public List <string> CreateiOSBatchFile(BundleBuildSettings buildSettings, string cdnLocalLoc)
        {
            List <string> commands = new List <string>();

            foreach (var command in IFXToolSM.RoboCopyDependenciesFiles("iOS", userSettings.projectWinLoc, buildSettings.selectedBundles))
            {
                commands.Add(command);
            }
            string batchmode = "-batchmode";

            if (userSettings.debugMode == true)
            {
                batchmode = "";
            }
            commands.Add("\"" + userSettings.unityEXELoc + "\" -quit " + batchmode + " -buildTarget \"iOS\" -projectPath \"" + userSettings.projectiOSLoc + "\" -executeMethod AssetBundles.BuildScript.BuildAssetBundles");
            commands.Add("robocopy " + "\"" + userSettings.projectWinLoc + "/IFXBuildToolProjects/iOS/AssetBundles/iOS" + "\"" + " " + "\"" + userSettings.projectWinLoc + "/AssetBundles/iOS" + "\"");
            if (cdnLocalLoc != null)
            {
                if (userSettings.cdnAndroidIFXLoc != "" && userSettings.CTMode())
                {
                    commands.Add("robocopy " + "\"" + userSettings.projectiOSLoc + "/AssetBundles/iOS" + "\"" + " " + "\"" + cdnLocalLoc + "\"");
                }
            }
            if (userSettings.debugMode == true)
            {
                commands.Add("PAUSE");
            }
            return(commands);
        }
        public bool BundleQualityCheck(BundleBuildSettings buildSettings)// Also clears asset labels from prefabs while it's at it.
        {
            buildSettingsStored = buildSettings;

            bool QualityCheck = true;

            checkList.Clear();
            foreach (UnityEngine.Object item in buildSettings.selectedBundles)
            {
                string path = AssetDatabase.GetAssetPath(item);

                DirectoryInfo dirInfo = new DirectoryInfo(path);
                FileInfo[]    fileInf = dirInfo.GetFiles("*.prefab");

                //loop through directory loading the game object and checking if it has the component you want
                if (fileInf != null)
                {
                    foreach (FileInfo file in fileInf)
                    {
                        string     fullPath  = file.FullName.Replace(@"\", "/");
                        string     assetPath = "Assets" + fullPath.Replace(Application.dataPath, "");
                        GameObject prefab    = AssetDatabase.LoadAssetAtPath(assetPath, typeof(GameObject)) as GameObject;

                        if (prefab != null)
                        {
                            List <string> errors = IFXToolSM.PrefabQualityCheck(prefab);
                            if (errors.Count > 0)
                            {
                                checkList.Add(new QACheckListItem(prefab, errors));
                                QualityCheck = false;
                                OpenQAErrorWindow();
                            }
                        }
                    }
                }
                else
                {
                    Debug.Log("Failed to find prefabs in bundle");
                }
            }
            return(QualityCheck);
        }
示例#3
0
        void BuildSelectedBundleWindowUI()
        {
            if (bundleTools.buildingStatus != null)
            {
                GUIStyle buildstatusStyle = new GUIStyle();
                buildstatusStyle.fontSize         = 45;
                buildstatusStyle.normal.textColor = Color.red;
                GUI.Label(new Rect(20, Screen.height / 2, 300, 50), bundleTools.buildingStatus, buildstatusStyle);
                //EditorGUILayout.LabelField(bundleTools.buildingStatus);//Building Status.
            }


            QuickToolsHelp.BuildBundlesInstructions(); // displays the instructions for this tool

            //with qa check disabled it will skip the whole qa process. sometimes qeird components or things like that can trip it up so I left the option to skip it.
            buildQACheckOverride = EditorGUILayout.Toggle("Disable Quality Check", buildQACheckOverride);

            //ct mode dsiables the git stuff
            if (userSettings.CTMode())
            {
                autoGitYesNo = EditorGUILayout.Toggle("Push Bundles To CDN?", autoGitYesNo);
                gitCommitM   = EditorGUILayout.TextField("Git Commit message: ", gitCommitM);

                if (GUILayout.Button("Push changes in folder to git"))
                {
                    if (gitCommitM == "")
                    {
                        EditorUtility.DisplayDialog("WARNING!", "To auto push you need to enter a commit message", "OK", "Cancel");
                    }
                    else
                    {
                        bundleTools.GitCommitChangesToRepo(IFXToolSM.GetSelectedObjectsAsList(), gitCommitM);
                    }
                }
            }


            windowsBuildYesNo = EditorGUILayout.Toggle("Build for Windows?", windowsBuildYesNo);
            androidBuildYesNo = EditorGUILayout.Toggle("Build for Android?", androidBuildYesNo);
            iOSBuildYesNo     = EditorGUILayout.Toggle("Build for iOS?", iOSBuildYesNo);

