, inherit); | |
} | |
public static bool IsSubclassOf(this Type thisType, Type c) | |
{ | |
return thisType == c || thisType.GetTypeInfo().IsAssignableFrom(c.GetTypeInfo()); | |
} | |
} | |
public static class AssemblyExtension | |
{ | |
public static Type[] GetTypes(this Assembly thisAssembly) | |
{ | |
return thisAssembly.GetTypes(); | |
} | |
} | |
public class AppDomain | |
{ | |
public static AppDomain CurrentDomain { get; private set; } | |
static AppDomain() | |
{ | |
CurrentDomain = new AppDomain(); | |
} | |
public List<Assembly> GetAssemblies() | |
{ | |
return GetAssembliesAsync().Result; | |
} | |
public async Task<List<Assembly>> GetAssembliesAsync() | |
{ | |
var assemblies = new List<Assembly>(); | |
var files = await global::Windows.ApplicationModel.Package.Current.InstalledLocation.GetFilesAsync(); | |
if (files == null) | |
return assemblies; | |
foreach (var file in files.Where(file => file.FileType == ".dll" || file.FileType == ".exe")) | |
{ | |
try | |
{ | |
assemblies.Add(Assembly.Load(new AssemblyName(file.DisplayName))); | |
} | |
catch (Exception ex) | |
{ | |
Debug.Log(ex.Message); | |
} | |
} | |
return assemblies; | |
} | |
} | |
} | |
#endif |
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