GetVariationsDirectory() public static method

public static GetVariationsDirectory ( PostProcessorContext context ) : string
context PostProcessorContext
return string
        private void CheckUnityLibraryForArchitecture(PostProcessorContext context, string arch)
        {
            string[] components = new string[] { TasksCommon.GetVariationsDirectory(context), "Libs", arch, "libunity.so" };
            string   path       = Paths.Combine(components);

            if (!File.Exists(path))
            {
                CancelPostProcess.AbortBuild("Unable to package apk", "Unity library missing for the selected architecture '" + arch + " (" + path + ") !", null);
            }
        }
Esempio n. 2
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        private void PrepareNativeUnityLibs(PostProcessorContext context, string abi)
        {
            string pluginSourceFolder = context.Get <string>("AndroidPluginsPath");

            string[] components = new string[] { this._stagingArea, "libs", abi };
            string   to         = Paths.Combine(components);

            string[] textArray2 = new string[] { TasksCommon.GetVariationsDirectory(context), "Libs" };
            string   str3       = Paths.Combine(textArray2);

            string[] textArray3 = new string[] { this._stagingArea, "libs" };
            Directory.CreateDirectory(Paths.Combine(textArray3));
            string[] textArray4 = new string[] { str3, abi };
            FileUtil.CopyFileOrDirectory(Paths.Combine(textArray4), to);
            string[] textArray5 = new string[] { pluginSourceFolder, "libs", abi };
            string   str4       = Paths.Combine(textArray5);

            string[] textArray6 = new string[] { to, "gdbserver" };
            if (!File.Exists(Paths.Combine(textArray6)) && !PostprocessBuildPlayer.InstallPluginsByExtension(pluginSourceFolder, "gdbserver", string.Empty, to, false))
            {
                PostprocessBuildPlayer.InstallPluginsByExtension(str4, "gdbserver", string.Empty, to, false);
            }
        }