Beispiel #1
0
        private static string GetPlatformName(UnityEditor.BuildTarget buildTarget)
        {
            switch (buildTarget)
            {
            case UnityEditor.BuildTarget.StandaloneWindows:
            case UnityEditor.BuildTarget.StandaloneWindows64:
                return("Windows");

            case UnityEditor.BuildTarget.iOS:
                return("iOS");

            case UnityEditor.BuildTarget.Android:
                return("Android");

            case UnityEditor.BuildTarget.StandaloneLinux:
            case UnityEditor.BuildTarget.StandaloneLinux64:
            case UnityEditor.BuildTarget.StandaloneLinuxUniversal:
                return("Linux");

            case UnityEditor.BuildTarget.StandaloneOSX:
                return("OSX");

            case UnityEditor.BuildTarget.WebGL:
                return("WebGL");

            default:
                return(null);
            }
        }
Beispiel #2
0
        private static SupportedPlatforms GetSupportedPlatformMask(UnityEditor.BuildTarget editorBuildTarget)
        {
            SupportedPlatforms supportedPlatforms = 0;

            switch (editorBuildTarget)
            {
            case UnityEditor.BuildTarget.StandaloneWindows:
            case UnityEditor.BuildTarget.StandaloneWindows64:
                supportedPlatforms |= SupportedPlatforms.WindowsStandalone;
                break;

            case UnityEditor.BuildTarget.WSAPlayer:
            case UnityEditor.BuildTarget.XboxOne:
                supportedPlatforms |= SupportedPlatforms.WindowsUniversal;
                break;

            case UnityEditor.BuildTarget.StandaloneOSX:
                supportedPlatforms |= SupportedPlatforms.MacStandalone;
                break;

            case UnityEditor.BuildTarget.StandaloneLinux:
            case UnityEditor.BuildTarget.StandaloneLinux64:
            case UnityEditor.BuildTarget.StandaloneLinuxUniversal:
                supportedPlatforms |= SupportedPlatforms.LinuxStandalone;
                break;

            case UnityEditor.BuildTarget.Lumin:
                supportedPlatforms |= SupportedPlatforms.Lumin;
                break;
            }

            return(supportedPlatforms);
        }
Beispiel #3
0
        //データをバージョンアップする(Eidtor上のみ使用可能)
        public int EditorVersionUpAssetBundle(AssetBundleManifest manifest, UnityEditor.BuildTarget buildTarget)
        {
            int    count          = 0;
            string buildTargetKey = AssetBundleHelper.BuildTargetToBuildTargetFlag(buildTarget).ToString();
            ConvertFileInfoDictionary oldInfoList;

            FileLists.TryGetValue(buildTargetKey, out oldInfoList);

            ConvertFileInfoDictionary newInfoList = new ConvertFileInfoDictionary(this, buildTargetKey);

            foreach (string assetBundleName in manifest.GetAllAssetBundles())
            {
                ConvertFileInfo info;
                if (oldInfoList != null && oldInfoList.TryGetValue(assetBundleName, out info))
                {
                    if (info.VersionUp(manifest))
                    {
                        ++count;
                    }
                }
                else
                {
                    info = new ConvertFileInfo(assetBundleName, manifest, newInfoList);
                    ++count;
                }
                newInfoList.Add(info.Name, info);
            }
            FileLists.Remove(newInfoList.Key);
            FileLists.Add(newInfoList.Key, newInfoList);
            return(count);
        }
Beispiel #4
0
    static private string GetPlatformForAssetBundles(UnityEditor.BuildTarget target)
    {
        switch (target)
        {
        case UnityEditor.BuildTarget.Android:
            return("Android");

        case UnityEditor.BuildTarget.iOS:
            return("iOS");

        case UnityEditor.BuildTarget.WebGL:
            return("WebGL");

        case UnityEditor.BuildTarget.StandaloneWindows:
        case UnityEditor.BuildTarget.StandaloneWindows64:
            return("Windows");

        case UnityEditor.BuildTarget.StandaloneOSXIntel:
        case UnityEditor.BuildTarget.StandaloneOSXIntel64:
        case UnityEditor.BuildTarget.StandaloneOSXUniversal:
            return("OSX");

