GetBuildTargetGroupDisplayName() private méthode

private GetBuildTargetGroupDisplayName ( BuildTargetGroup targetPlatformGroup ) : string
targetPlatformGroup BuildTargetGroup
Résultat string
        internal static string BuildMainWindowTitle()
        {
            var activeSceneName = L10n.Tr("Untitled");

            if (!string.IsNullOrEmpty(SceneManager.GetActiveScene().path))
            {
                activeSceneName = Path.GetFileNameWithoutExtension(SceneManager.GetActiveScene().path);
            }

            var desc = new ApplicationTitleDescriptor(
                isTemporaryProject ? PlayerSettings.productName : Path.GetFileName(Path.GetDirectoryName(Application.dataPath)),
                InternalEditorUtility.GetUnityDisplayVersion(),
                activeSceneName,
                GetLicenseType(),
                isPreviewPackageInUse,
                BuildPipeline.GetBuildTargetGroupDisplayName(BuildPipeline.GetBuildTargetGroup(EditorUserBuildSettings.activeBuildTarget)),
                Coverage.enabled
                );

            desc.title = GetDefaultMainWindowTitle(desc);

            updateMainWindowTitle?.Invoke(desc);

            return(desc.title);
        }
            /// <summary>
            /// Default implementation of the build player method.
            /// </summary>
            /// <param name="options"></param>
            public static void BuildPlayer(BuildPlayerOptions options)
            {
                if (!UnityConnect.instance.canBuildWithUPID)
                {
                    if (!EditorUtility.DisplayDialog("Missing Project ID", "Because you are not a member of this project this build will not access Unity services.\nDo you want to continue?", "Yes", "No"))
                    {
                        throw new BuildMethodException();
                    }
                }

                if (!BuildPipeline.IsBuildTargetSupported(options.targetGroup, options.target))
                {
                    throw new BuildMethodException("Build target is not supported.");
                }

                string module = ModuleManager.GetTargetStringFrom(EditorUserBuildSettings.selectedBuildTargetGroup, options.target);
                IBuildWindowExtension buildWindowExtension = ModuleManager.GetBuildWindowExtension(module);

                if (buildWindowExtension != null && (options.options & BuildOptions.AutoRunPlayer) != 0 && !buildWindowExtension.EnabledBuildAndRunButton())
                {
                    throw new BuildMethodException();
                }

                if (Unsupported.IsBleedingEdgeBuild())
                {
                    var sb = new System.Text.StringBuilder();
                    sb.AppendLine("This version of Unity is a BleedingEdge build that has not seen any manual testing.");
                    sb.AppendLine("You should consider this build unstable.");
                    sb.AppendLine("We strongly recommend that you use a normal version of Unity instead.");

                    if (EditorUtility.DisplayDialog("BleedingEdge Build", sb.ToString(), "Cancel", "OK"))
                    {
                        throw new BuildMethodException();
                    }
                }

                // See if we need to switch platforms and delay the build.  We do this whenever
                // we're trying to build for a target different from the active one so as to ensure
                // that the compiled script code we have loaded is built for the same platform we
                // are building for.  As we can't reload while our editor stuff is still executing,
                // we need to defer to after the next script reload then.
                bool delayToAfterScriptReload = false;

                if (EditorUserBuildSettings.activeBuildTarget != options.target ||
                    EditorUserBuildSettings.activeBuildTargetGroup != options.targetGroup)
                {
                    if (!EditorUserBuildSettings.SwitchActiveBuildTargetAsync(options.targetGroup, options.target))
                    {
                        // Switching the build target failed.  No point in trying to continue
                        // with a build.
                        var errStr = string.Format("Could not switch to build target '{0}', '{1}'.",
                                                   BuildPipeline.GetBuildTargetGroupDisplayName(options.targetGroup),
                                                   BuildPlatforms.instance.GetBuildTargetDisplayName(options.targetGroup, options.target));
                        throw new BuildMethodException(errStr);
                    }

                    if (EditorApplication.isCompiling)
                    {
                        delayToAfterScriptReload = true;
                    }
                }

                // Trigger build.
                // Note: report will be null, if delayToAfterScriptReload = true
                var report = BuildPipeline.BuildPlayerInternalNoCheck(options.scenes, options.locationPathName, null, options.targetGroup, options.target, options.options, delayToAfterScriptReload);


                if (report != null)
                {
                    var resultStr = String.Format("Build completed with a result of '{0}'", report.summary.result.ToString("g"));

                    switch (report.summary.result)
                    {
                    case Build.Reporting.BuildResult.Unknown:
                        Debug.LogWarning(resultStr);
                        break;

                    case Build.Reporting.BuildResult.Failed:
                        DeleteBuildFolderIfEmpty(report.summary.outputPath);
                        Debug.LogError(resultStr);
                        throw new BuildMethodException(report.SummarizeErrors());

                    default:
                        Debug.Log(resultStr);
                        break;
                    }

                    buildCompletionHandler?.Invoke(report);
                }
            }
        void ShowBuildTargetSettings()
        {
            EditorGUIUtility.labelWidth = Mathf.Min(180, (position.width - 265) * 0.47f);