            //CheckList
            QuickToolsHelp.PreBuildChecklist(); // displays the instructions for this tool

            if (GUILayout.Button("AssetBundle From Selection"))
            {
                if (autoGitYesNo == true && gitCommitM == "")
                {
                    EditorUtility.DisplayDialog("WARNING!", "To auto push you need to enter a commit message", "OK", "Cancel");
                }

                else if (IFXToolSM.SelectionIsDirectoryBool(Selection.objects) == false)
                {
                    EditorUtility.DisplayDialog("WARNING!", "Please Only Have FOLDERS Selected", "OK", "Cancel");
                }
                else
                {
                    List <Object> selectedBundles = new List <Object>();
                    foreach (var dir in Selection.objects)
                    {
                        //check if the bundles has scene files and if they are the only file type present
                        if (IFXToolSM.DoesSelectedFolderContainOnlyScenes(dir) == false && IFXToolSM.DoesSelectedFolderContainFileType(dir, "*.unity") == true)
                        {
                            EditorUtility.DisplayDialog("WARNING!", "When Building scenes please ensure ONLY scene files are in the selected folder", "OK", "Cancel");
                            return;
                        }
                        //add the bundle so long as the above dosn't trigger
                        selectedBundles.Add(dir);
                    }
                    BundleBuildSettings buildSettings = new BundleBuildSettings();
                    buildSettings.selectedBundles      = selectedBundles;
                    buildSettings.windowsBuildYesNo    = windowsBuildYesNo;
                    buildSettings.androidBuildYesNo    = androidBuildYesNo;
                    buildSettings.iOSBuildYesNo        = iOSBuildYesNo;
                    buildSettings.buildQACheckOverride = buildQACheckOverride;
                    buildSettings.autoGitYesNo         = autoGitYesNo;
                    buildSettings.gitCommitMessage     = gitCommitM;

                    // Build the bundles!
                    bundleTools.BuildSelectedBundle(buildSettings);
                }
            }
            if (bundlesBuilding)
            {
                EditorGUILayout.LabelField("Building Bundles...", EditorStyles.boldLabel);
            }
        }
        public void BuildSelectedBundle(BundleBuildSettings buildSettings)
        {
            //check for module folders
            if (buildSettings.androidBuildYesNo)
            {
                if (IFXToolSM.CheckBuildModuleInstalled("AndroidPlayer") == false)
                {
                    EditorUtility.DisplayDialog("WARNING!", "Android Build module not installed!", "OK");
                    return;
                }
            }
            if (buildSettings.iOSBuildYesNo)
            {
                if (IFXToolSM.CheckBuildModuleInstalled("iOSSupport") == false)
                {
                    EditorUtility.DisplayDialog("WARNING!", "iOS Build module not installed!", "OK");
                    return;
                }
            }
            passedQualityCheck = true;

            //local Cdn paths//To enable swaping from ifx to scenes
            string cdnLocalWinLoc     = userSettings.cdnWinIFXLoc;
            string cdnLocalAndroidLoc = userSettings.cdnAndroidIFXLoc;
            string cdnLocaliOSLoc     = userSettings.cdniOSIFXLoc;

            for (int i = 0; i < buildSettings.selectedBundles.Count; i++)
            {
                if (IFXToolSM.DoesSelectedFolderContainFileType(buildSettings.selectedBundles[i], "*.unity") == true)
                {
                    cdnLocalWinLoc     = userSettings.cdnWinSceneLoc;
                    cdnLocalAndroidLoc = userSettings.cdnAndroidSceneLoc;
                    cdnLocaliOSLoc     = userSettings.cdniOSSceneLoc;
                }
            }



            if (buildSettings.autoGitYesNo)
            {
                IFXToolSM.GitPull(userSettings.cdnProjectPath);
            }
            bundlesBuiltWin.Clear();
            bundlesBuiltAndroid.Clear();
            bundlesBuiltiOS.Clear();
            /////////////////////////////////////////////////////////////^Set Up ^///////////////////////////

            if (buildSettings.selectedBundles != null)
            {
                IFXToolSM.ClearAllAssetLabelsInProject();

                for (int i = 0; i < buildSettings.selectedBundles.Count; i++)
                {
                    //re add asset labels based on folders names to selected folders
                    SetAssetLabelToFolderName(buildSettings.selectedBundles[i]);
                }