        // Add more build targets for your own.
        // If you add more targets, don't forget to add the same platforms to GetPlatformForAssetBundles(RuntimePlatform) function.
        default:
            return(null);
        }
    }
Beispiel #5
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        /// <summary>
        /// 评论按钮点击响应
        /// </summary>
        public void GoComment()
        {
#if UNITY_IOS
            const string APP_ID = "1340788161";
            var          url    = string.Format("itms-apps://itunes.apple.com/cn/app/id{0}?mt=8&action=write-review", APP_ID);
            Application.OpenURL(url);
            DirectlyQuit();
#elif UNITY_ANDROID
            Application.OpenURL("https://www.taptap.com/app/141656");
            DirectlyQuit();
#elif UNITY_EDITOR
            UnityEditor.BuildTarget buildTarget = UnityEditor.EditorUserBuildSettings.activeBuildTarget;
            switch (buildTarget)
            {
            case UnityEditor.BuildTarget.Android:
                Application.OpenURL("https://www.taptap.com/app/141656");
                DirectlyQuit();
                break;

            case UnityEditor.BuildTarget.iOS:
                const string APP_ID = "1340788161";
                var          url    = string.Format("itms-apps://itunes.apple.com/cn/app/id{0}?mt=8&action=write-review", APP_ID);
                Application.OpenURL(url);
                DirectlyQuit();
                break;
            }
#endif
        }
Beispiel #6
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        public void ShowBuyLifeQueryHUD()
        {
#if UNITY_IOS
            buyLifeQueryHUD.SetUpBuyLifeQueryView(delegate {
                SetUpPurchasePlaneOnIPhone(PurchaseManager.new_life_id);
            }, CancelBuyLife);
#elif UNITY_ANDROID
            buyLifeQueryHUD.SetUpBuyLifeQueryView(delegate {
                SetUpPurchasePlaneOnAndroid(PurchaseManager.new_life_id);
            }, CancelBuyLife);
#elif UNITY_EDITOR
            UnityEditor.BuildTarget buildTarget = UnityEditor.EditorUserBuildSettings.activeBuildTarget;

            switch (buildTarget)
            {
            case UnityEditor.BuildTarget.Android:
                buyLifeQueryHUD.SetUpBuyLifeQueryView(delegate {
                    SetUpPurchasePlaneOnAndroid(PurchaseManager.new_life_id);
                }, CancelBuyLife);
                break;

            case UnityEditor.BuildTarget.iOS:
                buyLifeQueryHUD.SetUpBuyLifeQueryView(delegate {
                    SetUpPurchasePlaneOnIPhone(PurchaseManager.new_life_id);
                }, CancelBuyLife);
                break;
            }
#endif
        }
Beispiel #7
0
        public static UnityEditor.BuildTarget GetBuildTarget(BuildPlatform platform)
        {
            UnityEditor.BuildTarget target = UnityEditor.BuildTarget.NoTarget;
            switch (platform)
            {
            case BuildPlatform.Android:
                target = UnityEditor.BuildTarget.Android;
                break;

            case BuildPlatform.iOS:
                target = UnityEditor.BuildTarget.iOS;
                break;

            case BuildPlatform.OSX:
                target = UnityEditor.BuildTarget.StandaloneOSXUniversal;
                break;

            case BuildPlatform.Windows:
                target = UnityEditor.BuildTarget.StandaloneWindows;
                break;

            case BuildPlatform.OtherPlatform:
                target = UnityEditor.BuildTarget.NoTarget;
                break;
            }
            return(target);
        }
Beispiel #8
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        // 为目标平台命名
        public static string GetBuildTargetName(UnityEditor.BuildTarget buildTarget)
        {
            switch (buildTarget)
            {
            case UnityEditor.BuildTarget.Android: return("android");

            case UnityEditor.BuildTarget.iOS: return("ios");

            case UnityEditor.BuildTarget.tvOS: return("tvos");

            case UnityEditor.BuildTarget.WebGL: return("webgl");

            case UnityEditor.BuildTarget.StandaloneWindows:
            case UnityEditor.BuildTarget.StandaloneWindows64: return("windows");

