IsBuildTargetSupported() public static method

public static IsBuildTargetSupported ( BuildTarget t ) : bool
t BuildTarget
return bool
コード例 #1
0
            public void SetupSupportedBuildTargets()
            {
                if (supportedBuildTargets == null)
                {
                    supportedBuildTargets      = new List <BuildTarget>();
                    supportedBuildTargetGroups = new List <BuildTargetGroup>();

                    try {
                        foreach (BuildTarget target in Enum.GetValues(typeof(BuildTarget)))
                        {
                            if (BuildTargetUtility.IsBuildTargetSupported(target))
                            {
                                if (!supportedBuildTargets.Contains(target))
                                {
                                    supportedBuildTargets.Add(target);
                                }
                                BuildTargetGroup g = BuildTargetUtility.TargetToGroup(target);
                                if (g == BuildTargetGroup.Unknown)
                                {
                                    // skip unknown platform
                                    continue;
                                }
                                if (!supportedBuildTargetGroups.Contains(g))
                                {
                                    supportedBuildTargetGroups.Add(g);
                                }
                            }
                        }

                        supportedBuildTargetNames = new string[supportedBuildTargets.Count];
                        for (int i = 0; i < supportedBuildTargets.Count; ++i)
                        {
                            supportedBuildTargetNames[i] = BuildTargetUtility.TargetToHumaneString(supportedBuildTargets[i]);
                        }
                    } catch (Exception e) {
                        Debug.LogError(e.ToString());
                    }
                }
            }
コード例 #2
0
ファイル: CUIUtility.cs プロジェクト: dingxiaowei/AssetGraph
        public static void BuildFromCommandline()
        {
            try {
                var arguments = new List <string>(System.Environment.GetCommandLineArgs());

                Application.SetStackTraceLogType(LogType.Log, StackTraceLogType.None);
                Application.SetStackTraceLogType(LogType.Error, StackTraceLogType.None);
                Application.SetStackTraceLogType(LogType.Warning, StackTraceLogType.None);

                BuildTarget target = EditorUserBuildSettings.activeBuildTarget;

                int targetIndex = arguments.FindIndex(a => a == "-target");

                if (targetIndex >= 0)
                {
                    var targetStr = arguments[targetIndex + 1];
                    Debug.Log("Target specified:" + targetStr);

                    var newTarget = BuildTargetUtility.BuildTargetFromString(arguments[targetIndex + 1]);
                    if (!BuildTargetUtility.IsBuildTargetSupported(newTarget))
                    {
                        throw new AssetBundleGraphException(newTarget + " is not supported to build with this Unity. Please install platform support with installer(s).");
                    }

                    if (newTarget != target)
                    {
                        EditorUserBuildSettings.SwitchActiveBuildTarget(newTarget);
                        target = newTarget;
                    }
                }

                Debug.Log("Asset bundle building for:" + BuildTargetUtility.TargetToHumaneString(target));

                if (!SaveData.IsSaveDataAvailableAtDisk())
                {
                    Debug.Log("AssetBundleGraph save data not found. Aborting...");
                    return;
                }

                // load data from file.
                SaveData             saveData = SaveData.LoadFromDisk();
                List <NodeException> errors   = new List <NodeException>();
                Dictionary <ConnectionData, Dictionary <string, List <Asset> > > result = null;

                Action <NodeException> errorHandler = (NodeException e) => {
                    errors.Add(e);
                };

                // perform setup. Fails if any exception raises.
                AssetBundleGraphController.Perform(saveData, target, false, errorHandler, null);

                // if there is error reported, then run
                if (errors.Count > 0)
                {
                    Debug.Log("Build terminated because following error found during Setup phase. Please fix issues by opening editor before building.");
                    errors.ForEach(e => Debug.LogError(e));

                    return;
                }

                NodeData lastNodeData = null;
                float    lastProgress = 0.0f;
                Action <NodeData, float> updateHandler = (NodeData node, float progress) => {
                    if (node != null && lastNodeData != node)
                    {
                        lastNodeData = node;
                        lastProgress = progress;

