void StartEntry(Entry entry) { // Convert line breaks to space and remove commented out lines var lines = entry.arguments.Split(new String[] { "\r\n", "\n" }, StringSplitOptions.RemoveEmptyEntries).ToList(); lines.RemoveAll(str => str.Contains("//")); var args = ""; lines.ForEach(str => args += str + " "); int standaloneCount = entry.count; if (!Application.isPlaying && entry.runInEditor) { EditorLevelManager.StartGameInEditor(args); standaloneCount--; } for (var i = 0; i < standaloneCount; i++) { //if (allowDevBuild && entry.useDevBuild) // RunDevBuild(args); //else BuildWindow.RunBuild(args + " -title \"" + entry.name + "\""); } }
static void StartEntry(QuickstartEntry entry, string levelname, string defaultArguments) { var args = entry.GetArguments(levelname, defaultArguments); if (entry.runInEditor) { EditorLevelManager.StartGameInEditor(args); } else { RunBuild(args); } }
void StartEntry(Entry entry) { var args = ""; // Convert line breaks to space and remove commented out lines if (entry.arguments != null) { var lines = entry.arguments.Split(new String[] { "\r\n", "\n" }, StringSplitOptions.RemoveEmptyEntries).ToList(); lines.RemoveAll(str => str.Contains("//")); lines.ForEach(str => args += str + " "); } // var config = entry.GetConfig(); // if (config != null) // { // var configPath = AssetDatabase.GetAssetPath(config); // var fullPath = Path.GetFullPath(configPath); // args += " +exec " + fullPath; // } int standaloneCount = entry.count; if (!Application.isPlaying && entry.runInEditor) { EditorLevelManager.StartGameInEditor(args); standaloneCount--; } string buildPath; string buildName; var result = entry.GetBuildName(out buildPath, out buildName); if (!result) { return; } var buildExe = buildName + ".exe"; for (var i = 0; i < standaloneCount; i++) { RunBuild(buildPath, buildExe, args + " -title \"" + entry.name + "\""); } }
public static void OnPostProcessScene() { // Only strip if building levels or if in preview mode in Editor if (BuildPipeline.isBuildingPlayer || Game.game == null) { LevelManager.StripCode(buildType, isDevelopmentBuild); } // In editor, we inject the game object to ensure preview mode works var info = EditorLevelManager.GetLevelInfoFor(EditorSceneManager.GetSceneAt(0).path); if (!BuildPipeline.isBuildingPlayer && Game.game == null && info != null && info.levelType != LevelInfo.LevelType.Generic) { var gamePrefab = AssetDatabase.LoadAssetAtPath("Assets/Prefabs/Game.prefab", typeof(GameObject)); PrefabUtility.InstantiatePrefab(gamePrefab); } AddBuildInfo(); }
static AssetBundleBuild MakeSceneBundleBuild(UnityEngine.Object mainScene, string name) { var build = new AssetBundleBuild(); build.assetBundleName = name; build.assetBundleVariant = ""; var path = AssetDatabase.GetAssetPath(mainScene); var scenes = new List <string>(); scenes.Add(path.ToLower()); if (EditorLevelManager.IsLayeredLevel(path)) { foreach (var l in EditorLevelManager.GetLevelLayers(path)) { scenes.Add(l.ToLower()); } } build.assetNames = scenes.ToArray(); return(build); }