            case UnityEditor.BuildTarget.StandaloneLinux:
            case UnityEditor.BuildTarget.StandaloneLinux64:
            case UnityEditor.BuildTarget.StandaloneLinuxUniversal: return("linux");

            case UnityEditor.BuildTarget.StandaloneOSX: return("osx");

            case UnityEditor.BuildTarget.WSAPlayer: return("wsa");

            case UnityEditor.BuildTarget.PS4: return("ps4");

            case UnityEditor.BuildTarget.XboxOne: return("xboxone");

            case UnityEditor.BuildTarget.Switch: return("switch");

            default: return("unknown");
            }
        }
Beispiel #9
0
        public static string GetBuildTargetName(UnityEditor.BuildTarget target)
        {
            switch (target)
            {
            case UnityEditor.BuildTarget.StandaloneWindows:
            case UnityEditor.BuildTarget.StandaloneWindows64:
            {
                return("Windows");
            }

            case UnityEditor.BuildTarget.Android:
            {
                return("Android");
            }

            case UnityEditor.BuildTarget.iOS:
            {
                return("iOS");
            }

            case UnityEditor.BuildTarget.StandaloneOSXIntel:
            case UnityEditor.BuildTarget.StandaloneOSXIntel64:
            case UnityEditor.BuildTarget.StandaloneOSXUniversal:
            {
                return("OSX");
            }
            }

            return(null);
        }
Beispiel #10
0
        public bool IsSupported(UnityEditor.BuildTarget target)
        {
            bool contains(SupportBuildTarget target)
            => (supportBuildTargets & target) == target;

            switch (target)
            {
            case UnityEditor.BuildTarget.StandaloneOSX:
                return(contains(SupportBuildTarget.StandaloneOSX));

            case UnityEditor.BuildTarget.StandaloneWindows:
                return(contains(SupportBuildTarget.StandaloneWindows));

            case UnityEditor.BuildTarget.StandaloneWindows64:
                return(contains(SupportBuildTarget.StandaloneWindows64));

            case UnityEditor.BuildTarget.StandaloneLinux64:
                return(contains(SupportBuildTarget.StandaloneLinux64));

            case UnityEditor.BuildTarget.iOS:
                return(contains(SupportBuildTarget.iOS));

            case UnityEditor.BuildTarget.Android:
                return(contains(SupportBuildTarget.Android));

            default:
                throw new NotSupportedException($"{target} is Not Supported.");
            }
        }
    /// <summary>
    /// プラットフォーム名を取得する
    /// </summary>
    /// <returns>プラットフォーム名</returns>
    /// <param name="buildTarget">ビルド対象のプラットフォーム</param>
    public static string GetPlatformName(UnityEditor.BuildTarget buildTarget)
    {
        switch (buildTarget)
        {
        case UnityEditor.BuildTarget.StandaloneOSXIntel:
        case UnityEditor.BuildTarget.StandaloneOSXIntel64:
        case UnityEditor.BuildTarget.StandaloneOSXUniversal:
            return(PlatformNameManager.OSXPlatformName);

        case UnityEditor.BuildTarget.StandaloneWindows:
        case UnityEditor.BuildTarget.StandaloneWindows64:
            return(PlatformNameManager.WindowsPlatformName);

        case UnityEditor.BuildTarget.iOS:
            return(PlatformNameManager.IOSPlatformName);

        case UnityEditor.BuildTarget.Android:
            return(PlatformNameManager.AndroidPlatformName);

        case UnityEditor.BuildTarget.PS4:
            return(PlatformNameManager.PS4PlatformName);

        case UnityEditor.BuildTarget.XboxOne:
            return(PlatformNameManager.XboxOnePlatformName);

        case UnityEditor.BuildTarget.Switch:
            return(PlatformNameManager.SwitchPlatformName);

