Пример #1
0
        public BuildReport BuildPackage(string[] scenes)
        {
            var p    = P.GetActiveTargetParams();
            var path = $"{p.outputDirectory}/{P.GetOutputPackageName( p )}";

            try {
                B.development = p.development;

                B.compressionType             = p.compression;
                B.il2CppCompilerConfiguration = p.il2CppCompilerConfiguration;
                B.WebGL_compressionFormat     = p.WebGL_compressionFormat;
                B.WebGL_linkerTarget          = p.WebGL_linkerTarget;
                B.WebGL_memorySize            = p.WebGL_memorySize;
                B.WebGL_exceptionSupport      = p.WebGL_exceptionSupport;
#if UNITY_2019_1_OR_NEWER
                B.WebGL_threadsSupport = p.WebGL_threadsSupport;
                //B.WebGL_wasmStreaming = p.WebGL_wasmStreaming;
#endif
                Log($"path: {path}");
                Log($"buildTarget: {p.buildTarget.ToString()}");
                Log($"options: {p.options.ToString()}");
                return(BuildPipeline.BuildPlayer(scenes, path, BuildTarget.WebGL, p.options));
            }
            catch (Exception e) {
                Debug.LogException(e);
            }

            return(null);
        }
Пример #2
0
        public BuildReport BuildPackage(string[] scenes)
        {
            var p    = P.GetActiveTargetParams();
            var path = $"{p.outputDirectory}/{P.GetOutputPackageName( p )}";

            //var scenes = BuildManagerCommand.GetBuildSceneName();
            try {
                B.development    = p.development;
                B.buildAppBundle = p.buildAppBundle;

                B.compressionType             = p.compression;
                B.il2CppCompilerConfiguration = p.il2CppCompilerConfiguration;
                B.scriptingBackend            = p.scriptingBackend;

                if (p.scriptingBackend == ScriptingImplementation.Mono2x)
                {
                    B.targetArchitectures = AndroidArchitecture.ARMv7;
                }
                else
                {
                    B.targetArchitectures = AndroidArchitecture.ARMv7 | AndroidArchitecture.ARM64;
                }

                // どちらのMinifyが利用されるかの調査、下記コードで"Release"がセットされると、後の工程で"Release"の文字列判定でReleaseが選択される模様
                //
                // string value2 = (!Unsupported.IsSourceBuild()) ? ((!development) ? "Release" : "Development") : EditorUserBuildSettings.androidBuildType.ToString();
                //
                // Unsupported.IsSourceBuild()はエディタ上ではFalseが返ってくる
                // 過去バージョンとの兼ね合いかわからないがTrueの場合はEditorUserBuildSettings.androidBuildTypeが利用されることになる
                // 2018.4.12f1時点ではEditorUserBuildSettings.androidBuildTypeは封印されているため、エディタ上からの入力は不可能
                // なのでUnsupported.IsSourceBuild()がTrueでもいいようにEditorUserBuildSettings.androidBuildTypeを書き換える
                B.androidBuildType = p.development ? AndroidBuildType.Development : AndroidBuildType.Release;
                //Log( $"path: {path}" );
                Log($"buildTarget: {p.buildTarget.ToString()}");
                return(BuildPipeline.BuildPlayer(scenes, path, BuildTarget.Android, p.options));
            }
            catch (System.Exception e) {
                Debug.LogException(e);
            }

            return(null);
        }
Пример #3
0
        public BuildReport BuildPackage(string[] scenes)
        {
            var p    = P.GetActiveTargetParams();
            var path = $"{p.outputDirectory}/{P.GetOutputPackageName( p )}";

            //var scenes = BuildManagerCommand.GetBuildSceneName();
            try {
                B.development = p.development;
                //B.buildAppBundle = p.buildAppBundle;

                B.compressionType             = p.compression;
                B.il2CppCompilerConfiguration = p.il2CppCompilerConfiguration;
                B.scriptingBackend            = p.scriptingBackend;

                Log($"path: {path}");
                Log($"buildTarget: {p.buildTarget.ToString()}");
                return(BuildPipeline.BuildPlayer(scenes, path, p.buildTarget, p.options));
            }
            catch (System.Exception e) {
                Debug.LogException(e);
            }

            return(null);
        }