List <AssetSelectorElement> BuildElements(bool logToConsole) { List <Object> assets = AssetTools.FindAssetsByType(type, logToConsole); List <AssetSelectorElement> r = new List <AssetSelectorElement>(); for (int i = 0; i < assets.Count; i++) { r.Add(new AssetSelectorElement(assets[i])); } return(r); }
static void UpdateDynamicObjectReferencesInPrefabObjects() { if (Application.isPlaying) { return; } List <PrefabReferenceCollection> refs = AssetTools.FindAssetsByType <PrefabReferenceCollection>(log: false, null); for (int i = 0; i < refs.Count; i++) { PrefabReferenceCollectionEditor.UpdateDynamicObjectReferencesInPrefabCollection(refs[i]); } }
void Init() { company = PlayerSettings.companyName; productName = PlayerSettings.productName; List <SceneAsset> sceneAssets = AssetTools.FindAssetsByType <SceneAsset>(false, new AutoBuildSceneAttribute().OnAssetsFound); SceneAssetArrayElement[] arrayElements = new SceneAssetArrayElement[sceneAssets.Count]; for (int i = 0; i < sceneAssets.Count; i++) { arrayElements[i] = new SceneAssetArrayElement(sceneAssets[i]); } scenes = new SceneAssetArray(arrayElements); }
List <AssetSelectorElement> BuildElements(OnAssetsLoaded onAssetsLoaded, Func <List <Object>, List <Object> > onAssetsFound, bool addNull, bool logToConsole) { List <Object> assets = AssetTools.FindAssetsByType(type, logToConsole, onAssetsFound); List <AssetSelectorElement> r = new List <AssetSelectorElement>(); for (int i = 0; i < assets.Count; i++) { r.Add(new AssetSelectorElement(assets[i], type.Name)); } if (onAssetsLoaded != null) { r = onAssetsLoaded(r); } if (addNull) { r.Insert(0, new AssetSelectorElement(null, type.Name)); } return(r); }
public static void PerformBuild(List <EditorBuildSettingsScene> buildScenes, string company, string productName, List <BuildTargetDef> buildTargets, VersionUpdate versionUpdate, bool forceVersion, Vector3Int forcedVersion, bool devBuild, bool connectProfiler, bool allowDebugging, bool headless, string bundleID) { CheckBuildTargetsForDuplicatesAndOnlyOneAutoRun(buildTargets); if (buildTargets.Count == 0) { return; } AddAutoIncludedScenes(buildScenes, AssetTools.FindAssetsByType <SceneAsset>(log: false, null)); BuildOptions options = BuildOptions.None; if (devBuild) { options |= BuildOptions.Development; } if (allowDebugging) { options |= BuildOptions.AllowDebugging; } if (headless) { options |= BuildOptions.EnableHeadlessMode; } if (connectProfiler) { options |= BuildOptions.ConnectWithProfiler; } // Save current player settings, and then set target settings. string preBuildCompanyName = PlayerSettings.companyName; string preBuildProductName = PlayerSettings.productName; string oldVersion = PlayerSettings.bundleVersion; EditorBuildSettingsScene[] scenes = CheckForNullsAndDuplicateScenes(buildScenes); Vector3Int version; if (forceVersion) { version = forcedVersion; } else { GetLatestVersion(out version); switch (versionUpdate) { case VersionUpdate.Major: version.x++; break; case VersionUpdate.Minor: version.y++; break; case VersionUpdate.Patch: version.z++; break; } } string versionS = version.x.ToString() + "." + version.y.ToString() + "." + version.z.ToString(); string versionDir = GenerateVersionDirectory(versionS); PlayerSettings.companyName = company; PlayerSettings.productName = productName; PlayerSettings.bundleVersion = versionS; int successCount = 0; int failCount = 0; for (int i = 0; i < buildTargets.Count; i++) { bool success = BuildPlayer(scenes, options, versionDir, productName, buildTargets[i].buildTarget, buildTargets[i].autoRun, buildTargets[i].customDefines, bundleID); if (success) { ++successCount; } else { ++failCount; } } //restore old player settings PlayerSettings.companyName = preBuildCompanyName; PlayerSettings.productName = preBuildProductName; PlayerSettings.bundleVersion = oldVersion; // Report success/failure. Debug.Log("Build Complete. " + string.Format("{0} success. {1} failure.", successCount, failCount)); System.Diagnostics.Process.Start(versionDir); }