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using System.Reflection;
using System.Collections.Generic;
using UnityEngine;
using System;
using System.Linq;
using UnityEditor;
public class VRCSdk3Analysis
{
static Assembly GetAssemblyByName(string name)
{
return AppDomain.CurrentDomain.GetAssemblies().
SingleOrDefault(assembly => assembly.GetName().Name == name);
}
static List<Component> GetSceneComponentsFromAssembly( Assembly assembly )
{
if (assembly == null)
return new List<Component>();
Type[] types = assembly.GetTypes();
List<Component> present = new List<Component>();
foreach (var type in types )
{
if (!type.IsSubclassOf(typeof(MonoBehaviour)))
continue;
var monos = VRC.Tools.FindSceneObjectsOfTypeAll(type);
present.AddRange(monos);
}
return present;
}
public enum SdkVersion
{
VRCSDK2,
VRCSDK3
};
public static List<Component> GetSDKInScene(SdkVersion version)
{
var assembly = GetAssemblyByName( version.ToString() );
return GetSceneComponentsFromAssembly(assembly);
}
public static bool IsSdkDllActive(SdkVersion version)
{
string assembly = version.ToString();
PluginImporter importer = GetImporterForAssemblyString(assembly);
if (importer == false)
{
//Handle Avatar Dll Split
importer = GetImporterForAssemblyString(assembly + "A");
if (importer == false)
return false;
}
return importer.GetCompatibleWithAnyPlatform();
}
public static PluginImporter GetImporterForAssemblyString(string assembly)
{
#if VRCUPM
return AssetImporter.GetAtPath($"Packages/com.vrchat.{assembly.ToLower()}/Runtime/VRCSDK/Plugins/{assembly}.dll") as PluginImporter;
#else
return AssetImporter.GetAtPath($"Assets/VRCSDK/Plugins/{assembly}.dll") as PluginImporter;
#endif
}
}
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