public void LoadPrefs() { if (string.IsNullOrWhiteSpace(_buildFolder)) { _buildFolder = BuildScriptPrefs.GetBuildFolder(); } _buildAndRun = BuildScriptPrefs.GetBuildAndRun(); _devBuild = BuildScriptPrefs.GetDevelopmentBuild(); _buildTarget = BuildScriptPrefs.GetBuildTarget(); }
private string SetBuildFolder() { var fullPath = EditorUtility.OpenFolderPanel("Build Folder", Application.dataPath.Replace("Assets", string.Empty), "bin"); if (!string.IsNullOrEmpty(fullPath)) { _buildFolder = fullPath; BuildScriptPrefs.SetBuildFolder(_buildFolder); base.Repaint(); } return(fullPath); }
private void OnGUI_RenderBuildAndRunning() { EditorGUILayout.LabelField(new GUIContent("Building & Running", "Building and optionally auto-running builds."), EditorStyles.centeredGreyMiniLabel); EditorGUI.BeginChangeCheck(); _buildTarget = (BuildTarget)EditorGUILayout.EnumPopup(new GUIContent("Build Target", "Which platform to build for."), _buildTarget); if (EditorGUI.EndChangeCheck()) { BuildScriptPrefs.SetBuildTarget(_buildTarget); } EditorGUI.BeginChangeCheck(); _devBuild = EditorGUILayout.Toggle(new GUIContent("Development Build", "Toggle to build as development build."), _devBuild); if (EditorGUI.EndChangeCheck()) { BuildScriptPrefs.SetDevelopmentBuild(_devBuild); } EditorGUI.BeginChangeCheck(); _buildAndRun = EditorGUILayout.Toggle(new GUIContent("Build and Run?", "Whether to auto-run the game after building, if successful."), _buildAndRun); if (EditorGUI.EndChangeCheck()) { BuildScriptPrefs.SetBuildAndRun(_buildAndRun); } EditorGUILayout.Separator(); EditorGUILayout.BeginHorizontal(); if (GUILayout.Button("Build")) { BuildButton_Singleplayer(); } if (GUILayout.Button("Run")) { RunAsSingleplayer(); } EditorGUILayout.EndHorizontal(); }