示例#1
0
        private static void BuildApp(string path, AppType type = AppType.Server, BuildTarget platform = BuildTarget.StandaloneWindows, string extension = "")
        {
            ScenesCatalog scenesCatalog = (ScenesCatalog)Resources.FindObjectsOfTypeAll(typeof(ScenesCatalog))[0];

            string currentDefineSymbols = PlayerSettings.GetScriptingDefineSymbolsForGroup(BuildTargetGroup.Standalone);

            string defineSymbolsForBuild = GetDefineSymbols(type);

            ApplyDefineSymbols(defineSymbolsForBuild);

            BuildPipeline.BuildPlayer(scenesCatalog.GetScenesArray(Scenes_path), path + GetAppFile(type) + extension, platform, BuildOptions);

            ApplyDefineSymbols(currentDefineSymbols);
        }
示例#2
0
        public static void BuildApp(string path, AppType type = AppType.Server, BuildTarget platform = BuildTarget.StandaloneWindows, string extension = "")
        {
            ScenesCatalog scenesCatalog = null;

            string[] guids = AssetDatabase.FindAssets("t:ScenesCatalog");
            if (guids.Length > 0 && !string.IsNullOrEmpty(guids[0]))
            {
                string assetPath = AssetDatabase.GUIDToAssetPath(guids[0]);
                scenesCatalog = AssetDatabase.LoadAssetAtPath <ScenesCatalog>(assetPath);
            }

            string currentDefineSymbols = PlayerSettings.GetScriptingDefineSymbolsForGroup(BuildTargetGroup.Standalone);

            string defineSymbolsForBuild = GetDefineSymbols(type);

            ApplyDefineSymbols(defineSymbolsForBuild);

            BuildPipeline.BuildPlayer(scenesCatalog.GetScenesArray(Scenes_path), path + GetAppFile(type) + extension, platform, BuildOptions);

            ApplyDefineSymbols(currentDefineSymbols);
        }
示例#3
0
 protected override void Start()
 {
     base.Start();
     _sceneCatalog             = Resources.FindObjectsOfTypeAll <ScenesCatalog>()[0];
     SceneManager.sceneLoaded += OnSceneLoaded;
 }