void Update() { if (building) { if (buildStatusEnumerator == null) { AudienceNetworkBuild.SDKBuildCallback callback = delegate (bool success, string version, string message, string buildOutput, string buildError) { UnityEngine.Debug.Log("Build Complete for " + version + ".\nSuccess? " + success.ToString()); building = false; }; IEnumerable<SDKBuildStatus> buildStatusEnumerable = AudienceNetworkBuild.RunSDKBuild(SdkVersion.Build, false, callback); buildStatusEnumerator = buildStatusEnumerable.GetEnumerator(); } if (buildStatusEnumerator.MoveNext()) { SDKBuildStatus buildStatus = buildStatusEnumerator.Current; IList<string> logs = buildStatus.CurrentLogOutput; if (logs.Count > 0) { UnityEngine.Debug.Log(logs.Pop()); } building &= buildStatus == null || buildStatus.BuildInProgress; } } }
private void EndBuild() { building = false; if (buildStatusEnumerator != null && buildStatusEnumerator.MoveNext()) { SDKBuildStatus buildStatus = buildStatusEnumerator.Current; if (buildStatus != null && buildStatus.process != null) { KillProcess(buildStatus.process); } buildStatusEnumerator = null; UnityEngine.Debug.Log("Build cancelled."); } }