示例#1
0
    BuildPlayerOptions BuildType(AndroidBuildType type, AndroidArchitecture architecture)
    {
        BuildPlayerOptions options = new BuildPlayerOptions();

        string[] sc = (from scene in EditorBuildSettings.scenes where scene.enabled == true select scene.path).ToArray();
        options.scenes = sc;
        options.target = BuildTarget.Android;

        switch (type)
        {
        case AndroidBuildType.Debug:
            options.locationPathName = apkBuildName + $"-debug_{architecture}.apk";
            options.options          = BuildOptions.AllowDebugging | BuildOptions.Development;
            break;

        case AndroidBuildType.Development:
            break;

        case AndroidBuildType.Release:
            options.locationPathName = apkBuildName + $"-release_{architecture}.apk";
            break;

        default:
            break;
        }

        return(options);
    }
 internal static void ApplySettings(
     AndroidBuildType androidBuildType   = AndroidBuildType.Release,
     AndroidSdkVersions minSdkVersion    = AndroidSdkVersions.AndroidApiLevel18,
     AndroidSdkVersions targetSdkVersion = AndroidSdkVersions.AndroidApiLevelAuto,
     AndroidPreferredInstallLocation preferredInstallLocation = AndroidPreferredInstallLocation.Auto,
     bool forceInternetPermission = true,
     bool forceSDCardPermission   = true,
     bool androidIsGame           = true
     )
 {
     UnityEditor.PlayerSettings.Android.androidIsGame            = androidIsGame;
     UnityEditor.PlayerSettings.Android.minSdkVersion            = minSdkVersion;
     UnityEditor.PlayerSettings.Android.targetSdkVersion         = targetSdkVersion;
     UnityEditor.PlayerSettings.Android.preferredInstallLocation = preferredInstallLocation;
     UnityEditor.PlayerSettings.Android.forceInternetPermission  = forceInternetPermission;
     UnityEditor.PlayerSettings.Android.forceSDCardPermission    = forceSDCardPermission;
 }
示例#3
0
            private string GetBuildTypeString(IGenerationContext context)
            {
                var conf = context.Configuration;

                AndroidBuildType buildType = AndroidBuildType.Ant;

                conf.Target.TryGetFragment <Sharpmake.Android.AndroidBuildType>(out buildType);

                switch (buildType)
                {
                // To build using Ant the AndroidBuiltType must not exist in the Android vsproj
                case AndroidBuildType.Ant:
                    return(FileGeneratorUtilities.RemoveLineTag);

                case AndroidBuildType.Gradle:
                    return("Gradle");

                default:
                    throw new System.Exception(string.Format("Unsupported Android build type: {0}", buildType));
                }
            }
示例#4
0
        public ScopeBuildSettings()
        {
            saveTarget = EditorUserBuildSettings.activeBuildTarget;
#if LOCAL_UNITY_2018_1_OR_NEWER
            buildTargetGroup = UnityEditorUserBuildSettings.activeBuildTargetGroup;
#endif

            scriptingImplementation     = B.scriptingBackend;
            il2CppCompilerConfiguration = B.il2CppCompilerConfiguration;
            compressionType             = B.compressionType;
            development             = B.development;
            buildAppBundle          = B.buildAppBundle;
            targetArchitectures     = B.targetArchitectures;
            androidBuildType        = B.androidBuildType;
            WebGL_compressionFormat = B.WebGL_compressionFormat;
            WebGL_linkerTarget      = B.WebGL_linkerTarget;
            WebGL_memorySize        = B.WebGL_memorySize;
            WebGL_exceptionSupport  = B.WebGL_exceptionSupport;
#if UNITY_2019_1_OR_NEWER
            WebGL_threadsSupport = B.WebGL_threadsSupport;
            WebGL_wasmStreaming  = B.WebGL_wasmStreaming;
#endif
        }