/*--------------------------------------------------------------------------------------------- * Copyright (c) Microsoft Corporation. All rights reserved. * Licensed under the MIT License. See License.txt in the project root for license information. *--------------------------------------------------------------------------------------------*/ using System; using UnityEditor; using UnityEditor.Compilation; namespace Microsoft.Unity.VisualStudio.Editor { internal static class UnityInstallation { public static bool IsMainUnityEditorProcess { get { #if UNITY_2020_2_OR_NEWER if (UnityEditor.AssetDatabase.IsAssetImportWorkerProcess()) return false; #elif UNITY_2019_3_OR_NEWER if (UnityEditor.Experimental.AssetDatabaseExperimental.IsAssetImportWorkerProcess()) return false; #endif #if UNITY_2021_1_OR_NEWER if (UnityEditor.MPE.ProcessService.level == UnityEditor.MPE.ProcessLevel.Secondary) return false; #elif UNITY_2020_2_OR_NEWER if (UnityEditor.MPE.ProcessService.level == UnityEditor.MPE.ProcessLevel.Slave) return false; #elif UNITY_2020_1_OR_NEWER if (global::Unity.MPE.ProcessService.level == global::Unity.MPE.ProcessLevel.UMP_SLAVE) return false; #endif return true; } } private static readonly Lazy _lazyIsInSafeMode = new Lazy(() => { // internal static extern bool isInSafeMode { get {} } var ieu = typeof(EditorUtility); var pinfo = ieu.GetProperty("isInSafeMode", System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.NonPublic); if (pinfo == null) return false; return Convert.ToBoolean(pinfo.GetValue(null)); }); public static bool IsInSafeMode => _lazyIsInSafeMode.Value; public static Version LatestLanguageVersionSupported(Assembly assembly) { #if UNITY_2020_2_OR_NEWER if (assembly?.compilerOptions != null && Version.TryParse(assembly.compilerOptions.LanguageVersion, out var result)) return result; // if parsing fails, we know at least we have support for 8.0 return new Version(8, 0); #else return new Version(7, 3); #endif } } }