BuildPlayerInternal() private static méthode

private static BuildPlayerInternal ( string levels, string locationPathName, string assetBundleManifestPath, BuildTarget target, BuildOptions options ) : BuildReport
levels string
locationPathName string
assetBundleManifestPath string
target BuildTarget
options BuildOptions
Résultat BuildReport
        private static string BuildPlayer(string[] scenes, string locationPathName, string assetBundleManifestPath, BuildTarget target, BuildOptions options)
        {
            string result;

            if (string.IsNullOrEmpty(locationPathName))
            {
                if ((options & BuildOptions.InstallInBuildFolder) == BuildOptions.None || !PostprocessBuildPlayer.SupportsInstallInBuildFolder(target))
                {
                    result = "The 'locationPathName' parameter for BuildPipeline.BuildPlayer should not be null or empty.";
                    return(result);
                }
            }
            else if (string.IsNullOrEmpty(Path.GetFileName(locationPathName)))
            {
                string extensionForBuildTarget = PostprocessBuildPlayer.GetExtensionForBuildTarget(target, options);
                if (!string.IsNullOrEmpty(extensionForBuildTarget))
                {
                    result = string.Format("For the '{0}' target the 'locationPathName' parameter for BuildPipeline.BuildPlayer should not end with a directory separator.\nProvided path: '{1}', expected a path with the extension '.{2}'.", target, locationPathName, extensionForBuildTarget);
                    return(result);
                }
            }
            try
            {
                result = BuildPipeline.BuildPlayerInternal(scenes, locationPathName, assetBundleManifestPath, target, options).SummarizeErrors();
            }
            catch (Exception exception)
            {
                BuildPipeline.LogBuildExceptionAndExit("BuildPipeline.BuildPlayer", exception);
                result = "";
            }
            return(result);
        }
Exemple #2
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        private static string BuildPlayer(string[] scenes, string locationPathName, string assetBundleManifestPath, BuildTargetGroup buildTargetGroup, BuildTarget target, BuildOptions options)
        {
            string result;

            if (BuildPipeline.isBuildingPlayer)
            {
                result = "Cannot start a new build because there is already a build in progress.";
            }
            else
            {
                if (buildTargetGroup == BuildTargetGroup.Unknown)
                {
                    buildTargetGroup = BuildPipeline.GetBuildTargetGroup(target);
                }
                string text;
                if (!BuildPipeline.ValidateLocationPathNameForBuildTargetGroup(locationPathName, buildTargetGroup, target, options, out text))
                {
                    result = text;
                }
                else
                {
                    try
                    {
                        result = BuildPipeline.BuildPlayerInternal(scenes, locationPathName, assetBundleManifestPath, buildTargetGroup, target, options).SummarizeErrors();
                    }
                    catch (Exception exception)
                    {
                        BuildPipeline.LogBuildExceptionAndExit("BuildPipeline.BuildPlayer", exception);
                        result = "";
                    }
                }
            }
            return(result);
        }
        private static BuildReport BuildPlayer(string[] scenes, string locationPathName, string assetBundleManifestPath, BuildTargetGroup buildTargetGroup, BuildTarget target, BuildOptions options)
        {
            if (BuildPipeline.isBuildingPlayer)
            {
                throw new InvalidOperationException("Cannot start a new build because there is already a build in progress.");
            }
            if (buildTargetGroup == BuildTargetGroup.Unknown)
            {
                buildTargetGroup = BuildPipeline.GetBuildTargetGroup(target);
            }
            string message;

            if (!BuildPipeline.ValidateLocationPathNameForBuildTargetGroup(locationPathName, buildTargetGroup, target, options, out message))
            {
                throw new ArgumentException(message);
            }
            BuildReport result;

            try
            {
                result = BuildPipeline.BuildPlayerInternal(scenes, locationPathName, assetBundleManifestPath, buildTargetGroup, target, options);
            }
            catch (Exception exception)
            {
                BuildPipeline.LogBuildExceptionAndExit("BuildPipeline.BuildPlayer", exception);
                result = null;
            }
            return(result);
        }
Exemple #4
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 /// <summary>
 ///   <para>Builds a player.</para>
 /// </summary>
 /// <param name="levels">The scenes to be included in the build. If empty, the currently open scene will be built. Paths are relative to the project folder (AssetsMyLevelsMyScene.unity).</param>
 /// <param name="locationPathName">The path where the application will be built.</param>
 /// <param name="target">The BuildTarget to build.</param>
 /// <param name="options">Additional BuildOptions, like whether to run the built player.</param>
 /// <returns>
 ///   <para>An error message if an error occurred.</para>
 /// </returns>
 public static string BuildPlayer(string[] levels, string locationPathName, BuildTarget target, BuildOptions options)
 {
     try
     {
         uint crc;
         return(BuildPipeline.BuildPlayerInternal(levels, locationPathName, target, options, out crc));
     }
     catch (Exception ex)
     {
         BuildPipeline.LogBuildExceptionAndExit("BuildPipeline.BuildPlayer", ex);
         return(string.Empty);
     }
 }
Exemple #5
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 public static string BuildStreamedSceneAssetBundle(string[] levels, string locationPath, BuildTarget target, out uint crc, BuildOptions options)
 {
     crc = 0U;
     try
     {
         return(BuildPipeline.BuildPlayerInternal(levels, locationPath, target, options | BuildOptions.BuildAdditionalStreamedScenes, out crc));
     }
     catch (Exception ex)
     {
         BuildPipeline.LogBuildExceptionAndExit("BuildPipeline.BuildStreamedSceneAssetBundle", ex);
         return(string.Empty);
     }
 }
Exemple #6
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        public static string BuildPlayer(string[] levels, string locationPathName, BuildTarget target, BuildOptions options)
        {
            string result;

            try
            {
                uint num;
                result = BuildPipeline.BuildPlayerInternal(levels, locationPathName, target, options, out num);
            }
            catch (Exception exception)
            {
                BuildPipeline.LogBuildExceptionAndExit("BuildPipeline.BuildPlayer", exception);
                result = string.Empty;
            }
            return(result);
        }
Exemple #7
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        internal static string BuildStreamedSceneAssetBundle(string[] levels, string locationPath, BuildTargetGroup buildTargetGroup, BuildTarget target, out uint crc, BuildOptions options)
        {
            crc = 0u;
            string result;

            try
            {
                BuildReport buildReport = BuildPipeline.BuildPlayerInternal(levels, locationPath, null, buildTargetGroup, target, options | BuildOptions.BuildAdditionalStreamedScenes | BuildOptions.ComputeCRC);
                crc = buildReport.crc;
                string text = buildReport.SummarizeErrors();
                UnityEngine.Object.DestroyImmediate(buildReport, true);
                result = text;
            }
            catch (Exception exception)
            {
                BuildPipeline.LogBuildExceptionAndExit("BuildPipeline.BuildStreamedSceneAssetBundle", exception);
                result = "";
            }
            return(result);
        }