                //Checks for bad components
                if (!buildSettings.buildQACheckOverride)
                {
                    qaTool = (IFXToolsQualityCheckTool)ScriptableObject.CreateInstance(typeof(IFXToolsQualityCheckTool));
                    qaTool.Init(this);
                    bool qaCheck = qaTool.BundleQualityCheck(buildSettings); //pass QA true or false
                    if (!qaCheck)
                    {
                        passedQualityCheck = false;
                    }
                }
                ///////////////////////////////////////////////////////Passed QA Check - Build bundles////////////////////
                if (passedQualityCheck | buildSettings.buildQACheckOverride)
                {
                    buildSettings.buildQACheckOverride = false;

                    buildBundlesAsync();
                }
            }
            else
            {
                Debug.Log("Nothing Selected - Select the folder you want built first");
            }


            ///////////////////////////////////////////Local Methods/////////////////////////////////////////////////
            void SetAssetLabelToFolderName(UnityEngine.Object item)
            {
                //This part changes the asset labelsS
                var           itemPath                  = AssetDatabase.GetAssetPath(item);
                var           itemDirectory             = Path.GetDirectoryName(itemPath);
                var           itemFolderName            = Path.GetFileName(itemPath);
                AssetImporter assetImporterForSelection = AssetImporter.GetAtPath(itemPath);

                assetImporterForSelection.assetBundleName = itemFolderName;
            }

            void SetUpGitPathsForCreatedFiles()
            {
                for (int i = 0; i < buildSettings.selectedBundles.Count; i++)
                {
                    //Check if any of the selected folders have scenes.
                    bool isScene = IFXToolSM.DoesSelectedFolderContainFileType(buildSettings.selectedBundles[i], "*.unity");

                    if (isScene == true)
                    {
                        Debug.Log("scene found in bundle: " + buildSettings.selectedBundles[i].name);
                        if (buildSettings.androidBuildYesNo)
                        {
                            bundlesBuiltAndroid.Add(userSettings.cdnAndroidSceneLoc + "/" + buildSettings.selectedBundles[i].name + ".engagebundle");
                            bundlesBuiltAndroid.Add(userSettings.cdnAndroidSceneLoc + "/" + buildSettings.selectedBundles[i].name + ".manifest");
                        }
                        if (buildSettings.iOSBuildYesNo)
                        {
                            bundlesBuiltiOS.Add(userSettings.cdniOSSceneLoc + "/" + buildSettings.selectedBundles[i].name + ".engagebundle");
                            bundlesBuiltiOS.Add(userSettings.cdniOSSceneLoc + "/" + buildSettings.selectedBundles[i].name + ".manifest");
                        }
                        if (buildSettings.windowsBuildYesNo)
                        {
                            bundlesBuiltWin.Add(userSettings.cdnWinSceneLoc + "/" + buildSettings.selectedBundles[i].name + ".engagebundle");
                            bundlesBuiltWin.Add(userSettings.cdnWinSceneLoc + "/" + buildSettings.selectedBundles[i].name + ".manifest");
                        }
                    }
                    else
                    {
                        if (buildSettings.androidBuildYesNo)
                        {
                            bundlesBuiltAndroid.Add(userSettings.cdnAndroidIFXLoc + "/" + buildSettings.selectedBundles[i].name + ".engagebundle");
                            bundlesBuiltAndroid.Add(userSettings.cdnAndroidIFXLoc + "/" + buildSettings.selectedBundles[i].name + ".manifest");
                        }
                        if (buildSettings.iOSBuildYesNo)
                        {
                            bundlesBuiltiOS.Add(userSettings.cdniOSIFXLoc + "/" + buildSettings.selectedBundles[i].name + ".engagebundle");
                            bundlesBuiltiOS.Add(userSettings.cdniOSIFXLoc + "/" + buildSettings.selectedBundles[i].name + ".manifest");
                        }
                        if (buildSettings.windowsBuildYesNo)
                        {
                            bundlesBuiltWin.Add(userSettings.cdnWinIFXLoc + "/" + buildSettings.selectedBundles[i].name + ".engagebundle");
                            bundlesBuiltWin.Add(userSettings.cdnWinIFXLoc + "/" + buildSettings.selectedBundles[i].name + ".manifest");
                        }
                    }
                }
            }

            void GitPushBundlesToCDN()
            {
                List <string> commands = new List <string>();