            BuildTarget      buildTarget      = EditorUserBuildSettingsUtils.CalculateSelectedBuildTarget();
            BuildTargetGroup buildTargetGroup = EditorUserBuildSettings.selectedBuildTargetGroup;
            BuildPlatform    platform         = BuildPlatforms.instance.BuildPlatformFromTargetGroup(buildTargetGroup);
            bool             licensed         = BuildPipeline.LicenseCheck(buildTarget);

            // Draw the group name
            GUILayout.Space(18);

            // Draw icon and text of title separately so we can control the space between them
            Rect r = GUILayoutUtility.GetRect(50, 36);

            r.x += 1;
            GUI.Label(new Rect(r.x + 3, r.y + 3, 32, 32), platform.title.image, GUIStyle.none);
            GUI.Toggle(r, false, platform.title.text, styles.platformSelector);

            GUILayout.Space(10);

            if (platform.targetGroup == BuildTargetGroup.WebGL && !BuildPipeline.IsBuildTargetSupported(platform.targetGroup, buildTarget))
            {
                if (IntPtr.Size == 4)
                {
                    GUILayout.Label("Building for WebGL requires a 64-bit Unity editor.");
                    GUIBuildButtons(false, false, false, platform);
                    return;
                }
            }

            string moduleName = Modules.ModuleManager.GetTargetStringFrom(buildTargetGroup, buildTarget);

            if (IsModuleNotInstalled(buildTargetGroup, buildTarget))
            {
                GUILayout.Label(EditorGUIUtility.TextContent(string.Format(styles.noModuleLoaded, BuildPlatforms.instance.GetModuleDisplayName(buildTargetGroup, buildTarget))));
                if (GUILayout.Button(styles.openDownloadPage, EditorStyles.miniButton, GUILayout.ExpandWidth(false)))
                {
                    string url = GetPlaybackEngineDownloadURL(moduleName);
                    Help.BrowseURL(url);
                }
                GUIBuildButtons(false, false, false, platform);
                return;
            }
            else if (Application.HasProLicense() && !InternalEditorUtility.HasAdvancedLicenseOnBuildTarget(buildTarget))
            {
                // Show copy for using personal edition build targets with pro edition editor
                string infoText = string.Format(styles.infoText,
                                                BuildPlatforms.instance.GetBuildTargetDisplayName(buildTargetGroup, buildTarget));

                GUILayout.BeginVertical(EditorStyles.helpBox);
                GUILayout.Label(infoText, EditorStyles.wordWrappedMiniLabel);
                GUILayout.BeginHorizontal();
                if (GUILayout.Button(styles.eula, EditorStyles.miniButton))
                {
                    Application.OpenURL("http://unity3d.com/legal/eula");
                }
                if (GUILayout.Button(string.Format(styles.addToYourPro, BuildPlatforms.instance.GetBuildTargetDisplayName(buildTargetGroup, buildTarget)), EditorStyles.miniButton))
                {
                    Application.OpenURL("http://unity3d.com/get-unity");
                }
                GUILayout.EndHorizontal();
                GUILayout.EndVertical();
            }

            GUIContent error = styles.GetDownloadErrorForTarget(buildTarget);

            if (error != null)
            {
                GUILayout.Label(error, EditorStyles.wordWrappedLabel);
                GUIBuildButtons(false, false, false, platform);
                return;
            }

            // Draw not licensed buy now UI
            if (!licensed)
            {
                string niceName   = BuildPipeline.GetBuildTargetGroupDisplayName(buildTargetGroup);
                string licenseMsg = "Your license does not cover {0} Publishing.";
                string buttonMsg  = "Go to Our Online Store";
                if (BuildTargetDiscovery.PlatformHasFlag(buildTarget, TargetAttributes.IsConsole))
                {
                    licenseMsg += "Please see the {0} section of the Platform Module Installation documentation for more details.";
                    buttonMsg   = "Platform Module Installation";
                }
                else if (BuildTargetDiscovery.PlatformHasFlag(buildTarget, TargetAttributes.IsStandalonePlatform))
                {
                    buttonMsg = "";
                }

                GUIContent[] notLicensedMessage =
                {
                    EditorGUIUtility.TextContent(string.Format(L10n.Tr(licenseMsg), niceName)),
                    EditorGUIUtility.TextContent(L10n.Tr(buttonMsg)),
                    new GUIContent(styles.shopURL)
                };

