Пример #1
0
        public virtual bool PreBuild()
        {
            var buildPath = ReleaseConfig.Setting[ReleaseConfig.SettingDefine.BuildPath];

            if (!Directory.Exists(buildPath))
            {
                Directory.CreateDirectory(buildPath);
            }

            ReleaseUtil.CleanPlugin(ReleaseConfig.GetBuildTarget());

            #region Create AssetBundle

            //AssetBundles.AssetBundleUtil.Build();
            //AssetBundles.AssetBundleUtil.CopyToStreamingAssets();

            #endregion Create AssetBundle


            ReleaseUtil.CreateVersion();
            var patchPath = ReleaseConfig.Setting[ReleaseConfig.SettingDefine.PatchPath];
            if (!Directory.Exists(patchPath))
            {
                Directory.CreateDirectory(patchPath);
            }

            return(true);
        }
Пример #2
0
 private void OnEnable()
 {
     ReleaseConfig.Reset();
     dummySetting = new Dictionary <string, string>();
     foreach (var item in ReleaseConfig.Setting)
     {
         dummySetting[item.Key] = item.Value;
     }
 }
Пример #3
0
        public static void Release()
        {
            ReleaseConfig.Reset();

            ProcessCommandLineArgs();

            if (!VerifySetting())
            {
                Debug.LogError("Console Release Setting Error");
                return;
            }

            ReleaseCore.Release();
        }
Пример #4
0
        private void SetDefineSymbol()
        {
            var buildTarget = ReleaseConfig.GetBuildTargetGroup();
            var buildConfig = ReleaseConfig.Setting[ReleaseConfig.SettingDefine.BuildConfig];

            switch (buildConfig)
            {
            case ReleaseConfig.BuildConfig.InternetDev:
            {
                var symbols = PlayerSettings.GetScriptingDefineSymbolsForGroup(buildTarget);
                if (string.IsNullOrEmpty(symbols))
                {
                    symbols = "InternetDev";
                }
                else
                {
                    if (!symbols.Contains("InternetDev"))
                    {
                        symbols = symbols + ";" + "InternetDev";
                    }
                }

                PlayerSettings.SetScriptingDefineSymbolsForGroup(buildTarget, symbols);
            }
            break;

            case ReleaseConfig.BuildConfig.InternetDis:
            default:
            {
                var symbols = PlayerSettings.GetScriptingDefineSymbolsForGroup(buildTarget);
                if (string.IsNullOrEmpty(symbols))
                {
                    symbols = "InternetDis";
                }
                else
                {
                    if (!symbols.Contains("InternetDis"))
                    {
                        symbols = symbols + ";" + "InternetDis";
                    }
                }

                PlayerSettings.SetScriptingDefineSymbolsForGroup(buildTarget, symbols);
            }
            break;
            }
        }
Пример #5
0
        public static void Release()
        {
            var targetGroup = ReleaseConfig.GetBuildTargetGroup();

            switch (targetGroup)
            {
            case BuildTargetGroup.iOS:
                build = new iOS.iOSBuild();
                break;

            case BuildTargetGroup.Android:
                build = new Android.AndroidBuild();
                break;

            case BuildTargetGroup.Standalone:
                build = new Windows.WindowsBuild();
                break;

            default:
                break;
            }

            if (build == null)
            {
                Debug.LogError("Invalid Build Target");
                return;
            }

            if (!build.Setup())
            {
                Debug.LogError("Build Setup Error");
                return;
            }

            if (!build.PreBuild())
            {
                Debug.LogError("Build PreBuild Error");
                return;
            }

            if (!build.Build())
            {
                Debug.LogError("Build Error");
                return;
            }
        }