private void OnGUI() { GUILayout.Label("Build halper", HalperGuiStyle.getWinTitle()); DataBuildSettingsBridge bridge = BuildHelperBase.getScriptableDataBuildSettings(); DataBuildSettingProfile cur = bridge.getPlatformProfil(); GUILayout.Label("platform : " + cur.getPlatformTarget()); GUILayout.BeginHorizontal(); GUILayout.Label("zip name :"); GUILayout.TextArea(cur.getZipName()); GUILayout.EndHorizontal(); }
protected string getBuildName() { DataBuildSettingsBridge data = getScriptableDataBuildSettings(); return(data.getPlatformProfil().build_prefix); }
protected void build_prep() { if (BuildPipeline.isBuildingPlayer) { return; } Debug.Log("now building app ; inc version ? " + version_increment); buildPlayerOptions = new BuildPlayerOptions(); DataBuildSettingProfile profile = data.getPlatformProfil(); if (profile == null) { Debug.LogError("no profile for current platform ?"); return; } profile.apply(); //DataBuildSettingProfileAndroid pAndroid = profile as DataBuildSettingProfileAndroid; //DataBuildSettingProfileIos pIos = profile as DataBuildSettingProfileIos; //DataBuildSettingProfileWindows pWindows = profile as DataBuildSettingProfileWindows; //DataBuildSettingProfileSwitch pSwitch = profile as DataBuildSettingProfileSwitch; //this will apply if (version_increment) { DataBuildSettingVersion v = HalperScriptables.getScriptableObjectInEditor <DataBuildSettingVersion>("version"); v.incrementFix(); } //apply everything (after inc) applySettings(profile); //buildPlayerOptions.scenes = new[] { "Assets/Scene1.unity", "Assets/Scene2.unity" }; buildPlayerOptions.scenes = getScenePaths(); //buildPlayerOptions. // === CREATE SOLVED BUILD PATH string absPath = profile.getBasePath(); bool pathExists = Directory.Exists(absPath); if (!pathExists) { Directory.CreateDirectory(absPath); Debug.Log(" ... created : " + absPath); } // === INJECTING SOLVED PATH TO BUILD SETTINGS outputPath = absPath; //[project]_[version].[ext] absPath = Path.Combine(absPath, profile.getBuildFullName(true)); Debug.Log("BuildHelper, saving build at : " + absPath); buildPlayerOptions.locationPathName = absPath; //will setup android or ios based on unity build settings target platform buildPlayerOptions.target = EditorUserBuildSettings.activeBuildTarget; if (profile.developement_build) { buildPlayerOptions.options |= BuildOptions.Development; } if (profile.scriptDebugging) { buildPlayerOptions.options |= BuildOptions.AllowDebugging; } if (auto_run) { buildPlayerOptions.options |= BuildOptions.AutoRunPlayer; } //BuildPipeline.BuildPlayer(buildPlayerOptions); }