                GUILayout.Label(notLicensedMessage[0], EditorStyles.wordWrappedLabel);
                GUILayout.Space(5);
                GUILayout.BeginHorizontal();
                GUILayout.FlexibleSpace();
                if (notLicensedMessage[1].text.Length != 0)
                {
                    if (GUILayout.Button(notLicensedMessage[1]))
                    {
                        Application.OpenURL(notLicensedMessage[2].text);
                    }
                }
                GUILayout.EndHorizontal();
                GUIBuildButtons(false, false, false, platform);
                return;
            }

            // FIXME: WHY IS THIS ALL IN ONE FUNCTION?!
            // Draw the side bar to the right. Different options like specific Standalone player to build, profiling and debugging options, etc.
            string module = ModuleManager.GetTargetStringFrom(platform.targetGroup, buildTarget);
            IBuildWindowExtension buildWindowExtension = ModuleManager.GetBuildWindowExtension(module);

            if (buildWindowExtension != null)
            {
                buildWindowExtension.ShowPlatformBuildOptions();
            }

            GUI.changed = false;
            GUI.enabled = true;

            bool enableBuildButton = buildWindowExtension != null?buildWindowExtension.EnabledBuildButton() : true;

            bool enableBuildAndRunButton = false;

            bool shouldDrawDebuggingToggle = buildWindowExtension != null?buildWindowExtension.ShouldDrawScriptDebuggingCheckbox() : true;

            bool shouldDrawExplicitNullChecksToggle = buildWindowExtension != null?buildWindowExtension.ShouldDrawExplicitNullCheckbox() : false;

            bool shouldDrawDivideByZeroChecksToggle = buildWindowExtension != null?buildWindowExtension.ShouldDrawExplicitDivideByZeroCheckbox() : false;

            bool shouldDrawArrayBoundsChecksToggle = buildWindowExtension != null?buildWindowExtension.ShouldDrawExplicitArrayBoundsCheckbox() : false;

            bool shouldDrawDevelopmentPlayerToggle = buildWindowExtension != null?buildWindowExtension.ShouldDrawDevelopmentPlayerCheckbox() : true;

            IBuildPostprocessor postprocessor = ModuleManager.GetBuildPostProcessor(buildTargetGroup, buildTarget);
            bool enableBuildScriptsOnly       = (postprocessor != null ? postprocessor.SupportsScriptsOnlyBuild() : false);
            bool canInstallInBuildFolder      = false;

            if (BuildPipeline.IsBuildTargetSupported(buildTargetGroup, buildTarget))
            {
                bool shouldDrawConnectProfilerToggle = buildWindowExtension != null?buildWindowExtension.ShouldDrawProfilerCheckbox() : true;

                GUI.enabled = shouldDrawDevelopmentPlayerToggle;
                if (shouldDrawDevelopmentPlayerToggle)
                {
                    EditorUserBuildSettings.development = EditorGUILayout.Toggle(styles.debugBuild, EditorUserBuildSettings.development);
                }

                bool developmentBuild = EditorUserBuildSettings.development;

                GUI.enabled = developmentBuild;

                if (shouldDrawConnectProfilerToggle)
                {
                    if (!GUI.enabled)
                    {
                        if (!developmentBuild)
                        {
                            styles.profileBuild.tooltip = "Profiling only enabled in Development Player";
                        }
                    }
                    else
                    {
                        styles.profileBuild.tooltip = "";
                    }
                    EditorUserBuildSettings.connectProfiler = EditorGUILayout.Toggle(styles.profileBuild, EditorUserBuildSettings.connectProfiler);
                }

                GUI.enabled = developmentBuild;
                if (shouldDrawDebuggingToggle)
                {
                    using (new EditorGUI.DisabledScope(buildWindowExtension != null ? buildWindowExtension.ShouldDisableManagedDebuggerCheckboxes() : false))
                    {
                        EditorUserBuildSettings.allowDebugging = EditorGUILayout.Toggle(styles.allowDebugging, EditorUserBuildSettings.allowDebugging);

                        // Not all platforms have native dialog implemented in Runtime\Misc\GiveDebuggerChanceToAttachIfRequired.cpp
                        // Display this option only for developer builds
                        bool shouldDrawWaitForManagedDebugger = buildWindowExtension != null?buildWindowExtension.ShouldDrawWaitForManagedDebugger() : false;

                        if (EditorUserBuildSettings.allowDebugging && shouldDrawWaitForManagedDebugger)
                        {
                            var buildTargetName = BuildPipeline.GetBuildTargetName(buildTarget);

