Beispiel #1
0
    public static void Build(BuildConfig config, BuildTarget target)
    {
        Debug.Log("Build for " + target + " " + config.Env);
        config.Apply(target);

        Directory.CreateDirectory(Path.GetDirectoryName(config.LocationPathName));

        var errorMessage = BuildPipeline.BuildPlayer(
            levels: EditorBuildSettings.scenes.Select(s => s.path).ToArray(),
            locationPathName: config.LocationPathName,
            target: config.Target,
            options: config.Options
            );

        if (!string.IsNullOrEmpty(errorMessage))
        {
            Debug.LogError(errorMessage);
            throw new UnityException(errorMessage);
        }
    }
Beispiel #2
0
    /// PreBuild for UnityCloudBuild
    /// CloudBuildの設定から PreBuildを設定、DefineSymbolにenvを設定
    /// Build自体はCloudBuilder.Builderが自動で行うので、Applyまでしておく
    public static void PreBuild()
    {
        Debug.Log("PreBuild");

        BuildConfig config = null;

        #if DEV
        config = BuildConfig.Load("dev");
        #else
        config = BuildConfig.Load("release");
        #endif

        var target = BuildTarget.StandaloneOSXUniversal;

        #if UNITY_IOS
        target = BuildTarget.iOS;
        #elif UNITY_ANDROID
        target = BuildTarget.Android;
        #else
        target = BuildTarget.StandaloneOSXUniversal;
        #endif

        config.Apply(target);
    }