コード例 #1
0
        /// <summary>
        /// If you're considering commenting any section of this out, try enabling the force compile in the U# settings first.
        /// This is here to prevent you from corrupting your project files.
        /// If scripts are left uncompiled from Unity's side when uploading, there is a chance to corrupt your assemblies which can cause all of your UdonBehaviours to lose their variables if handled wrong.
        /// </summary>
        /// <param name="requestedBuildType"></param>
        /// <returns></returns>
        public bool OnBuildRequested(VRCSDKRequestedBuildType requestedBuildType)
        {
            UdonSharpSettings settings = UdonSharpSettings.GetSettings();
            bool shouldForceCompile    = settings.shouldForceCompile;

            // Unity doesn't like this and will throw errors if it ends up compiling scripts. But it seems to work.
            // This is marked experimental for now since I don't know if it will break horribly in some case.
            if (shouldForceCompile)
            {
                AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate | ImportAssetOptions.ForceSynchronousImport);
            }
            else
            {
                AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);

                if (EditorApplication.isCompiling)
                {
                    UdonSharpUtils.LogWarning("Scripts are in the process of compiling, please retry build after scripts have compiled.");
                    UdonSharpUtils.ShowEditorNotification("Scripts are in the process of compiling, please retry build after scripts have compiled.");
                    return(false);
                }
            }

            return(true);
        }
コード例 #2
0
        public bool OnBuildRequested(VRCSDKRequestedBuildType requestedBuildType)
        {
            if (requestedBuildType == VRCSDKRequestedBuildType.Avatar)
            {
                return(true);
            }

            if (UdonSharpSettings.GetSettings().disableUploadCompile)
            {
                return(true);
            }

            UdonSharpCompilerV1.CompileSync(new UdonSharpCompileOptions()
            {
                IsEditorBuild = false
            });
            UdonSharpEditorCache.SaveAllCache();

            if (UdonSharpProgramAsset.AnyUdonSharpScriptHasError())
            {
                UdonSharpUtils.LogError("Failed to compile UdonSharp scripts for build, check error log for details.");
                UdonSharpUtils.ShowEditorNotification("Failed to compile UdonSharp scripts for build, check error log for details.");
                return(false);
            }

            if (UdonSharpEditorManager.RunAllUpgrades())
            {
                UdonSharpUtils.LogWarning(UdonSharpEditorManager.UPGRADE_MESSAGE);
                return(false);
            }

            return(true);
        }
コード例 #3
0
        static void OnChangePlayMode(PlayModeStateChange state)
        {
            // Prevent people from entering play mode when there are compile errors, like normal Unity C#
            // READ ME
            // --------
            // If you think you know better and are about to edit this out, be aware that you gain nothing by doing so.
            // If a script hits a compile error, it will not update until the compile errors are resolved.
            // You will just be left wondering "why aren't my scripts changing when I edit them?" since the old copy of the script will be used until the compile errors are resolved.
            // --------
            if (state == PlayModeStateChange.EnteredPlayMode || state == PlayModeStateChange.ExitingEditMode)
            {
                if (UdonSharpProgramAsset.AnyUdonSharpScriptHasError())
                {
                    EditorApplication.isPlaying = false;

                    UdonSharpUtils.ShowEditorNotification("All U# compile errors have to be fixed before you can enter playmode!");
                }
                else if (state == PlayModeStateChange.EnteredPlayMode)
                {
                    CreateProxyBehaviours(GetAllUdonBehaviours());
                }
            }

            if (state == PlayModeStateChange.EnteredEditMode)
            {
                UdonSharpEditorCache.ResetInstance();
                if (UdonSharpEditorCache.Instance.LastBuildType == UdonSharpEditorCache.DebugInfoType.Client)
                {
                    UdonSharpProgramAsset.CompileAllCsPrograms(true);
                }

                RunAllUpdates();
            }
            else if (state == PlayModeStateChange.ExitingEditMode)
            {
                if (UdonSharpEditorCache.Instance.LastBuildType == UdonSharpEditorCache.DebugInfoType.Client)
                {
                    UdonSharpProgramAsset.CompileAllCsPrograms(true);
                }
            }

            UdonSharpEditorCache.SaveOnPlayExit(state);
        }