public static void BuildAndroid() { BuildMechine.NewPipeline() .AddActions(new BuildAction_Print("Start Build Mechine")) .AddActions(new BuildAction_ActiveBuildTargetChanged(BuildTarget.Android)) .AddActions(new BuildAction_IncreaseBuildNum()) .AddActions(new BuildAction_SaveAndRefresh()) .AddActions(new BuildAction_SetBundleId("cn.test.test")) .AddActions(new BuildAction_BuildProjectAndroid("game", "Build/Android/")) .Run(); }
public static void BuildWindowsStandalone() { BuildMechine.NewPipeline() .AddActions(new BuildAction_Print("Start Build Mechine")) .AddActions(new BuildAction_ActiveBuildTargetChanged(BuildTarget.StandaloneWindows)) .AddActions(new BuildAction_IncreaseBuildNum()) .AddActions(new BuildAction_SaveAndRefresh()) .AddActions(new BuildAction_SetBundleId("cn.test.test")) .AddActions(new BuildAction_BuildProjectWindowsStandalone("game", "exe", "Build/Windows/", x64: false)) .Run(); }
private void UpdateDrawInfo() { if (BuildMechine.Instance != null) { _buildInfos.Clear(); _runtimeContext = BuildMechine.Instance.Context; for (var index = 0; index < BuildMechine.Instance.Actions.Count; index++) { var instanceAction = BuildMechine.Instance.Actions[index]; var state = "<color=grey>wait</color>"; if (index == BuildMechine.Instance.CurrentActionIndex) { if (BuildMechine.Instance.AnyError == false) { state = "<color=yellow>running</color>"; } else { state = "<color=red>fail</color>"; } } else if (index < BuildMechine.Instance.CurrentActionIndex) { state = "<color=green>done</color>"; } _buildInfos.Add(new BuildInfo() { Index = index, ActionName = instanceAction.GetType().Name, State = state, Duration = BuildMechine.Instance.ActionTimers[index].Duration }); } _totalDuration = BuildMechine.Instance.MechineTimer.Duration; BuildMechine.ShowProgress(); } }
public static BuildMechine NewPipeline() { Instance = new BuildMechine(); Instance.Actions = new List <BuildAction>(); return(Instance); }