public static void BuildUpliftDll() { UnityInstallation unity = UnityInstallationUtils.Current(); BuildLibraryData Data = new BuildLibraryData(); Data.References = new string[] { unity.Paths().Managed("UnityEditor.dll"), unity.Paths().Managed("UnityEngine.dll") }; // All under Uplift except Testing code List <string> FileList = new List <string>(); FileList.AddRange(FileSystemUtil.GetFiles(Helper.PathCombine("Assets", "Plugins", "Editor", "Uplift")).Where(f => f.EndsWith(".cs") && !f.Contains("Testing"))); // FileList.AddRange (FileSystemUtil.GetFiles (Helper.PathCombine ("Assets", "Plugins", "Editor", "BuildTool")).Where (f => f.EndsWith(".cs"))); FileList.AddRange(FileSystemUtil.GetFiles(Helper.PathCombine("Assets", "Plugins", "Editor", "UnityHacks")).Where(f => f.EndsWith(".cs"))); Data.Files = FileList.ToArray(); Data.SdkLevel = 2; Data.OutFile = UpliftDLL; Data.useUnsafe = true; Data.Defines = EditorUserBuildSettings.activeScriptCompilationDefines; unity.BuildLibrary(Data); }
public BuildPaths(UnityInstallation unity) { this.unity = unity; }