        default:
            return(string.Empty);
        }
    }
Beispiel #12
0
        /// <summary>
        /// Checking whether it needs to be included into the application. If it returns true,
        /// all related content, including AndroidManifest, proguard rules and Android external
        /// dependencies would be injected during build time. The default values for new fields in
        /// ARCoreExtensionsProjectSettings should guarantee the associated module to return false.
        /// </summary>
        /// <param name="settings">ARCore Extensions Project Settings.</param>
        /// <param name="buildTarget">Target build platform.</param>
        /// <returns>The boolean shows whether the module is enabled.</returns>
        public override bool IsEnabled(ARCoreExtensionsProjectSettings settings,
                                       UnityEditor.BuildTarget buildTarget)
        {
            if (buildTarget == UnityEditor.BuildTarget.iOS)
            {
                bool isEnabled = settings.IOSAuthenticationStrategySetting !=
                                 IOSAuthenticationStrategy.DoNotUse;
                if (settings.IsIOSSupportEnabled && !isEnabled)
                {
                    Debug.LogWarning(
                        "Cloud Anchor APIs require one of the iOS authentication strategies. " +
                        "If it’s not in use, you can uncheck iOS Support Enabled in " +
                        "Edit > Project Settings > XR > ARCore Extensions " +
                        "so ARCore Extensions won’t import Cloud Anchor iOS cocoapod into " +
                        "your project.");
                }

                return(isEnabled);
            }
            else
            {
                return(settings.AndroidAuthenticationStrategySetting !=
                       AndroidAuthenticationStrategy.DoNotUse);
            }
        }
Beispiel #13
0
        private static SupportedPlatforms GetSupportedPlatformMask(UnityEditor.BuildTarget editorBuildTarget)
        {
            SupportedPlatforms supportedPlatforms = 0;

            if (Application.platform == RuntimePlatform.WindowsEditor)
            {
                supportedPlatforms |= SupportedPlatforms.WindowsEditor;
            }

            switch (editorBuildTarget)
            {
            case UnityEditor.BuildTarget.StandaloneWindows:
            case UnityEditor.BuildTarget.StandaloneWindows64:
                supportedPlatforms |= SupportedPlatforms.WindowsStandalone;
                break;

            case UnityEditor.BuildTarget.WSAPlayer:
            case UnityEditor.BuildTarget.XboxOne:
                supportedPlatforms |= SupportedPlatforms.WindowsUniversal;
                break;

            case UnityEditor.BuildTarget.StandaloneOSX:
                supportedPlatforms |= SupportedPlatforms.MacStandalone;
                break;

            case UnityEditor.BuildTarget.StandaloneLinux:
            case UnityEditor.BuildTarget.StandaloneLinux64:
            case UnityEditor.BuildTarget.StandaloneLinuxUniversal:
                supportedPlatforms |= SupportedPlatforms.LinuxStandalone;
                break;
            }

            return(supportedPlatforms);
        }
    // returns the name of the folder that contains plugins for a specific target
    private static string GetPluginDeploymentPlatformName(UnityEditor.BuildTarget target)
    {
        switch (target)
        {
        case UnityEditor.BuildTarget.Android:
            return("Android");

        case UnityEditor.BuildTarget.iOS:
            return("iOS");

        case UnityEditor.BuildTarget.tvOS:
            return("tvOS");

        case UnityEditor.BuildTarget.StandaloneLinux:
            UnityEngine.Debug.LogError("WwiseUnity: The Linux Wwise Unity integration does not support the 32 bits architecture");
            return("Linux");

        case UnityEditor.BuildTarget.StandaloneLinux64:
        case UnityEditor.BuildTarget.StandaloneLinuxUniversal:
            return("Linux");

#if UNITY_2017_3_OR_NEWER
        case UnityEditor.BuildTarget.StandaloneOSX:
#else
        case UnityEditor.BuildTarget.StandaloneOSXIntel:
        case UnityEditor.BuildTarget.StandaloneOSXIntel64:
        case UnityEditor.BuildTarget.StandaloneOSXUniversal:
#endif
            return("Mac");

        case (UnityEditor.BuildTarget) 39:                // UnityEditor.BuildTarget.Lumin
            return("Lumin");

        case UnityEditor.BuildTarget.PS4:
            return("PS4");

#if !UNITY_2018_3_OR_NEWER
        case UnityEditor.BuildTarget.PSP2:
            return("Vita");
#endif

        case UnityEditor.BuildTarget.StandaloneWindows:
        case UnityEditor.BuildTarget.StandaloneWindows64:
            return("Windows");

        case UnityEditor.BuildTarget.WSAPlayer:
            return("WSA");

        case UnityEditor.BuildTarget.XboxOne:
            return("XboxOne");

