/// <summary>
        /// Build the Uwp Player.
        /// </summary>
        /// <param name="buildInfo"></param>
        /// <param name="cancellationToken"></param>
        public static async Task <bool> BuildPlayer(UwpBuildInfo buildInfo, CancellationToken cancellationToken = default)
        {
            if (buildInfo.IsCommandLine)
            {
                ParseBuildCommandLine(ref buildInfo);
            }

            var buildReport = UnityPlayerBuildTools.BuildUnityPlayer(buildInfo);
            var success     = buildReport != null && buildReport.summary.result == BuildResult.Succeeded;

            if (success && buildInfo.BuildAppx)
            {
                success &= await UwpAppxBuildTools.BuildAppxAsync(buildInfo, cancellationToken);
            }

            return(success);
        }
Exemplo n.º 2
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        /// <summary>
        /// Do a build configured for UWP Applications to the specified path, returns the error from <see cref="BuildPlayer(UwpBuildInfo, CancellationToken)"/>
        /// </summary>
        /// <param name="buildDirectory"></param>
        /// <param name="showDialog">Should the user be prompted to build the appx as well?</param>
        /// <param name="cancellationToken"></param>
        /// <returns>True, if build was successful.</returns>
        public static async Task <bool> BuildPlayer(string buildDirectory, bool showDialog = true, CancellationToken cancellationToken = default)
        {
            if (UnityPlayerBuildTools.CheckBuildScenes() == false)
            {
                return(false);
            }

            var buildInfo = new UwpBuildInfo
            {
                OutputDirectory = buildDirectory,
                Scenes          = EditorBuildSettings.scenes.Where(scene => scene.enabled).Select(scene => scene.path),
                BuildAppx       = !showDialog,

                // Configure a post build action that will compile the generated solution
                PostBuildAction = PostBuildAction
            };

            async void PostBuildAction(IBuildInfo innerBuildInfo, BuildReport buildReport)
            {
                if (buildReport.summary.result != BuildResult.Succeeded)
                {
                    EditorUtility.DisplayDialog($"{PlayerSettings.productName} WindowsStoreApp Build {buildReport.summary.result}!", "See console for details", "OK");
                }
                else
                {
                    if (showDialog &&
                        !EditorUtility.DisplayDialog(PlayerSettings.productName, "Build Complete", "OK", "Build AppX"))
                    {
                        var _buildInfo = innerBuildInfo as UwpBuildInfo;
                        Debug.Assert(_buildInfo != null);
                        EditorAssemblyReloadManager.LockReloadAssemblies = true;
                        await UwpAppxBuildTools.BuildAppxAsync(_buildInfo, cancellationToken);

                        EditorAssemblyReloadManager.LockReloadAssemblies = false;
                    }
                }
            }

            return(await BuildPlayer(buildInfo, cancellationToken));
        }