PerformBuild() публичный статический Метод

public static PerformBuild ( BuildInfo buildInfo ) : void
buildInfo BuildInfo
Результат void
        // Functions
        public static bool BuildSLN(string buildDirectory, bool showConfDlg = true)
        {
            // Use BuildSLNUtilities to create the SLN
            bool buildSuccess = false;

            BuildSLNUtilities.PerformBuild(new BuildSLNUtilities.BuildInfo()
            {
                // These properties should all match what the Standalone.proj file specifies
                OutputDirectory = buildDirectory,
                Scenes          = EditorBuildSettings.scenes.Where(scene => scene.enabled).Select(scene => scene.path),
                BuildTarget     = BuildTarget.WSAPlayer,
                WSASdk          = WSASDK.UWP,
                WSAUWPBuildType = WSAUWPBuildType.D3D,

                // Configure a post build action that will compile the generated solution
                PostBuildAction = (buildInfo, buildError) =>
                {
                    if (!string.IsNullOrEmpty(buildError))
                    {
                        EditorUtility.DisplayDialog(PlayerSettings.productName + " WindowsStoreApp Build Failed!", buildError, "OK");
                    }
                    else
                    {
                        if (showConfDlg)
                        {
                            EditorUtility.DisplayDialog(PlayerSettings.productName, "Build Complete", "OK");
                        }
                        buildSuccess = true;
                    }
                }
            });

            return(buildSuccess);
        }
Пример #2
0
        public static bool BuildSLN(string buildDirectory, bool showDialog = true)
        {
            // Use BuildSLNUtilities to create the SLN
            bool buildSuccess = false;

            if (CheckBuildScenes() == false)
            {
                return(false);
            }

            var buildInfo = new BuildInfo
            {
                // These properties should all match what the Standalone.proj file specifies
                OutputDirectory = buildDirectory,
                Scenes          = EditorBuildSettings.scenes.Where(scene => scene.enabled).Select(scene => scene.path),
                BuildTarget     = BuildTarget.WSAPlayer,
                WSASdk          = WSASDK.UWP,
                WSAUWPBuildType = EditorUserBuildSettings.wsaUWPBuildType,
                WSAUwpSdk       = EditorUserBuildSettings.wsaUWPSDK,

                // Configure a post build action that will compile the generated solution
                PostBuildAction = (innerBuildInfo, buildError) =>
                {
                    if (!string.IsNullOrEmpty(buildError))
                    {
                        EditorUtility.DisplayDialog(PlayerSettings.productName + " WindowsStoreApp Build Failed!", buildError, "OK");
                    }
                    else
                    {
                        if (showDialog)
                        {
                            if (!EditorUtility.DisplayDialog(PlayerSettings.productName, "Build Complete", "OK", "Build AppX"))
                            {
                                BuildAppxFromSLN(
                                    PlayerSettings.productName,
                                    BuildDeployPrefs.MsBuildVersion,
                                    BuildDeployPrefs.ForceRebuild,
                                    BuildDeployPrefs.BuildConfig,
                                    BuildDeployPrefs.BuildPlatform,
                                    BuildDeployPrefs.BuildDirectory,
                                    BuildDeployPrefs.IncrementBuildVersion);
                            }
                        }

                        buildSuccess = true;
                    }
                }
            };

            BuildSLNUtilities.RaiseOverrideBuildDefaults(ref buildInfo);

            BuildSLNUtilities.PerformBuild(buildInfo);

            return(buildSuccess);
        }