/// <summary> /// Called when the WebGL target platform is already selected or when the user switches to it through the Publisher /// </summary> internal void OnWebGLBuildTargetSet() { bool buildSettingsHaveNoActiveScenes = EditorBuildSettingsScene.GetActiveSceneList(EditorBuildSettings.scenes).Length == 0; if (buildSettingsHaveNoActiveScenes) { BuildPlayerWindow.ShowBuildPlayerWindow(); return; } PublisherBuildProcessor.OpenBuildGameDialog(BuildTarget.WebGL); }
/// <summary> /// Called when the WebGL target platform is already selected or when the user switches to it through the Publisher /// </summary> internal void OnWebGLBuildTargetSet() { bool buildSettingsHaveNoActiveScenes = EditorBuildSettingsScene.GetActiveSceneList(EditorBuildSettings.scenes).Length == 0; if (buildSettingsHaveNoActiveScenes) { if (!PublisherUtils.AddCurrentSceneToBuildSettings()) { ShowSaveScenePopup(); return; } } PublisherBuildProcessor.OpenBuildGameDialog(BuildTarget.WebGL); }
/// <summary> /// Called when the WebGL target platform is already selected or when the user switches to it through the Publisher /// </summary> internal void OnWebGLBuildTargetSet() { bool buildSettingsHaveNoActiveScenes = EditorBuildSettingsScene.GetActiveSceneList(EditorBuildSettings.scenes).Length == 0; if (buildSettingsHaveNoActiveScenes) { BuildPlayerWindow.ShowBuildPlayerWindow(); return; } (bool buildSucceeded, string buildPath) = PublisherBuildProcessor.OpenBuildGameDialog(BuildTarget.WebGL); if (!buildSucceeded) { return; } OnBuildCompleted(buildPath); }