/// <summary>
        /// Interface Fuc:execute before Build
        /// </summary>
        /// <param name="target"></param>
        /// <param name="path"></param>
        public void OnPreprocessBuild(BuildTarget target, string path)
        {
            if (!MirageAR_PreferenceBuildSetting.CheckBuildSettings())
            {
                MirageAR_PreferenceBuildSetting.Enter();

                //throw new System.Exception("Your BuildSetting is Not Correct,Please Fix First!");
                throw new UnityEditor.BuildPlayerWindow.BuildMethodException("Your BuildSetting is Not Correct,Please Fix First!");
            }
        }
        /// <summary>
        /// Interface Fuc:execute on BuildTarget Changed
        /// </summary>
        /// <param name="previousTarget"></param>
        /// <param name="newTarget"></param>
        public void OnActiveBuildTargetChanged(BuildTarget previousTarget, BuildTarget newTarget)
        {
            //Debug.Log("OnActiveBuildTargetChanged");
            Debug.Log(string.Format("Switched build target from {0} to {1}", previousTarget, newTarget));

            if (!MirageAR_PreferenceBuildSetting.CheckBuildSettings())
            {
                MirageAR_PreferenceBuildSetting.Enter();
            }
        }
Esempio n. 3
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 public static void Enter()
 {
     //Debug.Log("Enter");
     window         = GetWindow <MirageAR_PreferenceBuildSetting>(true, "Preference Build Setting", true);
     window.minSize = new Vector2(720, 480);
 }