#if UNITY_5_6_OR_NEWER
        case UnityEditor.BuildTarget.Switch:
            return("Switch");
#endif
        }

        return(target.ToString());
    }
Beispiel #15
0
        public static string GetPlatformName(object obj = null)
        {
#if UNITY_EDITOR
            UnityEditor.BuildTarget target = obj != null ?
                                             (UnityEditor.BuildTarget)obj :
                                             UnityEditor.EditorUserBuildSettings.activeBuildTarget;
            switch (target)
            {
            case UnityEditor.BuildTarget.Android:
                return(StrConst.ANDROID);

            case UnityEditor.BuildTarget.iOS:
                return(StrConst.IOS);

            case UnityEditor.BuildTarget.WebGL:
                return(StrConst.WEBGL);

            case UnityEditor.BuildTarget.StandaloneWindows:
            case UnityEditor.BuildTarget.StandaloneWindows64:
                return(StrConst.WINDOWS);

            case UnityEditor.BuildTarget.StandaloneOSXIntel:
            case UnityEditor.BuildTarget.StandaloneOSXIntel64:
                return(StrConst.OSX);

            default:
                return(null);
            }
#else
            RuntimePlatform platform = obj != null ?
                                       (RuntimePlatform)obj :
                                       Application.platform;

            switch (platform)
            {
            case RuntimePlatform.Android:
                return(StrConst.ANDROID);

            case RuntimePlatform.IPhonePlayer:
                return(StrConst.IOS);

            case RuntimePlatform.WebGLPlayer:
                return(StrConst.WEBGL);

            case RuntimePlatform.WindowsEditor:
            case RuntimePlatform.WindowsPlayer:
                return(StrConst.WINDOWS);

            case RuntimePlatform.OSXEditor:
            case RuntimePlatform.OSXPlayer:
                //case RuntimePlatform.OSXWebPlayer:
                //case RuntimePlatform.OSXDashboardPlayer:
                return(StrConst.OSX);

            default:
                return(null);
            }
#endif
        }
Beispiel #16
0
        /// <summary>
        /// 点击购买背包的回调
        /// </summary>
        /// <param name="bagIndex">购买的背包序号.</param>
        private void PurchaseBagCallBack(int bagIndex)
        {
            // 根据欲购买的背包序号初始化购买/广告界面

#if UNITY_IOS
            switch (bagIndex)
            {
            case 1:
                SetUpPurchasePlaneOnIPhone(PurchaseManager.extra_bag_2_id);
                break;

            case 2:
                SetUpPurchasePlaneOnIPhone(PurchaseManager.extra_bag_3_id);
                break;
            }
#elif UNITY_ANDROID
            switch (bagIndex)
            {
            case 1:
                SetUpPurchasePlaneOnAndroid(PurchaseManager.extra_bag_2_id);
                break;

            case 2:
                SetUpPurchasePlaneOnAndroid(PurchaseManager.extra_bag_3_id);
                break;
            }
#elif UNITY_EDITOR
            UnityEditor.BuildTarget buildTarget = UnityEditor.EditorUserBuildSettings.activeBuildTarget;

            switch (buildTarget)
            {
            case UnityEditor.BuildTarget.Android:
                switch (bagIndex)
                {
                case 1:
                    SetUpPurchasePlaneOnAndroid(PurchaseManager.extra_bag_2_id);
                    break;

                case 2:
                    SetUpPurchasePlaneOnAndroid(PurchaseManager.extra_bag_3_id);
                    break;
                }
                break;

            case UnityEditor.BuildTarget.iOS:
                switch (bagIndex)
                {
                case 1:
                    SetUpPurchasePlaneOnIPhone(PurchaseManager.extra_bag_2_id);
                    break;

                case 2:
                    SetUpPurchasePlaneOnIPhone(PurchaseManager.extra_bag_3_id);
                    break;
                }
                break;
            }
#endif
        }
Beispiel #17
0
        protected override void DoProcess(RuntimePlatform platform, UnityEditor.BuildTarget target, IBundleBuildConfig settings, ABBuildResult result, IList <IBundleFileManifest> bundleList)
        {
            var outputPath = OutputPath.Get(platform);
            var list       = bundleList.OrderBy(c => c.ABName).ToArray();
            var manifest   = result.Manifest;
            var packResult = new StringBuilder();