                            bool value = EditorGUILayout.Toggle(styles.waitForManagedDebugger, EditorUserBuildSettings.GetPlatformSettings(buildTargetName, kSettingDebuggingWaitForManagedDebugger) == "true");
                            EditorUserBuildSettings.SetPlatformSettings(buildTargetName, kSettingDebuggingWaitForManagedDebugger, value.ToString().ToLower());
                        }
                    }

                    if (EditorUserBuildSettings.allowDebugging && PlayerSettings.GetScriptingBackend(buildTargetGroup) == ScriptingImplementation.IL2CPP)
                    {
                        var  apiCompatibilityLevel = PlayerSettings.GetApiCompatibilityLevel(buildTargetGroup);
                        bool isDebuggerUsable      = apiCompatibilityLevel == ApiCompatibilityLevel.NET_4_6 || apiCompatibilityLevel == ApiCompatibilityLevel.NET_Standard_2_0;

                        if (!isDebuggerUsable)
                        {
                            EditorGUILayout.HelpBox("Script debugging is only supported with IL2CPP on .NET 4.x and .NET Standard 2.0 API Compatibility Levels.", MessageType.Warning);
                        }
                    }
                }


                if (shouldDrawExplicitNullChecksToggle)
                {
                    // Force 'ExplicitNullChecks' to true if it's a development build.
                    GUI.enabled = !developmentBuild;
                    if (GUI.enabled == false)
                    {
                        EditorUserBuildSettings.explicitNullChecks = true;
                    }
                    EditorUserBuildSettings.explicitNullChecks = EditorGUILayout.Toggle(styles.explicitNullChecks, EditorUserBuildSettings.explicitNullChecks);
                    // Undo force from above
                    GUI.enabled = developmentBuild;
                }

                if (shouldDrawDivideByZeroChecksToggle)
                {
                    // Force 'explicitDivideByZeroChecks' to true if it's a development build.
                    GUI.enabled = !developmentBuild;
                    if (GUI.enabled == false)
                    {
                        EditorUserBuildSettings.explicitDivideByZeroChecks = true;
                    }
                    EditorUserBuildSettings.explicitDivideByZeroChecks = EditorGUILayout.Toggle(styles.explicitDivideByZeroChecks, EditorUserBuildSettings.explicitDivideByZeroChecks);
                    // Undo force from above
                    GUI.enabled = developmentBuild;
                }

                if (shouldDrawArrayBoundsChecksToggle)
                {
                    // Force 'explicitArrayBoundsChecks' to true if it's a development build.
                    GUI.enabled = !developmentBuild;
                    if (GUI.enabled == false)
                    {
                        EditorUserBuildSettings.explicitArrayBoundsChecks = true;
                    }
                    EditorUserBuildSettings.explicitArrayBoundsChecks = EditorGUILayout.Toggle(styles.explicitArrayBoundsChecks, EditorUserBuildSettings.explicitArrayBoundsChecks);
                    // Undo force from above
                    GUI.enabled = developmentBuild;
                }

                if (buildWindowExtension != null && enableBuildScriptsOnly)
                {
                    buildWindowExtension.DoScriptsOnlyGUI();
                }

                GUI.enabled = true;

                GUILayout.FlexibleSpace();

                if (postprocessor != null && postprocessor.SupportsLz4Compression())
                {
                    var cmpIdx = Array.IndexOf(styles.compressionTypes, EditorUserBuildSettings.GetCompressionType(buildTargetGroup));
                    if (cmpIdx == -1)
                    {
                        cmpIdx = 1; // Lz4 by default.
                    }
                    cmpIdx = EditorGUILayout.Popup(styles.compressionMethod, cmpIdx, styles.compressionStrings);
                    EditorUserBuildSettings.SetCompressionType(buildTargetGroup, styles.compressionTypes[cmpIdx]);
                }

                canInstallInBuildFolder = Unsupported.IsSourceBuild() && PostprocessBuildPlayer.SupportsInstallInBuildFolder(buildTargetGroup, buildTarget);

                if (enableBuildButton)
                {
                    enableBuildAndRunButton = buildWindowExtension != null?buildWindowExtension.EnabledBuildAndRunButton() &&
                                              !(EditorUserBuildSettings.installInBuildFolder) : !(EditorUserBuildSettings.installInBuildFolder);
                }
            }
            else
            {
                GUILayout.BeginHorizontal(GUILayout.ExpandWidth(true));

                GUILayout.BeginVertical(GUILayout.ExpandWidth(true));

                GUILayout.Label(string.Format(L10n.Tr("{0} is not supported in this build.\nDownload a build that supports it."), BuildPipeline.GetBuildTargetGroupDisplayName(buildTargetGroup)));

                GUILayout.EndVertical();
                GUILayout.FlexibleSpace();
                GUILayout.EndHorizontal();
            }

            if (buildTarget == BuildTarget.Android)
            {
                AndroidPublishGUI();
            }

            GUIBuildButtons(buildWindowExtension, enableBuildButton, enableBuildAndRunButton,
                            canInstallInBuildFolder, platform);
        }