Esempio n. 1
0
        /// <summary>
        /// Called when the WebGL target platform is already selected or when the user switches to it through the Publisher
        /// </summary>
        internal void OnWebGLBuildTargetSet()
        {
            bool buildSettingsHaveNoActiveScenes = EditorBuildSettingsScene.GetActiveSceneList(EditorBuildSettings.scenes).Length == 0;

            if (buildSettingsHaveNoActiveScenes)
            {
                BuildPlayerWindow.ShowBuildPlayerWindow();
                return;
            }

            PublisherBuildProcessor.OpenBuildGameDialog(BuildTarget.WebGL);
        }
Esempio n. 2
0
        /// <summary>
        /// Called when the WebGL target platform is already selected or when the user switches to it through the Publisher
        /// </summary>
        internal void OnWebGLBuildTargetSet()
        {
            bool buildSettingsHaveNoActiveScenes = EditorBuildSettingsScene.GetActiveSceneList(EditorBuildSettings.scenes).Length == 0;

            if (buildSettingsHaveNoActiveScenes)
            {
                if (!PublisherUtils.AddCurrentSceneToBuildSettings())
                {
                    ShowSaveScenePopup();
                    return;
                }
            }
            PublisherBuildProcessor.OpenBuildGameDialog(BuildTarget.WebGL);
        }
Esempio n. 3
0
        /// <summary>
        /// Called when the WebGL target platform is already selected or when the user switches to it through the Publisher
        /// </summary>
        internal void OnWebGLBuildTargetSet()
        {
            bool buildSettingsHaveNoActiveScenes = EditorBuildSettingsScene.GetActiveSceneList(EditorBuildSettings.scenes).Length == 0;

            if (buildSettingsHaveNoActiveScenes)
            {
                BuildPlayerWindow.ShowBuildPlayerWindow();
                return;
            }

            (bool buildSucceeded, string buildPath) = PublisherBuildProcessor.OpenBuildGameDialog(BuildTarget.WebGL);
            if (!buildSucceeded)
            {
                return;
            }

            OnBuildCompleted(buildPath);
        }