                //string listOfBundles = string.Join(" ", bundlesBuiltWin);

                commands.Add("cd /D " + "\"" + userSettings.cdnProjectPath + "\"");

                foreach (var item in bundlesBuiltWin)
                {
                    commands.Add("git add " + "\"" + item + "\"");
                }
                foreach (var item in bundlesBuiltAndroid)
                {
                    commands.Add("git add " + "\"" + item + "\"");
                }
                foreach (var item in bundlesBuiltiOS)
                {
                    commands.Add("git add " + "\"" + item + "\"");
                }
                commands.Add("git commit -m " + "\"" + buildSettings.gitCommitMessage + "\"");
                commands.Add("git push");

                IFXToolSM.RunCMD(commands);
            }

            async Task buildBundlesAsync()
            {
                SetUpGitPathsForCreatedFiles();
                buildingStatus = "Building Bundles";

                // if true build windows
                if (buildSettings.windowsBuildYesNo)
                {
                    IFXToolSM.DeleteFolderContents(userSettings.projectWinLoc + "/AssetBundles/Windows"); //clears out old bundles
                    //Build the bundle
                    AssetBundles.BuildScript.BuildAssetBundles();
                    //Copy bundles to cdn
                    if (!string.IsNullOrEmpty(cdnLocalWinLoc) && userSettings.CTMode())
                    {
                        IFXToolSM.CopyFolderContents(userSettings.projectWinLoc + "/AssetBundles/Windows", cdnLocalWinLoc);
                    }
                }



                List <Task <string> > BundleBuildTasks = new List <Task <string> >();

                // if true build android
                if (buildSettings.androidBuildYesNo)
                {
                    IFXToolSM.DeleteFolderContents(userSettings.projectAndroidLoc + "/AssetBundles/Android"); //clears out old bundles
                    IFXToolSM.DeleteFolderContents(userSettings.projectWinLoc + "/AssetBundles/Android");     //clears out old bundles
                    string androidBuildPath = IFXToolSM.CreateBatchCMDSFile("Android", IFXToolSM.SyncUnityProjects("Android", userSettings.projectWinLoc), CreateAndroidBatchFile(buildSettings, cdnLocalAndroidLoc));
                    //RunBuildFileAsync(androidBuildPath, "Android");
                    BundleBuildTasks.Add(Task.Run(() => RunBatchFileAsync(androidBuildPath)));
                    //Debug.Log(androidBuild.Output);
                }
                // if true build iOS
                if (buildSettings.iOSBuildYesNo)
                {
                    IFXToolSM.DeleteFolderContents(userSettings.projectiOSLoc + "/AssetBundles/iOS"); //clears out old bundles
                    IFXToolSM.DeleteFolderContents(userSettings.projectWinLoc + "/AssetBundles/iOS"); //clears out old bundles
                    string iOSBuildPath = IFXToolSM.CreateBatchCMDSFile("iOS", IFXToolSM.SyncUnityProjects("iOS", userSettings.projectWinLoc), CreateiOSBatchFile(buildSettings, cdnLocaliOSLoc));
                    //RunBuildFileAsync(iOSBuildPath, "iOS");
                    BundleBuildTasks.Add(Task.Run(() => RunBatchFileAsync(iOSBuildPath)));
                    // Git stuff handled in batch file!
                }

                Debug.Log("Waiting for all build tasks to finish");
                var results = await Task.WhenAll(BundleBuildTasks);

                Debug.Log("all build tasks now finished");
                /////////////////////////////CDN Push////////////////////////

                buildingStatus = "Finished Building";
                if (buildSettings.autoGitYesNo)
                {
                    GitPushBundlesToCDN();
                }

