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-rw-r--r--Library/PackageCache/com.unity.ide.rider@1.1.4/Rider/Editor/RiderInitializer.cs38
1 files changed, 38 insertions, 0 deletions
diff --git a/Library/PackageCache/com.unity.ide.rider@1.1.4/Rider/Editor/RiderInitializer.cs b/Library/PackageCache/com.unity.ide.rider@1.1.4/Rider/Editor/RiderInitializer.cs
new file mode 100644
index 0000000..f64ee8d
--- /dev/null
+++ b/Library/PackageCache/com.unity.ide.rider@1.1.4/Rider/Editor/RiderInitializer.cs
@@ -0,0 +1,38 @@
+using System;
+using System.IO;
+using UnityEngine;
+using Debug = UnityEngine.Debug;
+
+namespace Packages.Rider.Editor
+{
+ internal class RiderInitializer
+ {
+ public void Initialize(string editorPath)
+ {
+ var assembly = EditorPluginInterop.EditorPluginAssembly;
+ if (EditorPluginInterop.EditorPluginIsLoadedFromAssets(assembly))
+ {
+ Debug.LogError($"Please delete {assembly.Location}. Unity 2019.2+ loads it directly from Rider installation. To disable this, open Rider's settings, search and uncheck 'Automatically install and update Rider's Unity editor plugin'.");
+ return;
+ }
+
+ var dllName = "JetBrains.Rider.Unity.Editor.Plugin.Full.Repacked.dll";
+ var relPath = "../../plugins/rider-unity/EditorPlugin";
+ if (SystemInfo.operatingSystemFamily == OperatingSystemFamily.MacOSX)
+ relPath = "Contents/plugins/rider-unity/EditorPlugin";
+ var dllFile = new FileInfo(Path.Combine(Path.Combine(editorPath, relPath), dllName));
+
+ if (dllFile.Exists)
+ {
+ var bytes = File.ReadAllBytes(dllFile.FullName);
+ assembly = AppDomain.CurrentDomain.Load(bytes); // doesn't lock assembly on disk
+ // assembly = AppDomain.CurrentDomain.Load(AssemblyName.GetAssemblyName(dllFile.FullName)); // use this for external source debug
+ EditorPluginInterop.InitEntryPoint(assembly);
+ }
+ else
+ {
+ Debug.Log($"Unable to find Rider EditorPlugin {dllFile.FullName} for Unity ");
+ }
+ }
+ }
+}