            packResult.AppendLine("[Bundle List]");
            using (var scope = new ProgressDialogScope("Bundle List", list.Length * 2))
            {
                for (int i = 0; i < list.Length; i++)
                {
                    packResult.AppendLine(list[i].ABName);
                }
                packResult.AppendLine("=============================");
                for (int i = 0; i < list.Length; i++)
                {
                    var bundle = list[i];
                    scope.Show(bundle.ABName, i);
                    AppendDependencies(packResult, bundle, manifest);
                }
            }
            var assetsList = new StringBuilder();

            // Bundle List
            assetsList.AppendLine("[Bundle Assets dependencies]");
            using (var scope = new ProgressDialogScope("Bundle Assets List", list.Length))
            {
                for (int i = 0; i < list.Length; i++)
                {
                    var d = bundleList[i];
                    assetsList.AppendFormat("{0} : {1}", i + 1, d.ABName)
                    .AppendLine();
                    scope.Show(d.ABName, i);
                    foreach (var path in d.Assets)
                    {
                        assetsList
                        .Append("    ")
                        .AppendFormat("{0}", path)
                        .AppendLine();
                    }
                }
            }
            if (Directory.Exists(outputPath.BasePath))
            {
                Directory.CreateDirectory(outputPath.BasePath);
            }
            var resultContents = new[]
            {
                new { name = nameof(packResult), content = packResult },
                new { name = nameof(assetsList), content = assetsList },
            };

            foreach (var c in resultContents)
            {
                var filePath = outputPath.ToLocation(c.name + ".txt");
                File.WriteAllText(filePath.FullPath, c.content.ToString());
            }
        }
Beispiel #18
0
    public void OnPostprocessBuildInternal(UnityEditor.BuildTarget target, string path)
    {
        AkPluginActivator.ActivatePluginsForDeployment(target, false);
#if !(AK_WWISE_ADDRESSABLES && UNITY_ADDRESSABLES)
        DeleteSoundbanks(destinationSoundBankFolder);
#endif
        destinationSoundBankFolder = string.Empty;
    }
 public static IDictionary GetArchitecturesForPlatform(UnityEditor.BuildTarget target)
 {
     if (__GetArchitecturesForPlatform_0_1 == null)
     {
         __GetArchitecturesForPlatform_0_1 = (Func <UnityEditor.BuildTarget, IDictionary>)Delegate.CreateDelegate(typeof(Func <UnityEditor.BuildTarget, IDictionary>), null, UnityTypes.DesktopStandaloneBuildWindowExtension.GetMethod("GetArchitecturesForPlatform", R.StaticMembers, null, new Type[] { typeof(UnityEditor.BuildTarget) }, null));
     }
     return(__GetArchitecturesForPlatform_0_1(target));
 }
 public string GetBuildTargetDisplayName(UnityEditor.BuildTargetGroup group, UnityEditor.BuildTarget target)
 {
     if (__GetBuildTargetDisplayName_0_2 == null)
     {
         __GetBuildTargetDisplayName_0_2 = (Func <UnityEditor.BuildTargetGroup, UnityEditor.BuildTarget, string>)Delegate.CreateDelegate(typeof(Func <UnityEditor.BuildTargetGroup, UnityEditor.BuildTarget, string>), m_instance, UnityTypes.UnityEditor_Build_BuildPlatforms.GetMethod("GetBuildTargetDisplayName", R.InstanceMembers, null, new Type[] { typeof(UnityEditor.BuildTargetGroup), typeof(UnityEditor.BuildTarget) }, null));
     }
     return(__GetBuildTargetDisplayName_0_2(group, target));
 }
 public static void Launch(UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget buildTarget, string path, string productName, UnityEditor.BuildOptions options, UnityEditor.Build.Reporting.BuildReport buildReport)
 {
     if (__Launch_0_6 == null)
     {
         __Launch_0_6 = (Action <UnityEditor.BuildTargetGroup, UnityEditor.BuildTarget, string, string, UnityEditor.BuildOptions, UnityEditor.Build.Reporting.BuildReport>)Delegate.CreateDelegate(typeof(Action <UnityEditor.BuildTargetGroup, UnityEditor.BuildTarget, string, string, UnityEditor.BuildOptions, UnityEditor.Build.Reporting.BuildReport>), null, UnityTypes.UnityEditor_PostprocessBuildPlayer.GetMethod("Launch", R.StaticMembers, null, new Type[] { typeof(UnityEditor.BuildTargetGroup), typeof(UnityEditor.BuildTarget), typeof(string), typeof(string), typeof(UnityEditor.BuildOptions), typeof(UnityEditor.Build.Reporting.BuildReport) }, null));
     }
     __Launch_0_6(targetGroup, buildTarget, path, productName, options, buildReport);
 }
 // returns the name of the folder that contains plugins for a specific target
 private static string GetPluginDeploymentPlatformName(UnityEditor.BuildTarget target)
 {
     if (BuildTargetToPlatformName.ContainsKey(target))
     {
         return(BuildTargetToPlatformName[target]);
     }
     return(target.ToString());
 }
        public void OnActiveBuildTargetChanged(UnityEditor.BuildTarget previousTarget, UnityEditor.BuildTarget newTarget)
        {
            var buildTargetChanged = ActiveBuildTargetChanged;

