public static void ShowVersionSettings()
        {
            settings          = JsonUtility.FromJson <BuildVersionSettings> (System.IO.File.ReadAllText(BuildPipeline.VERSION_SETTINGS_LOCATION));
            currentBuildType  = (BuildType)System.Enum.Parse(typeof(BuildType), settings.buildType);
            currentBuildPhase = (BuildPhase)System.Enum.Parse(typeof(BuildPhase), settings.buildPhase);
            bundleVersion     = settings.bundleVersion;

            HrtzzBuildVersionWindow window = GetWindow <HrtzzBuildVersionWindow> ("Version Settings");

            window.minSize = window.maxSize = new Vector2(300, 140);
        }
Beispiel #2
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        public static void WriteBuildSettingToJson(BuildVersionSettings settings)
        {
            string settingJson = JsonUtility.ToJson(settings, true);

            if (!File.Exists(VERSION_SETTINGS_LOCATION))
            {
                File.CreateText(VERSION_SETTINGS_LOCATION);
            }

            File.WriteAllText(VERSION_SETTINGS_LOCATION, settingJson);
            UnityEngine.Debug.Log(settings.Version);
            AssetDatabase.Refresh();
        }
Beispiel #3
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        private static void ExecuteIOSBuild()
        {
            BuildVersionSettings settings = JsonUtility.FromJson <BuildVersionSettings> (File.ReadAllText(VERSION_SETTINGS_LOCATION));
            string dir         = TARGET_DIR + "/XCODE/" + APP_NAME + "[" + DateTime.Now.ToString("yyyy'-'MM'-'dd']'hh'-'mmtt");
            string modifiedDir = dir.Replace(" ", "_");

            //PlayerSettings.iOS.appleDeveloperTeamID = DEVELOPER_TEAM_ID;
            //PlayerSettings.iOS.appleEnableAutomaticSigning = false;
            //PlayerSettings.iOS.iOSManualProvisioningProfileID = PROVISIONING_PROFILE_ID;

            PlayerSettings.applicationIdentifier = BUNDLE_IDENTIFIER_IOS;
            PlayerSettings.iOS.buildNumber       = settings.bundleVersion.ToString();

            PlayerSettings.bundleVersion = settings.v1 + "." + settings.v2 + "." + settings.v3;

            StartBuild(scenesToBuild, modifiedDir, BuildTargetGroup.iOS, BuildTarget.iOS, BuildOptions.None);
        }
Beispiel #4
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        //  Updates the version of Build
        public static BuildVersionSettings UpdateBuildVersion()
        {
            BuildVersionSettings versionSetting = JsonUtility.FromJson <BuildVersionSettings> (File.ReadAllText(VERSION_SETTINGS_LOCATION));

            if ((versionSetting.v3 + 1) >= 10)
            {
                versionSetting.v3 = 0;
                if ((versionSetting.v2 + 1) >= 10)
                {
                    versionSetting.v2 = 0;
                    versionSetting.v1++;
                    return(versionSetting);
                }
                else
                {
                    versionSetting.v2++;
                    return(versionSetting);
                }
            }
            versionSetting.v3++;
            return(versionSetting);
        }
Beispiel #5
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        //  Creates APK Build.
        private static string InitialiseAndroidBuildSettings()
        {
            if (!File.Exists(VERSION_SETTINGS_LOCATION))
            {
                UnityEngine.Debug.Log("Version settings does not exists");
                return(null);
            }

            BuildVersionSettings settings = JsonUtility.FromJson <BuildVersionSettings> (File.ReadAllText(VERSION_SETTINGS_LOCATION));
            string buildPath = TARGET_DIR + "/APKs/" + settings.buildPhase.ToString() + "/" + APP_NAME + "_" + settings.Version + "[" + DateTime.Now.ToString("yyyy'-'MM'-'dd']''['hh'-'mmtt") + "]" + ".apk";

            if (settings.buildType == BuildType.Release.ToString())
            {
                //PlayerSettings.Android.keystoreName = KEYSTORE_NAME;
                PlayerSettings.Android.keystorePass = KEYSTORE_PASSWORD;
                PlayerSettings.Android.keyaliasName = KEY_ALLIAS_NAME;
                PlayerSettings.Android.keyaliasPass = KEY_ALLIAS_PASSWORD;
            }

            PlayerSettings.applicationIdentifier     = BUNDLE_IDENTIFIER_ANDROID;
            PlayerSettings.Android.bundleVersionCode = settings.bundleVersion;
            PlayerSettings.bundleVersion             = settings.v1 + "." + settings.v2 + "." + settings.v3;
            return(buildPath);
        }