Пример #1
0
        void Awake()
        {
            if (PlayerPrefs.HasKey("BuildData"))
            {
                m_currentBuildData = AssetDatabase.LoadAssetAtPath <BuildData>(PlayerPrefs.GetString("BuildData"));
            }

            GetConfIfItExists("BuildFolder", ref m_buildFolder);
            GetConfIfItExists("BuildNameTemplate", ref m_buildnameTemplate);
#if UNITY_IOS
            GetConfIfItExists("IOS_Path", ref IOS_path);
            GetConfIfItExists("IOS_FolderName", ref IOS_folderName);
#endif
        }
Пример #2
0
        void IncrementPatch()
        {
            BuildData bd = m_currentBuildData;

            bd.Patch += 1;
            EditorUtility.SetDirty(bd);
            AssetDatabase.SaveAssets();
            m_currentBuildData = bd;

            UnityEditor.PlayerSettings.bundleVersion              = m_currentBuildData.GetVersionLabel();
            UnityEditor.PlayerSettings.Android.bundleVersionCode += 1;

            UnityEditor.PlayerSettings.iOS.buildNumber = UnityEditor.PlayerSettings.Android.bundleVersionCode.ToString();
        }
Пример #3
0
        void OnGUI()
        {
            m_scrollPosition = GUILayout.BeginScrollView(m_scrollPosition);

            m_toolConf = EditorGUILayout.BeginToggleGroup("Configuration", m_toolConf);
            if (m_toolConf)
            {
                var prev = m_currentBuildData;
                m_currentBuildData = (BuildData)EditorGUILayout.ObjectField("Build Data", m_currentBuildData, typeof(BuildData), false);
                if (prev != m_currentBuildData && m_currentBuildData != null)
                {
                    string buildDataPath = AssetDatabase.GetAssetPath(m_currentBuildData);
                    PlayerPrefs.SetString("BuildData", buildDataPath);
                    PlayerPrefs.Save();
                }
                if (m_currentBuildData == null)
                {
                    if (GUILayout.Button("Create Build Data"))
                    {
                        S_CreateBuildData();
                    }
                }

                EditorGUILayout.BeginHorizontal();
                m_buildFolder = EditorGUILayout.TextField("Build folder", m_buildFolder);
                if (GUILayout.Button("...", GUILayout.Width(25)))
                {
                    var old = m_buildFolder;
                    var n   = EditorUtility.OpenFolderPanel("Build Folder", m_buildFolder, "");
                    if (old != n && n != null && n.Length > 0)
                    {
                        if (n.Substring(n.Length - 1) != "/")
                        {
                            n += "/";
                        }
                        if (System.IO.Directory.Exists(n))
                        {
                            m_buildFolder = n;
                            PlayerPrefs.SetString("BuildFolder", n);
                            this.Repaint();
                        }
                    }
                }
                EditorGUILayout.EndHorizontal();

                EditorGUILayout.BeginHorizontal();
                {
                    var n = EditorGUILayout.TextField("Build name template", m_buildnameTemplate);
                    if (n != m_buildnameTemplate && n != null && n.Length > 0)
                    {
                        m_buildnameTemplate = n;
                        PlayerPrefs.SetString("BuildNameTemplate", n);
                    }
                }
                EditorGUILayout.EndHorizontal();



                GUILayout.Space(15);
            }
            EditorGUILayout.EndToggleGroup();


            if (GUILayout.Button("Open Player settings"))
            {
                EditorApplication.ExecuteMenuItem("Edit/Project Settings/Player");
            }

            m_IncrementPatch      = GUILayout.Toggle(m_IncrementPatch, "Auto Increment Patch");
            m_isDevelopementBuild = GUILayout.Toggle(m_isDevelopementBuild, "Is Developpement Build");
            m_androidAutoPush     = GUILayout.Toggle(m_androidAutoPush, "Android Auto push");

            if (m_currentBuildData != null)
            {
                GUILayout.Label("Next Build : " + GetVersionName(), EditorStyles.boldLabel);
            }

            if (GUILayout.Button("Build Android"))
            {
                BuildForAndroid(m_isDevelopementBuild, m_IncrementPatch, m_androidAutoPush);
            }

            if (GUILayout.Button("Push last build Android"))
            {
                PushLastAndroidBuild();
            }

#if UNITY_IOS
            m_iosAutoRun = GUILayout.Toggle(m_iosAutoRun, "IOS Auto run");

            if (GUILayout.Button("Build IOS"))
            {
                BuildForIOS(m_isDevelopementBuild, m_IncrementPatch, m_iosAutoRun);
            }
#endif


            if (GUILayout.Button("Open build folder"))
            {
                Process.Start(m_buildFolder);
            }
            GUILayout.EndScrollView();
        }