private void InvokeBuildFinished(BeeDriverResult result)
 {
     activeBeeBuild.editorCompilation.ProcessCompilationResult(activeBeeBuild.assemblies, result, false, this);
     try
     {
         buildFinished?.Invoke(assemblyPath, EditorCompilation.ConvertCompilerMessages(BeeScriptCompilation
                                                                                       .ParseAllResultsIntoCompilerMessages(result.BeeDriverMessages, result.NodeResults, EditorCompilationInterface.Instance)
                                                                                       .SelectMany(a => a).ToArray()));
     }
     catch (Exception e)
     {
         UnityEngine.Debug.LogException(e);
     }
 }
Beispiel #2
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 private void OnCompilationFinished(ScriptAssembly assembly, List <UnityEditor.Scripting.Compilers.CompilerMessage> messages)
 {
     if (this.buildFinished != null)
     {
         CompilerMessage[] arg = EditorCompilation.ConvertCompilerMessages(messages);
         try
         {
             this.buildFinished(this.assemblyPath, arg);
         }
         catch (Exception exception)
         {
             Debug.LogException(exception);
         }
     }
 }
        void OnCompilationFinished(ScriptAssembly assembly, List <UnityEditor.Scripting.Compilers.CompilerMessage> messages)
        {
            if (buildFinished == null)
            {
                return;
            }

            var convertedMessages = EditorCompilation.ConvertCompilerMessages(messages);

            try
            {
                buildFinished(assemblyPath, convertedMessages);
            }
            catch (Exception e)
            {
                UnityEngine.Debug.LogException(e);
            }
        }