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 relPath = "../../plugins/rider-unity/EditorPlugin"; if (SystemInfo.operatingSystemFamily == OperatingSystemFamily.MacOSX) relPath = "Contents/plugins/rider-unity/EditorPlugin"; var baseDir = Path.Combine(editorPath, relPath); var dllFile = new FileInfo(Path.Combine(baseDir, $"{EditorPluginInterop.EditorPluginAssemblyName}.dll")); if (!dllFile.Exists) dllFile = new FileInfo(Path.Combine(baseDir, $"{EditorPluginInterop.EditorPluginAssemblyNameFallback}.dll")); // use this for debugging // dllFile = new FileInfo(@"C:\Work\resharper-unity\unity\build\EditorPluginNet46\bin\Debug\net461\JetBrains.Rider.Unity.Editor.Plugin.Net46.dll"); if (dllFile.Exists) { var bytes = File.ReadAllBytes(dllFile.FullName); assembly = AppDomain.CurrentDomain.Load(bytes); // doesn't lock assembly on disk // assembly = AppDomain.CurrentDomain.Load(System.Reflection.AssemblyName.GetAssemblyName(dllFile.FullName)); // use this for debugging if (PluginSettings.SelectedLoggingLevel >= LoggingLevel.TRACE) Debug.Log($"Rider EditorPlugin loaded from {dllFile.FullName}"); EditorPluginInterop.InitEntryPoint(assembly); } else { Debug.Log($"Unable to find Rider EditorPlugin {dllFile.FullName} for Unity "); } } } }