                        Debug.LogFormat("Processing {0}...", node.Name);
                    }
                    if (progress > lastProgress)
                    {
                        if (progress <= 1.0f)
                        {
                            Debug.LogFormat("{0} Complete.", node.Name);
                        }
                        else if ((progress - lastProgress) > 0.2f)
                        {
                            Debug.LogFormat("{0}: {1} %", node.Name, (int)progress * 100f);
                        }
                        lastProgress = progress;
                    }
                };

                // run datas.
                result = AssetBundleGraphController.Perform(saveData, target, true, errorHandler, updateHandler);

                AssetDatabase.Refresh();
                AssetBundleGraphController.Postprocess(saveData, result, true);
            } catch (Exception e) {
                Debug.LogError(e);
                Debug.LogError("Building asset bundles terminated due to unexpected error.");
            } finally {
                Debug.Log("End of build.");
            }
        }
コード例 #3
0
        /**
         * Build from commandline - entrypoint.
         */
        public static void BuildFromCommandline()
        {
            try {
                var arguments = new List <string>(System.Environment.GetCommandLineArgs());

                Application.SetStackTraceLogType(LogType.Log, StackTraceLogType.None);
                Application.SetStackTraceLogType(LogType.Error, StackTraceLogType.None);
                Application.SetStackTraceLogType(LogType.Warning, StackTraceLogType.None);

                BuildTarget target = EditorUserBuildSettings.activeBuildTarget;

                int targetIndex = arguments.FindIndex(a => a == "-target");

                if (targetIndex >= 0)
                {
                    var targetStr = arguments[targetIndex + 1];
                    LogUtility.Logger.Log("Target specified:" + targetStr);

                    var newTarget = BuildTargetUtility.BuildTargetFromString(arguments[targetIndex + 1]);
                    if (!BuildTargetUtility.IsBuildTargetSupported(newTarget))
                    {
                        throw new AssetBundleGraphException(newTarget + " is not supported to build with this Unity. Please install platform support with installer(s).");
                    }

                    if (newTarget != target)
                    {
                                                #if UNITY_5_6
                        EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetUtility.TargetToGroup(newTarget), newTarget);
                                                #else
                        EditorUserBuildSettings.SwitchActiveBuildTarget(newTarget);
                                                #endif
                        target = newTarget;
                    }
                }

                LogUtility.Logger.Log("AssetReference bundle building for:" + BuildTargetUtility.TargetToHumaneString(target));

                if (!SaveData.IsSaveDataAvailableAtDisk())
                {
                    LogUtility.Logger.Log("AssetBundleGraph save data not found. Aborting...");
                    return;
                }

                // load data from file.
                AssetBundleGraphController c = new AssetBundleGraphController();

                // perform setup. Fails if any exception raises.
                c.Perform(target, false, true, null);

                // if there is error reported, then run
                if (c.IsAnyIssueFound)
                {
                    LogUtility.Logger.Log("Build terminated because following error found during Setup phase. Please fix issues by opening editor before building.");
                    c.Issues.ForEach(e => LogUtility.Logger.LogError(LogUtility.kTag, e));

                    return;
                }

                NodeData lastNodeData = null;
                float    lastProgress = 0.0f;

                Action <NodeData, string, float> updateHandler = (NodeData node, string message, float progress) => {
                    if (node != null && lastNodeData != node)
                    {
                        lastNodeData = node;
                        lastProgress = progress;

                        LogUtility.Logger.LogFormat(LogType.Log, "Processing {0}", node.Name);
                    }
                    if (progress > lastProgress)
                    {
                        if (progress <= 1.0f)
                        {
                            LogUtility.Logger.LogFormat(LogType.Log, "{0} Complete.", node.Name);
                        }
                        else if ((progress - lastProgress) > 0.2f)
                        {
                            LogUtility.Logger.LogFormat(LogType.Log, "{0}: {1} % : {2}", node.Name, (int)progress * 100f, message);
                        }
                        lastProgress = progress;
                    }
                };

                // run datas.
                c.Perform(target, true, true, updateHandler);

                AssetDatabase.Refresh();
            } catch (Exception e) {
                LogUtility.Logger.LogError(LogUtility.kTag, e);
                LogUtility.Logger.LogError(LogUtility.kTag, "Building asset bundles terminated due to unexpected error.");
            } finally {
                LogUtility.Logger.Log("End of build.");
            }
        }