            if (buildTargetChanged != null)
            {
                buildTargetChanged();
            }
        }
Beispiel #24
0
    private static string GetPlatformName(UnityEditor.BuildTarget target)
    {
        var platformSubDir = string.Empty;

        GetCustomPlatformName(ref platformSubDir, target);
        if (!string.IsNullOrEmpty(platformSubDir))
        {
            return(platformSubDir);
        }

        switch (target)
        {
        case UnityEditor.BuildTarget.Android:
            return("Android");

        case UnityEditor.BuildTarget.iOS:
        case UnityEditor.BuildTarget.tvOS:
            return("iOS");

        case UnityEditor.BuildTarget.StandaloneLinux:
        case UnityEditor.BuildTarget.StandaloneLinux64:
        case UnityEditor.BuildTarget.StandaloneLinuxUniversal:
            return("Linux");

#if UNITY_2017_3_OR_NEWER
        case UnityEditor.BuildTarget.StandaloneOSX:
#else
        case UnityEditor.BuildTarget.StandaloneOSXIntel:
        case UnityEditor.BuildTarget.StandaloneOSXIntel64:
        case UnityEditor.BuildTarget.StandaloneOSXUniversal:
#endif
            return("Mac");

        case (UnityEditor.BuildTarget) 39:                // UnityEditor.BuildTarget.Lumin
            return("Lumin");

        case UnityEditor.BuildTarget.PS4:
            return("PS4");

#if !UNITY_2018_3_OR_NEWER
        case UnityEditor.BuildTarget.PSP2:
            return("Vita");
#endif
        case UnityEditor.BuildTarget.StandaloneWindows:
        case UnityEditor.BuildTarget.StandaloneWindows64:
        case UnityEditor.BuildTarget.WSAPlayer:
            return("Windows");

        case UnityEditor.BuildTarget.XboxOne:
            return("XboxOne");

        case UnityEditor.BuildTarget.Switch:
            return("Switch");
        }

        return(target.ToString());
    }
Beispiel #25
0
    static public UnityEditor.BuildTarget GetCurPlatform()
    {
        UnityEditor.BuildTarget buildTarget = UnityEditor.BuildTarget.StandaloneWindows;
#if UNITY_ANDROID
        buildTarget = UnityEditor.BuildTarget.Android;
#elif UNTIY_IOS
        buildTarget = UnityEditor.BuildTarget.iOS;
#endif
        return(buildTarget);
    }
Beispiel #26
0
        // ------------------------------------------------------------------------------------
        // Helper functions

#if UNITY_EDITOR
        // Check if editor build target is standalone
        public static bool IsStandaloneTarget(UnityEditor.BuildTarget target)
        {
            bool output = false;                          // Create output

            if (target.ToString().Contains("Standalone")) //is it a standalone platform?
            {
                output = true;
            }

            return(output); // Return
        }
    // returns the name of the folder that contains plugins for a specific target
    private static string GetPluginDeploymentPlatformName(UnityEditor.BuildTarget target)
    {
        switch (target)
        {
        case UnityEditor.BuildTarget.Android:
            return("Android");

        case UnityEditor.BuildTarget.iOS:
            return("iOS");

        case UnityEditor.BuildTarget.tvOS:
            return("tvOS");

        case UnityEditor.BuildTarget.StandaloneLinux:
        case UnityEditor.BuildTarget.StandaloneLinux64:
        case UnityEditor.BuildTarget.StandaloneLinuxUniversal:
            return("Linux");

