Beispiel #1
0
        public void BuildBundle(BuildTarget eBuildTarget)
        {
            _buildtabField_UserData_BuildTarget.SetValue(_userDataInstance, (int)eBuildTarget);

            UnityEngine.Debug.Log($"{const_prefix_ForLog} Start Build Bundle \n" +
                                  $"Current Platform : {Application.platform} Target : {_buildtabField_UserData_BuildTarget.GetValue(_userDataInstance)} \n" +
                                  $"Symbol : {PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup)} \n");

#if ASSET_BUNDLE_BROWSER
            _pMethod_Build?.Invoke(_buildtabField.GetValue(_pBrowser), null);
            _bundleBrowser.Close();
#else
            UnityEngine.Debug.Log($"{const_prefix_ForLog} Use Define Symbol ASSET_BUNDLE_BROWSER");
#endif
            UnityEngine.Debug.Log($"{const_prefix_ForLog} Finish Build");
        }
Beispiel #2
0
    public void DoBuildBundle(BuildTarget eBuildTarget)
    {
        _pField_BuildTab_UserData_BuildTarget.SetValue(_pInstance_UserData, (int)eBuildTarget);

        UnityEngine.Debug.Log($"!@#$ Start Build Bundle \n" +
                              $"Current Platform : {Application.platform} Target : {_pField_BuildTab_UserData_BuildTarget.GetValue(_pInstance_UserData)} \n" +
                              $"Symbol : {PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup)} \n");

#if ASSET_BUNDLE_BROWSER
        _pMethod_Build?.Invoke(_pField_BuildTab.GetValue(_pBrowser), null);
        _pBrowser.Close();
#else
        UnityEngine.Debug.Log("!@#$ Use Define Symbol ASSET_BUNDLE_BROWSER");
#endif
        UnityEngine.Debug.Log("!@#$ Finish Build");
    }