public static void PostExportCONFIG_NAME(string exportPath) { Debug.Log($"UNI BUILD: START PostExport Path {exportPath} COMMAND"); if (string.IsNullOrEmpty(exportPath)) { Debug.LogError("ExportPath is EMPTY PreExport methods can be skipped"); } if (CloudBuildArgs == null) { Debug.LogError("Error: PostExport skipped because args is NULL"); return; } var parameters = CreateCommandParameters(); var artifactPath = UnityCloudPostBuild.OutputFiles.FirstOrDefault(); if (string.IsNullOrEmpty(artifactPath) == false) { parameters.BuildParameters.ArtifactPath = artifactPath; } var builder = new UnityPlayerBuilder(); var guid = "%BUILDMAP-GUID%"; var assetPath = AssetDatabase.GUIDToAssetPath(guid); var configuration = AssetDatabase.LoadAssetAtPath <UniBuildCommandsMap>(assetPath); builder.ExecuteCommands(configuration.PostBuildCommands, x => x.Execute(parameters)); }
//%CLOUD-METHODS%" //=====ExportMethods===== public static void PreExportCONFIG_NAME() { Debug.Log("UNI BUILD: START PreExport COMMAND"); var parameters = CreateCommandParameters(); var builder = new UnityPlayerBuilder(); var guid = "%BUILDMAP-GUID%"; var assetPath = AssetDatabase.GUIDToAssetPath(guid); var configuration = AssetDatabase.LoadAssetAtPath <UniBuildCommandsMap>(assetPath); builder.ExecuteCommands(configuration.PreBuildCommands, x => x.Execute(parameters)); Debug.Log("UNI BUILD: START PreExport COMMAND"); }
public static void PreExport(DummyManifest manifest) { #endif GameLog.Log("UNI BUILD: START PreExport COMMAND"); args = new CloudBuildArgs( manifest.GetValue <int>("buildNumber"), manifest.GetValue <string>("bundleId"), manifest.GetValue <string>("projectId"), manifest.GetValue <string>("scmCommitId"), manifest.GetValue <string>("scmBranch"), manifest.GetValue <string>("cloudBuildTargetName") ); GameLog.Log($"UNI BUILD: ARGS\n {args}"); var parameters = CreateCommandParameters(); var builder = new UnityPlayerBuilder(); var guid = "%BUILDMAP-GUID%"; var assetPath = AssetDatabase.GUIDToAssetPath(guid); var configuration = AssetDatabase.LoadAssetAtPath <UniBuildCommandsMap>(assetPath); builder.ExecuteCommands <UnityPreBuildCommand>(parameters, configuration, x => x.Execute(parameters)); }