예제 #1
0
        public void Initialize(BuildConfiguration.ReadOnly config)
        {
            if (!(config.GetBuildPipeline() is ClassicPipelineBase))
            {
                return;
            }

            Architectures = (AndroidArchitecture)UnityEditor.PlayerSettings.Android.targetArchitectures;
        }
예제 #2
0
        public void Initialize(BuildConfiguration.ReadOnly config)
        {
            if (!(config.GetBuildPipeline() is ClassicPipelineBase))
            {
                return;
            }

            m_VersionCode = PlayerSettings.Android.bundleVersionCode;
        }
        public void Initialize(BuildConfiguration.ReadOnly config)
        {
            if (!(config.GetBuildPipeline() is ClassicPipelineBase))
            {
                return;
            }

            m_MinAPILevel    = (AndroidSdkVersions)PlayerSettings.Android.minSdkVersion;
            m_TargetAPILevel = (AndroidSdkVersions)PlayerSettings.Android.targetSdkVersion;
        }
        // Note: We haven't exposed ScriptingDefineSymbols, ApiCompatibilityLevel, AllowUnsafeCode. Because those affect scripting compilation pipeline, this raises few questions:
        //       - Editor will not reflect the same set compilation result as building to player, which is not very good.
        //       - We need to either decide to have somekind of global project settings (used both in Editor and while building to player) or have
        //         "active build settings" property which would be used as information what kind of enviromnent to simulate, in this it may make sense to but 'ScriptingDefineSymbols, ApiCompatibilityLevel, AllowUnsafeCode' here

        public void Initialize(BuildConfiguration.ReadOnly config)
        {
            var group = config.GetBuildTargetGroup();

            if (group == BuildTargetGroup.Unknown)
            {
                return;
            }

            ScriptingBackend            = PlayerSettings.GetScriptingBackend(group);
            Il2CppCompilerConfiguration = PlayerSettings.GetIl2CppCompilerConfiguration(group);
        }
예제 #5
0
        public void Initialize(BuildConfiguration.ReadOnly config)
        {
            var group = config.GetBuildTargetGroup();

            if (group == BuildTargetGroup.Unknown)
            {
                return;
            }

            StripEngineCode       = PlayerSettings.stripEngineCode;
            ManagedStrippingLevel = PlayerSettings.GetManagedStrippingLevel(group);
        }
예제 #6
0
        void ICustomBuildComponentConstructor.Construct(BuildConfiguration.ReadOnly config)
        {
            var group = config.GetBuildTargetGroup();

            if (group == BuildTargetGroup.Unknown)
            {
                return;
            }

            StripEngineCode       = PlayerSettings.stripEngineCode;
            ManagedStrippingLevel = PlayerSettings.GetManagedStrippingLevel(group);
        }
예제 #7
0
        // Note: We haven't exposed ScriptingDefineSymbols, ApiCompatibilityLevel, AllowUnsafeCode. Because those affect scripting compilation pipeline, this raises few questions:
        //       - Editor will not reflect the same set compilation result as building to player, which is not very good.
        //       - We need to either decide to have somekind of global project settings (used both in Editor and while building to player) or have
        //         "active build settings" property which would be used as information what kind of enviromnent to simulate, in this it may make sense to but 'ScriptingDefineSymbols, ApiCompatibilityLevel, AllowUnsafeCode' here

        void ICustomBuildComponentConstructor.Construct(BuildConfiguration.ReadOnly config)
        {
            var group = config.GetBuildTargetGroup();

            if (group == BuildTargetGroup.Unknown)
            {
                return;
            }

            ScriptingBackend            = PlayerSettings.GetScriptingBackend(group);
            Il2CppCompilerConfiguration = PlayerSettings.GetIl2CppCompilerConfiguration(group);
        }
예제 #8
0
        public static BuildTargetGroup GetBuildTargetGroup(this BuildConfiguration.ReadOnly config)
        {
            if (!config.TryGetComponent <IBuildPipelineComponent>(out var value))
            {
                return(BuildTargetGroup.Unknown);
            }

            var profile = value as ClassicBuildProfile;

            if (profile == null)
            {
                return(BuildTargetGroup.Unknown);
            }

            if (profile.Platform is WindowsPlatform ||
                profile.Platform is MacOSXPlatform ||
                profile.Platform is LinuxPlatform)
            {
                return(BuildTargetGroup.Standalone);
            }
            if (profile.Platform is UniversalWindowsPlatform)
            {
                return(BuildTargetGroup.WSA);
            }
            if (profile.Platform is AndroidPlatform)
            {
                return(BuildTargetGroup.Android);
            }
            if (profile.Platform is IosPlatform)
            {
                return(BuildTargetGroup.iOS);
            }
            if (profile.Platform is TvosPlatform)
            {
                return(BuildTargetGroup.tvOS);
            }
            if (profile.Platform is WebGLPlatform)
            {
                return(BuildTargetGroup.WebGL);
            }
            if (profile.Platform is PS4Platform)
            {
                return(BuildTargetGroup.PS4);
            }
            if (profile.Platform is SwitchPlatform)
            {
                return(BuildTargetGroup.Switch);
            }

            return(BuildTargetGroup.Unknown);
        }
예제 #9
0
        public static BuildTargetGroup GetBuildTargetGroup(this BuildConfiguration.ReadOnly config)
        {
            if (!config.TryGetComponent <IBuildPipelineComponent>(out var value))
            {
                return(BuildTargetGroup.Unknown);
            }

            var profile = value as ClassicBuildProfile;

            if (profile == null)
            {
                return(BuildTargetGroup.Unknown);
            }

            return(BuildPipeline.GetBuildTargetGroup(profile.Platform.GetBuildTarget()));
        }
        public void Initialize(BuildConfiguration.ReadOnly config)
        {
            var group = config.GetBuildTargetGroup();

            if (group == BuildTargetGroup.Unknown)
            {
                return;
            }

            KeystoreFullPath = PlayerSettings.Android.keystoreName;

            KeystorePass = PlayerSettings.Android.keystorePass;

            KeyaliasName = PlayerSettings.Android.keyaliasName;

            KeyaliasPass = PlayerSettings.Android.keyaliasPass;
        }
 /// <summary>
 /// Retrieve the build pipeline of this build configuration.
 /// </summary>
 /// <returns>The build pipeline if found, otherwise <see langword="null"/>.</returns>
 static public BuildPipelineBase GetBuildPipeline(this BuildConfiguration.ReadOnly config) => config.TryGetComponent <IBuildPipelineComponent>(out var component) ? component.Pipeline : null;
        void ICustomBuildComponentConstructor.Construct(BuildConfiguration.ReadOnly config)
        {
            var generalSettings = config.GetComponentOrDefault <GeneralSettings>();

            m_PackageName = $"com.{SanitizeIdentifier(generalSettings.CompanyName)}.{SanitizeIdentifier(generalSettings.ProductName)}";
        }
예제 #13
0
 public void Initialize(BuildConfiguration.ReadOnly config) => Integer = 255;
예제 #14
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 void ICustomBuildComponentConstructor.Construct(BuildConfiguration.ReadOnly config) => Integer = 255;