コード例 #1
0
ファイル: BuildProject.cs プロジェクト: minjoy77/UnityBuilder
 public static void BuildPC()
 {
     BuildMechine.NewPipeline()
     .AddActions(new BuildAction_SetScriptingDefineSymbols(BuildTargetGroup.Standalone, "TEST"))
     .AddActions(new BuildAction_IncreaseBuildNum())
     .AddActions(new BuildAction_SaveAndRefresh(),
                 new BuildAction_SetBundleId("cn.test.test"),
                 new BuildAction_BuildProjectWindowsStandalone("game", "Game", "Build/Windows/", true)
                 )
     .Run();
 }
コード例 #2
0
 public static void Build()
 {
     BuildMechine.NewPipeline()
     .AddActions(new BuildAction_SetScriptingDefineSymbols(BuildTargetGroup.Standalone, "Wait"))
     .AddActions(new BuildAction_Print("Start Build Mechine"))
     .AddActions(new BuildAction_SetScriptingDefineSymbols(BuildTargetGroup.Standalone, "Wait2"))
     .AddActions(new BuildAction_Print("Start Build Mechine"))
     .AddActions(new BuildAction_SetScriptingDefineSymbols(BuildTargetGroup.Standalone, "Wait3"))
     .AddActions(new BuildAction_Print("Start Build Mechine"))
     .AddActions(new BuildAction_IncreaseBuildNum())
     .AddActions(new BuildAction_SaveAndRefresh(),
                 new BuildAction_SetBundleId("cn.test.test")
                 //new BuildAction_BuildProjectAndroid("Build/"),
                 //new BuildAction_BuildProjectWindowsStandalone("game", "Build/Windows/", x64: false),
                 //new BuildAction_BuildProjectWindowsStandalone("game", "Build/Windows/", x64: true)
                 )
     .Run();
 }