Esempio n. 1
0
        protected override void Build(BuildPlayersResult results)
        {
            // Check the group first
            string message;

            foreach (IChildBuildSetting setting in allSettings)
            {
                // Check if prebuild check failed
                if (setting.PreBuildCheck(out message) == false)
                {
                    // Display a message
                    DisplayPreBuildCheckFailed(message);

                    // Stop building entirely
                    return;
                }
            }

            // Indicate group build started
            using (new BuildPlayersResult.GroupBuildScope(results, this))
            {
                // Build the list of settings
                BuildGroup(allSettings, results);
            }
        }
        private static void UpdateResults(BuildPlayersResult results, bool isError)
        {
            // Grab the result's state
            RootBuildSetting.BuildProgression state = results.OnBuildCancelled;
            if (isError == true)
            {
                state = results.OnBuildFailed;
            }

            // Check if we need to display a dialog
            if (state == RootBuildSetting.BuildProgression.AskWhetherToContinue)
            {
                // Display the dialog, and update the build failed state
                state = results.DisplayBuildProgressionDialog(isError);

                // Update the result as well
                if (isError == true)
                {
                    results.OnBuildFailed = state;
                }
                else
                {
                    results.OnBuildCancelled = state;
                }
            }

            // Check if we need to halt building
            if (state == RootBuildSetting.BuildProgression.HaltImmediately)
            {
                // Halt immediately
                results.IsAllBuildsCancelled = true;
            }
        }
        /// <summary>
        /// Recursively creates builds.
        /// </summary>
        /// <param name="results">List of statuses indicating the results</param>
        /// <returns></returns>
        public virtual BuildPlayersResult Build()
        {
            BuildPlayersResult results = SetupResults();

            Build(results);
            return(results);
        }
Esempio n. 4
0
        /// <summary>
        /// Recursively creates builds.
        /// </summary>
        /// <param name="results">List of statuses indicating the results</param>
        /// <returns></returns>
        public override BuildPlayersResult Build()
        {
            // Setup variables
            BuildPlayersResult        results          = SetupResults();
            Stack <GroupBuildSetting> embeddedSettings = new Stack <GroupBuildSetting>();

            // Go through all the parents
            IChildBuildSetting checkParent = parentSetting as IChildBuildSetting;

            while (checkParent != null)
            {
                // Check if the parent is a group build setting
                if (checkParent is GroupBuildSetting)
                {
                    embeddedSettings.Push((GroupBuildSetting)checkParent);
                }

                // Go to the parent of the current setting we're reviewing
                checkParent = checkParent.parentSetting as IChildBuildSetting;
            }

            // Go through the stack
            Stack <BuildPlayersResult.GroupBuildScope> embeddedScopes = new Stack <BuildPlayersResult.GroupBuildScope>(embeddedSettings.Count);

            while (embeddedSettings.Count > 0)
            {
                embeddedScopes.Push(new BuildPlayersResult.GroupBuildScope(results, embeddedSettings.Pop()));
            }
            Build(results);
            while (embeddedScopes.Count > 0)
            {
                embeddedScopes.Pop().Dispose();
            }
            return(results);
        }
Esempio n. 5
0
 protected void DrawBuildButton(string buttonText = "Build")
 {
     if (GUI.Button(EditorGUILayout.GetControlRect(), buttonText) == true)
     {
         IBuildSetting setting = target as IBuildSetting;
         if (setting != null)
         {
             BuildPlayersResult results = setting.Build();
             Debug.Log(results);
         }
     }
 }
        /// <summary>
        /// Helper method to build a list of settings.
        /// </summary>
        /// <param name="settings">All the build settings to build from.</param>
        /// <param name="results">List of statuses indicating the results</param>
        /// <returns>True if the build was successful.</returns>
        protected static void BuildGroup(IEnumerable <IChildBuildSetting> settings, BuildPlayersResult results)
        {
            // Go through all settings
            foreach (IChildBuildSetting setting in settings)
            {
                // First, check if we didn't cancel the build
                if (results.IsAllBuildsCancelled == true)
                {
                    return;
                }

                // Make a build
                setting.Build(results);
                if (results.LastReport.State == BuildPlayersResult.Status.Error)
                {
                    UpdateResults(results, true);
                }
                else if (results.LastReport.State == BuildPlayersResult.Status.Cancelled)
                {
                    UpdateResults(results, true);
                }
            }
        }
Esempio n. 7
0
 public GroupBuildScope(BuildPlayersResult result, IBuildSetting setting)
 {
     this.result  = result;
     this.setting = setting;
     result.AddGroupReport(true, setting);
 }
 /// <summary>
 /// Creates builds specific to this setting.
 /// </summary>
 /// <param name="results">List of statuses indicating the results</param>
 /// <returns>True if the build was successful.</returns>
 protected abstract void Build(BuildPlayersResult results);