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); }
private void OnEnable() { ReleaseConfig.Reset(); dummySetting = new Dictionary <string, string>(); foreach (var item in ReleaseConfig.Setting) { dummySetting[item.Key] = item.Value; } }
public static void Release() { ReleaseConfig.Reset(); ProcessCommandLineArgs(); if (!VerifySetting()) { Debug.LogError("Console Release Setting Error"); return; } ReleaseCore.Release(); }
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; } }
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; } }