예제 #1
0
        public void OverwriteWithCurrentBuildSettings()
        {
            scenes = EditorBuildSettings.scenes.Select(x => new BuildScene
            {
                scene   = AssetDatabase.LoadAssetAtPath <SceneAsset>(x.path),
                path    = x.path,
                guid    = x.guid.ToString(),
                enabled = x.enabled,
            })
                     .ToArray();

            activeBuildTarget = EditorUserBuildSettings.activeBuildTarget;
            activeScriptCompilationDefines =
                PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup)
                .Split(';').ToList();
            allowDebugging               = EditorUserBuildSettings.allowDebugging;
            androidBuildSubtarget        = EditorUserBuildSettings.androidBuildSubtarget;
            androidEtc2Fallback          = EditorUserBuildSettings.androidETC2Fallback;
            buildAppBundle               = EditorUserBuildSettings.buildAppBundle;
            buildScriptsOnly             = EditorUserBuildSettings.buildScriptsOnly;
            compressFilesInPackage       = EditorUserBuildSettings.compressFilesInPackage;
            compressWithPsArc            = EditorUserBuildSettings.compressWithPsArc;
            connectProfiler              = EditorUserBuildSettings.connectProfiler;
            development                  = EditorUserBuildSettings.development;
            enableHeadlessMode           = EditorUserBuildSettings.enableHeadlessMode;
            explicitArrayBoundsChecks    = EditorUserBuildSettings.explicitArrayBoundsChecks;
            explicitDivideByZeroChecks   = EditorUserBuildSettings.explicitDivideByZeroChecks;
            explicitNullChecks           = EditorUserBuildSettings.explicitNullChecks;
            exportAsGoogleAndroidProject = EditorUserBuildSettings.exportAsGoogleAndroidProject;
            forceInstallation            = EditorUserBuildSettings.forceInstallation;
            installInBuildFolder         = EditorUserBuildSettings.installInBuildFolder;
            iOsBuildConfigType           = EditorUserBuildSettings.iOSBuildConfigType;
            movePackageToDiscOuterEdge   = EditorUserBuildSettings.movePackageToDiscOuterEdge;
            needSubmissionMaterials      = EditorUserBuildSettings.needSubmissionMaterials;
            ps4BuildSubtarget            = EditorUserBuildSettings.ps4BuildSubtarget;
            ps4HardwareTarget            = EditorUserBuildSettings.ps4HardwareTarget;
            selectedBuildTargetGroup     = EditorUserBuildSettings.selectedBuildTargetGroup;
            selectedStandaloneTarget     = EditorUserBuildSettings.selectedStandaloneTarget;
            streamingInstallLaunchRange  = EditorUserBuildSettings.streamingInstallLaunchRange;
            symlinkLibraries             = EditorUserBuildSettings.symlinkLibraries;
            waitForPlayerConnection      = EditorUserBuildSettings.waitForPlayerConnection;
            windowsDevicePortalAddress   = EditorUserBuildSettings.windowsDevicePortalAddress;
            windowsDevicePortalPassword  = EditorUserBuildSettings.windowsDevicePortalPassword;
            windowsDevicePortalUsername  = EditorUserBuildSettings.windowsDevicePortalUsername;
            wsaBuildAndRunDeployTarget   = EditorUserBuildSettings.wsaBuildAndRunDeployTarget;
            wsaSubtarget                 = EditorUserBuildSettings.wsaSubtarget;
            wsaUwpsdk = EditorUserBuildSettings.wsaUWPSDK;
            wsaUwpVisualStudioVersion          = EditorUserBuildSettings.wsaUWPVisualStudioVersion;
            xboxBuildSubtarget                 = EditorUserBuildSettings.xboxBuildSubtarget;
            xboxOneDeployDrive                 = EditorUserBuildSettings.xboxOneDeployDrive;
            xboxOneDeployMethod                = EditorUserBuildSettings.xboxOneDeployMethod;
            xboxOneRebootIfDeployFailsAndRetry = EditorUserBuildSettings.xboxOneRebootIfDeployFailsAndRetry;
        }
        public void Setup()
        {
            oldXboxOneDeployMethod         = EditorUserBuildSettings.xboxOneDeployMethod;
            oldXboxOneDeployDrive          = EditorUserBuildSettings.xboxOneDeployDrive;
            oldXboxOneAdditionalDebugPorts = EditorUserBuildSettings.xboxOneAdditionalDebugPorts;

            EditorUserBuildSettings.xboxOneDeployMethod = XboxOneDeployMethod.Package;
            EditorUserBuildSettings.xboxOneDeployDrive  = XboxOneDeployDrive.Default;

            // This causes the XboxOne post processing systems to open this port in your package manifest.
            // In addition it will open the ephemeral range for debug connections as well.
            // Failure to do this will cause connection problems.
            EditorUserBuildSettings.xboxOneAdditionalDebugPorts = "34999";
        }