Beispiel #1
0
        public static void BuildStandalonePlayer()
        {
            var outputPath = EditorUtility.SaveFolderPanel("Choose Location of the Built Game", "", "");

            if (outputPath.Length == 0)
            {
                return;
            }

            string[] levels = GetLevelsFromBuildSettings();
            if (levels.Length == 0)
            {
                Debug.Log("Nothing to build.");
                return;
            }

            string targetName = GetBuildTargetName(EditorUserBuildSettings.activeBuildTarget);

            if (targetName == null)
            {
                return;
            }

            // Build and copy AssetBundles.
            QABBuilder.BuildAssetBundles(EditorUserBuildSettings.activeBuildTarget);
            QABBuilder.CopyAssetBundlesTo(Path.Combine(Application.streamingAssetsPath, QABUtil.ABundlesOutputPath));
            AssetDatabase.Refresh();

            BuildOptions option = EditorUserBuildSettings.development ? BuildOptions.Development : BuildOptions.None;

            BuildPipeline.BuildPlayer(levels, outputPath + targetName, EditorUserBuildSettings.activeBuildTarget, option);
        }
Beispiel #2
0
        public static void BuildPlayer()
        {
            var outputPath = EditorUtility.SaveFolderPanel("Choose Location of the Built Game", "", "");

            if (outputPath.Length == 0)
            {
                return;
            }

            string[] levels = GetLevelsFromBuildSettings();
            if (levels.Length == 0)
            {
                Debug.Log("Nothing to build.");
                return;
            }

            string targetName = GetBuildTargetName(EditorUserBuildSettings.activeBuildTarget);

            if (targetName == null)
            {
                return;
            }

            // Build and copy AssetBundles.
            QABBuilder.BuildAssetBundles(EditorUserBuildSettings.activeBuildTarget);
            WriteServerURL();

            BuildOptions option = EditorUserBuildSettings.development ? BuildOptions.Development : BuildOptions.None;

            BuildPipeline.BuildPlayer(levels, outputPath + targetName, EditorUserBuildSettings.activeBuildTarget, option);
        }
Beispiel #3
0
        public static void BuildABAndroid()
        {
            string outputPath = QPath.ABBuildOutPutDir(RuntimePlatform.Android);

            QIO.CreateDirIfNotExists(outputPath);

            QABBuilder.BuildAssetBundles(BuildTarget.Android);

            AssetDatabase.Refresh();
        }
Beispiel #4
0
        public static void BuildABWindows()
        {
            string outputPath = QPath.ABBuildOutPutDir(RuntimePlatform.WindowsEditor);

            QIO.CreateDirIfNotExists(outputPath);

            QABBuilder.BuildAssetBundles(BuildTarget.StandaloneWindows64);

            AssetDatabase.Refresh();
        }
Beispiel #5
0
        public static void BuildABOSX()
        {
            string outputPath = QPath.ABBuildOutPutDir(RuntimePlatform.OSXEditor);

            QIO.CreateDirIfNotExists(outputPath);

            QABBuilder.BuildAssetBundles(BuildTarget.StandaloneOSXIntel64, null);

            AssetDatabase.Refresh();
        }
Beispiel #6
0
        public static void BuildABiOS()
        {
            string outputPath = QPath.ABBuildOutPutDir(RuntimePlatform.IPhonePlayer);

            QIO.CreateDirIfNotExists(outputPath);

            QABBuilder.BuildAssetBundles(BuildTarget.iOS, null);

            AssetDatabase.Refresh();
        }