public SourceFileSet GetSourceFiles() { string path = SourcePath; // Copy All files back to their original locations. We'll use SourceFileSet again for this. SourceFileSet set = new SourceFileSet(path); // Add all the source files: set.Add(path); return(set); }
/// <summary>Creates a precompile module for the given source paths. It's then precompiled, optionally in editor mode.</summary> /// <param name="paths">Paths to folders containing source code.</param> /// <param name="moduleName">A name which represents this group of files. This can be used to reverse the precompilation, or recompile.</param> /// <param name="editor">True if it should be precompiled in editor mode (with UNITY_EDITOR).</param> public static void Precompile(List <string> paths, string moduleName, bool editor) { // The target folder where we'll place all the source etc: string path = Path + "/" + moduleName; // Create the folder: if (!Directory.Exists(path)) { Directory.CreateDirectory(path); Directory.CreateDirectory(path + "/Source"); } // Create the source file set: SourceFileSet files = new SourceFileSet("Assets"); // Ignore/include "Editor" folders based on editor setting: if (!editor) { files.Ignore("Editor"); } // Ignore SVN folders: files.Ignore(".svn"); // Could ignore platform specific folders here too! // Collect all source files now: foreach (string sourcePath in paths) { files.Add(sourcePath); } // Copy the files out of the Assets folder into one where the source will no longer get compiled by Unity. if (!files.CopyTo(path + "/Source")) { return; } // Write some settings: File.WriteAllText(path + "/Settings.conf", "Editor=" + editor + ";"); if (Build(editor, moduleName, files)) { // Delete all the source files from the unity asset folder(s): files.Delete(); Debug.Log("Precompiled " + moduleName); // Inform the asset DB: AssetDatabase.Refresh(); } }
/// <summary>The full set of source files in this module.</summary> public SourceFileSet GetFileSet() { // Create the source file set: SourceFileSet files = new SourceFileSet(); // Ignore "Editor" folders: files.Ignore("Editor"); // Ignore SVN folders: files.Ignore(".svn"); // Collect all source files now: foreach (string sourceDir in SourceFolders) { files.Add(sourceDir); } return(files); }
//--------------------------------------
/// <summary>Creates a precompile module for the given source paths. It's then precompiled, optionally in editor mode.</summary> /// <param name="paths">Paths to folders containing source code.</param> /// <param name="moduleName">A name which represents this group of files. This can be used to reverse the precompilation, or recompile.</param> /// <param name="editor">True if it should be precompiled in editor mode (with UNITY_EDITOR).</param> public static void Precompile(List<string> paths,string moduleName,bool editor){ // The target folder where we'll place all the source etc: string path=Path+"/"+moduleName; // Create the folder: if(!Directory.Exists(path)){ Directory.CreateDirectory(path); Directory.CreateDirectory(path+"/Source"); } // Create the source file set: SourceFileSet files=new SourceFileSet("Assets"); // Ignore/include "Editor" folders based on editor setting: if(!editor){ files.Ignore("Editor"); } // Ignore SVN folders: files.Ignore(".svn"); // Could ignore platform specific folders here too! // Collect all source files now: foreach(string sourcePath in paths){ files.Add(sourcePath); } // Copy the files out of the Assets folder into one where the source will no longer get compiled by Unity. if(!files.CopyTo(path+"/Source")){ return; } // Write some settings: File.WriteAllText(path+"/Settings.conf","Editor="+editor+";"); if(Build(editor,moduleName,files)){ // Delete all the source files from the unity asset folder(s): files.Delete(); Debug.Log("Precompiled "+moduleName); // Inform the asset DB: AssetDatabase.Refresh(); } }