/// <summary> /// Builds the executable and packages the game. /// </summary> public static void Build() { PlatformType activePlatform = ActivePlatform; PlatformInfo platformInfo = ActivePlatformInfo; string srcRoot = GetBuildFolder(BuildFolder.SourceRoot, activePlatform); string destRoot = GetBuildFolder(BuildFolder.DestinationRoot, activePlatform); // Prepare clean destination folder if (Directory.Exists(destRoot)) { Directory.Delete(destRoot, true); } Directory.CreateDirectory(destRoot); // Compile game assembly string bansheeAssemblyFolder; if (platformInfo.Debug) { bansheeAssemblyFolder = GetBuildFolder(BuildFolder.BansheeDebugAssemblies, activePlatform); } else { bansheeAssemblyFolder = GetBuildFolder(BuildFolder.BansheeReleaseAssemblies, activePlatform); } string srcBansheeAssemblyFolder = Path.Combine(srcRoot, bansheeAssemblyFolder); string destBansheeAssemblyFolder = Path.Combine(destRoot, bansheeAssemblyFolder); Directory.CreateDirectory(destBansheeAssemblyFolder); CompilerInstance ci = ScriptCompiler.CompileAsync(ScriptAssemblyType.Game, ActivePlatform, platformInfo.Debug, destBansheeAssemblyFolder); // Copy engine assembly { string srcFile = Path.Combine(srcBansheeAssemblyFolder, EditorApplication.EngineAssemblyName); string destFile = Path.Combine(destBansheeAssemblyFolder, EditorApplication.EngineAssemblyName); File.Copy(srcFile, destFile); } // Copy builtin data string dataFolder = GetBuildFolder(BuildFolder.Data, activePlatform); string srcData = Path.Combine(srcRoot, dataFolder); string destData = Path.Combine(destRoot, dataFolder); DirectoryEx.Copy(srcData, destData); // Copy native binaries string binaryFolder = GetBuildFolder(BuildFolder.NativeBinaries, activePlatform); string srcBin = Path.Combine(srcRoot, binaryFolder); string destBin = destRoot; string[] nativeBinaries = GetNativeBinaries(activePlatform); foreach (var entry in nativeBinaries) { string srcFile = Path.Combine(srcBin, entry); string destFile = Path.Combine(destBin, entry); File.Copy(srcFile, destFile); } // Copy .NET framework assemblies string frameworkAssemblyFolder = GetBuildFolder(BuildFolder.FrameworkAssemblies, activePlatform); string srcFrameworkAssemblyFolder = Path.Combine(srcRoot, frameworkAssemblyFolder); string destFrameworkAssemblyFolder = Path.Combine(destRoot, frameworkAssemblyFolder); Directory.CreateDirectory(destFrameworkAssemblyFolder); string[] frameworkAssemblies = GetFrameworkAssemblies(activePlatform); foreach (var entry in frameworkAssemblies) { string srcFile = Path.Combine(srcFrameworkAssemblyFolder, entry + ".dll"); string destFile = Path.Combine(destFrameworkAssemblyFolder, entry + ".dll"); File.Copy(srcFile, destFile); } // Copy Mono string monoFolder = GetBuildFolder(BuildFolder.Mono, activePlatform); string srcMonoFolder = Path.Combine(srcRoot, monoFolder); string destMonoFolder = Path.Combine(destRoot, monoFolder); DirectoryEx.Copy(srcMonoFolder, destMonoFolder); string srcExecFile = GetMainExecutable(activePlatform); string destExecFile = Path.Combine(destBin, Path.GetFileName(srcExecFile)); File.Copy(srcExecFile, destExecFile); InjectIcons(destExecFile, platformInfo); PackageResources(destRoot, platformInfo); CreateStartupSettings(destRoot, platformInfo); // Wait until compile finishes while (!ci.IsDone) { Thread.Sleep(200); } ci.Dispose(); }
/// <summary> /// Triggers required compilation or code editor syncing if needed. /// </summary> internal void Update() { if (EditorApplication.HasFocus && CodeEditor.IsSolutionDirty) { CodeEditor.SyncSolution(); } if (EditorApplication.IsStopped && !ProjectLibrary.ImportInProgress) { if (compilerInstance == null) { if (EditorApplication.HasFocus) { string outputDir = EditorApplication.ScriptAssemblyPath; if (isGameAssemblyDirty) { compilerInstance = ScriptCompiler.CompileAsync( ScriptAssemblyType.Game, BuildManager.ActivePlatform, true, outputDir); EditorApplication.SetStatusCompiling(true); isGameAssemblyDirty = false; } else if (isEditorAssemblyDirty) { compilerInstance = ScriptCompiler.CompileAsync( ScriptAssemblyType.Editor, BuildManager.ActivePlatform, true, outputDir); EditorApplication.SetStatusCompiling(true); isEditorAssemblyDirty = false; } } } else { if (compilerInstance.IsDone) { Debug.Clear(DebugMessageType.CompilerWarning); Debug.Clear(DebugMessageType.CompilerError); LogWindow window = EditorWindow.GetWindow <LogWindow>(); if (window != null) { window.Refresh(); } if (compilerInstance.HasErrors) { foreach (var msg in compilerInstance.WarningMessages) { Debug.LogMessage(FormMessage(msg), DebugMessageType.CompilerWarning); } foreach (var msg in compilerInstance.ErrorMessages) { Debug.LogMessage(FormMessage(msg), DebugMessageType.CompilerError); } } compilerInstance.Dispose(); compilerInstance = null; EditorApplication.SetStatusCompiling(false); EditorApplication.ReloadAssemblies(); } } } }