示例#1
0
 private void ErrorIfRealTimeLogSetButLogFileNotSet(UnityEditorSettings settings, UnityEditorArguments arguments)
 {
     if (settings.RealTimeLog && arguments.LogFile == null)
     {
         log.Error("Cannot forward log in real time because LogFile is not specified.");
     }
 }
示例#2
0
        public void Run(FilePath unityEditorPath, UnityEditorArguments arguments, UnityEditorSettings settings)
        {
            ErrorIfRealTimeLogSetButLogFileNotSet(settings, arguments);
            WarnIfLogFileNotSet(arguments);

            if (settings.RealTimeLog && arguments.LogFile != null)
            {
                RunWithRealTimeLog(unityEditorPath, arguments);
            }
            else
            {
                RunWithLogForwardOnError(unityEditorPath, arguments);
            }
        }
示例#3
0
 public static void UnityEditor(this ICakeContext context,
                                FilePath unityEditorPath, UnityEditorArguments arguments, UnityEditorSettings settings) =>
 new UnityEditor(context.FileSystem, context.Environment, context.ProcessRunner, context.Tools, context.Log)
 .Run(unityEditorPath, arguments, settings);
示例#4
0
 public static void UnityEditor(this ICakeContext context,
                                int versionYear, int versionStream, int versionUpdate, char versionSuffixCharacter, int versionSuffixNumber, UnityEditorArguments arguments, UnityEditorSettings settings = null) =>
 new UnityEditor(context.FileSystem, context.Environment, context.ProcessRunner, context.Tools, context.Log)
 .Run(
示例#5
0
 public static void UnityEditor(this ICakeContext context,
                                UnityEditorDescriptor unityEditor, UnityEditorArguments arguments, UnityEditorSettings settings = null) =>
 new UnityEditor(context.FileSystem, context.Environment, context.ProcessRunner, context.Tools, context.Log)
 .Run(unityEditor, arguments, settings ?? new UnityEditorSettings());
示例#6
0
 public void Run(UnityEditorDescriptor unityEditor, UnityEditorArguments arguments, UnityEditorSettings settings) =>
 Run(unityEditor.Path, arguments, settings);