#if UNITY_2017_3_OR_NEWER
        case UnityEditor.BuildTarget.StandaloneOSX:
#else
        case UnityEditor.BuildTarget.StandaloneOSXIntel:
        case UnityEditor.BuildTarget.StandaloneOSXIntel64:
        case UnityEditor.BuildTarget.StandaloneOSXUniversal:
#endif
            return("Mac");

        case (UnityEditor.BuildTarget) 39:                // UnityEditor.BuildTarget.Lumin
            return("Lumin");

        case UnityEditor.BuildTarget.PS4:
            return("PS4");

        case UnityEditor.BuildTarget.PSP2:
            return("Vita");

        case UnityEditor.BuildTarget.StandaloneWindows:
        case UnityEditor.BuildTarget.StandaloneWindows64:
            return("Windows");

        case UnityEditor.BuildTarget.WSAPlayer:
            return("WSA");

        case UnityEditor.BuildTarget.XboxOne:
            return("XboxOne");

#if UNITY_5_6_OR_NEWER
        case UnityEditor.BuildTarget.Switch:
            return("Switch");
#endif
        }

        return(target.ToString());
    }
Beispiel #28
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        public static string GetAssetBundlePath(UnityEditor.BuildTarget target)
        {
            var directory  = WindowSystemResources.ALL_TARGETS[target];
            var settings   = WindowSystemResources.GetSettings();
            var outputPath = settings != null && settings.loadFromStreamingAssets == true ?
                             Application.streamingAssetsPath :
                             System.IO.Path.Combine(System.Environment.CurrentDirectory, WindowSystemResources.BUNDLES_ROOT_PATH);

            outputPath = System.IO.Path.Combine(outputPath, directory);

            return(outputPath);
        }
        /// <summary>
        /// In CompatibilityCheckPreprocessBuild, if no session configs require this
        /// module but this module is still enabled, it would call this function to get
        /// a warning message.
        /// </summary>
        /// <param name="settings">ARCore Extensions Project Settings.</param>
        /// <param name="buildTarget">Target build platform.</param>
        /// <returns>
        /// The warning message if this module is enabled but not required by any sessionConfigs.
        /// </returns>
        public override string GetEnabledNotRequiredWarning(
            ARCoreExtensionsProjectSettings settings, UnityEditor.BuildTarget buildTarget)
        {
            string platformName = buildTarget == UnityEditor.BuildTarget.iOS ? "iOS" : "Android";

            return(string.Format(
                       "{0} Authentication is enabled in ARCore Extensions Project Settings " +
                       "but the feature is not used by any Scenes in Build.\n" +
                       "To turn off authentication, select Do Not Use in Edit > " +
                       "Project Settings > XR > ARCore Extensions > {0} Authentication Strategy.",
                       platformName));
        }
Beispiel #30
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 // This function can't be in HDEditorUtils because we need it in HDRenderPipeline.cs (and HDEditorUtils is in an editor asmdef)
 public static bool IsSupportedBuildTarget(UnityEditor.BuildTarget buildTarget)
 {
     return(buildTarget == UnityEditor.BuildTarget.StandaloneWindows ||
            buildTarget == UnityEditor.BuildTarget.StandaloneWindows64 ||
            buildTarget == UnityEditor.BuildTarget.StandaloneLinux64 ||
            buildTarget == UnityEditor.BuildTarget.StandaloneLinuxUniversal ||
            buildTarget == UnityEditor.BuildTarget.StandaloneOSX ||
            buildTarget == UnityEditor.BuildTarget.WSAPlayer ||
            buildTarget == UnityEditor.BuildTarget.XboxOne ||
            buildTarget == UnityEditor.BuildTarget.PS4 ||
            buildTarget == UnityEditor.BuildTarget.Switch);
 }