Message() public method

public Message ( string msg ) : void
msg string
return void
    //-------------------------------------------------------------------------------------------------------------------------
    public static void Build(BuildTarget target, string output, bool compress)
    {
        //This helps with getting the version number base to start from
        var settingsPath = Path.GetDirectoryName(Application.dataPath);
        settingsPath = Path.Combine(settingsPath, "ProjectSettings");
        settingsPath = Path.Combine(settingsPath, "ProjectSettings.asset");
         		//Throw error if we can't find anything
        if (!File.Exists(settingsPath)) {
            Debug.LogError("Couldn't find project settings file.");
            return;
        }

        // Make sure the paths exist before building.
        try{
            Directory.CreateDirectory( output );
        }
        catch{
            Debug.LogError("Failed to create directories: " + output );
        }

        var lines = File.ReadAllLines(settingsPath);
        if (!lines[0].StartsWith("%YAML")) {
            Debug.LogError("Project settings file needs to be serialized as a text asset. (Check 'Project Settings->Editor')");
            return;
        }

        string pattern = @"^(\s*iPhoneBundleVersion:\s*)([\d\.]+)$";
        bool success = false;

        System.Version version = null;
        for (int i=0; i<lines.Length; i++) {
            var line = lines[i];

            if (!Regex.IsMatch(line, pattern)) {
                continue;
            }

            var match = Regex.Match(line, pattern);
            version = new System.Version(match.Groups[2].Value);
            //Break down our version numbers
            var major = version.Major < 0 ? 0 : version.Major;
            var minor = version.Minor < 0 ? 0 : version.Minor;
            var build = version.Build < 0 ? 0 : version.Build;
            var revision = version.Revision < 0 ? 0 : version.Revision;

            version = new System.Version(major, minor, build, revision + 1);

            line = match.Groups[1].Value + version;

            lines[i] = line;
            success = true;

            break;
        }
         		//Throw error if we can't find the bundle version.
        if (!success) {
            Debug.LogError("Couldn't find bundle version in ProjectSettings.asset");
            return;
        }

         		//Lets start writing the files to the log and such
        File.WriteAllLines(settingsPath, lines);
        LogFile log = new LogFile(@"Builds/log.log", false);
        log.Message("-----BUILD-----");
        log.Message("Build version: " + version);
        log.Message( "Building Platform: " + target.ToString() );

        //These are to speed things up a little bit.
        string projectNameFile = null;

        if(target.ToString() == "WebPlayer") {
            projectNameFile = projectName+"_"+version;
        } else if(target.ToString() == "StandaloneWindows") {
            projectNameFile = projectName+"_"+version+".exe";
        } else if(target.ToString() == "StandaloneOSXUniversal") {
            projectNameFile = projectName+"_"+version+".app";
        } else if(target.ToString() == "Android") {
            projectNameFile = projectName+"_"+version+".apk";
        }
        string[] level_list = FindScenes();
        log.Message("Scenes to be processed: " + level_list.Length );

        foreach( string s in level_list)
        {
            string cutdown_level_name = s.Remove( s.IndexOf(".unity") );
            log.Message("   " + cutdown_level_name );
        }

        string results = BuildPipeline.BuildPlayer( level_list, output+"/"+projectNameFile, target, BuildOptions.None );
        if ( results.Length == 0 )
            log.Message("No Build Errors" );
        else
            log.Message("Build Error:" + results);

        //This is where we decide if we want to zip the files, make sure Ionic.Zip is included to reference this.
        //This could be cleaned up by moving everything to a temp directory, compressing, and then moving to the proper directory - but I'm too lazy at this point so I'll do that later.
        if(compress == true) {
            //For some reason Windows needs a file and a directory, so here's a silly hardcode to deal with it.
            if(target.ToString() == "StandaloneWindows") {
                using (ZipFile zip = new ZipFile()) {
                     // add this file into the project directory in the zip archive
                     zip.AddFile(output+"/"+projectNameFile, "");
                     zip.AddDirectory(output+"/"+projectName+"_"+version+"_Data", projectName+"_"+version+"_Data");
                     // add the file into a different directory in the archive
                     zip.Save(output+"/"+projectName+version+".zip");
                }
            //Web apps is shoved into a folder already, we'll just compress it.
            } else if(target.ToString() == "WebPlayer") {
                using (ZipFile zip = new ZipFile()) {
                     // add this directory in the zip archive
                     zip.AddDirectory(output+"/"+projectName+"_"+version, "");
                     // add the file into a different directory in the archive
                     zip.Save(output+"/"+projectName+version+".zip");
                }
            } else {
                using (ZipFile zip = new ZipFile()) {
                     // add this directory in the zip archive
                     zip.AddDirectory(output+"/"+projectNameFile, "");
                     // add the file into a different directory in the archive
                     zip.Save(output+"/"+projectName+version+".zip");
                }
            }
            log.Message("Compressed:"+output+"/"+projectName+version+".zip");
        }

        log.Message( "");
        log.Close();
    }