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using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.InteropServices;
using System.Text;
namespace UnityLoader
{
public class UnityDLL : UnityLibrary, IDisposable
{
[DllImport("kernel32", SetLastError = true, CharSet = CharSet.Unicode)]
private static extern IntPtr LoadLibrary(string lpFileName);
[DllImport("kernel32", SetLastError = true)]
[return: MarshalAs(UnmanagedType.Bool)]
private static extern bool FreeLibrary(IntPtr hModule);
[DllImport("kernel32", CharSet = CharSet.Ansi, SetLastError = true)]
private static extern IntPtr GetProcAddress(IntPtr hModule, string procName);
private IntPtr _dll = IntPtr.Zero;
private delegate int FnUnityMain(IntPtr hInstance, IntPtr hPrevInstance, [MarshalAs(UnmanagedType.LPWStr)] string lpCmdLine, int nShowCmd);
public UnityDLL(string unityDllPath, IntPtr windowHandle)
{
_dll = LoadLibrary(unityDllPath);
var p = GetProcAddress(_dll, "UnityMain");
var fnUnityMain = Marshal.GetDelegateForFunctionPointer<FnUnityMain>(p);
var arg = CreateArgument(windowHandle);
fnUnityMain(Process.GetCurrentProcess().Handle, IntPtr.Zero, arg, 1);
UpdateUnityHwnd(windowHandle);
}
public void Dispose()
{
if (_dll != IntPtr.Zero)
{
FreeLibrary(_dll);
_dll = IntPtr.Zero;
}
}
}
}