                BuildDebugChecks(results);
                ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

                void BuildDebugChecks(string[] buildLogsIN)
                {
                    StringBuilder bundleBuildLogFull = new StringBuilder();

                    bundleBuildLogFull.Append(System.Environment.NewLine + " //////////////////////////////////////////USER SETTINGS///////////////////////////////////");
                    bundleBuildLogFull.Append(System.Environment.NewLine + userSettings.cdnProjectPath + " -CDN Project path");
                    bundleBuildLogFull.Append(System.Environment.NewLine + userSettings.cdnWinIFXLoc + " -CDN project path Windows");
                    bundleBuildLogFull.Append(System.Environment.NewLine + userSettings.cdnAndroidIFXLoc + " -CDN project path Android");
                    bundleBuildLogFull.Append(System.Environment.NewLine + userSettings.cdniOSIFXLoc + " -CDN project path iOS");
                    bundleBuildLogFull.Append(System.Environment.NewLine + userSettings.projectWinLoc + " -Project path Windows");
                    bundleBuildLogFull.Append(System.Environment.NewLine + userSettings.projectAndroidLoc + " -Project path Android");
                    bundleBuildLogFull.Append(System.Environment.NewLine + userSettings.projectiOSLoc + " -Project path iOS");
                    bundleBuildLogFull.Append(System.Environment.NewLine + userSettings.unityEXELoc + " -Unity EXE");
                    bundleBuildLogFull.Append(System.Environment.NewLine + userSettings.thumbnailSavePath + " -Thumbnail save Path");



                    bundleBuildLogFull.Append(System.Environment.NewLine + " //////////////////////////////////////////BUNDLES BUILT///////////////////////////////////");
                    bool windowsBuildSuccess = true;
                    bool androidBuildSuccess = true;
                    bool iOSBuildSuccess     = true;

                    if (buildSettings.windowsBuildYesNo)
                    {
                        windowsBuildSuccess = false;
                        foreach (var item in bundlesBuiltWin)
                        {
                            //Debug.Log(item);
                            string fileName        = Path.GetFileName(item);
                            string BundleBuiltPath = userSettings.projectWinLoc + "/AssetBundles/Windows/" + fileName;
                            Debug.Log(BundleBuiltPath);
                            if (File.Exists(BundleBuiltPath))
                            {
                                bundleBuildLogFull.Append(System.Environment.NewLine + BundleBuiltPath + " : Bundle Built successfully");
                                windowsBuildSuccess = true;
                            }
                            else
                            {
                                bundleBuildLogFull.Append(System.Environment.NewLine + BundleBuiltPath + " :  Bundle Build Failed");
                                windowsBuildSuccess = false;
                            }
                        }
                        Debug.Log("Build  Windows " + windowsBuildSuccess);
                    }

                    if (buildSettings.androidBuildYesNo)
                    {
                        androidBuildSuccess = false;
                        foreach (var item in bundlesBuiltAndroid)
                        {
                            string fileName        = Path.GetFileName(item);
                            string BundleBuiltPath = userSettings.projectWinLoc + "/AssetBundles/Android/" + fileName;
                            Debug.Log(BundleBuiltPath);
                            if (File.Exists(BundleBuiltPath))
                            {
                                bundleBuildLogFull.Append(System.Environment.NewLine + BundleBuiltPath + " : Bundle Built successfully");
                                androidBuildSuccess = true;
                            }
                            else
                            {
                                bundleBuildLogFull.Append(System.Environment.NewLine + BundleBuiltPath + " :  Bundle Build Failed");
                                androidBuildSuccess = false;
                            }
                        }
                        Debug.Log("Build  Android " + androidBuildSuccess);
                    }
                    if (buildSettings.iOSBuildYesNo)
                    {
                        iOSBuildSuccess = false;
                        foreach (var item in bundlesBuiltiOS)
                        {
                            string fileName        = Path.GetFileName(item);
                            string BundleBuiltPath = userSettings.projectWinLoc + "/AssetBundles/iOS/" + fileName;
                            Debug.Log(BundleBuiltPath);
                            if (File.Exists(BundleBuiltPath))
                            {
                                bundleBuildLogFull.Append(System.Environment.NewLine + BundleBuiltPath + " : Bundle Built successfully");
                                iOSBuildSuccess = true;
                            }
                            else
                            {
                                bundleBuildLogFull.Append(System.Environment.NewLine + BundleBuiltPath + " :  Bundle Build Failed");
                                iOSBuildSuccess = false;
                            }
                        }
                        Debug.Log("Build success iOS " + iOSBuildSuccess);
                    }
                    if (userSettings.CTMode())
                    {
                        bundleBuildLogFull.Append(System.Environment.NewLine + " //////////////////////////////////////////BUNDLES TO CDN///////////////////////////////////");
                        bool windowsBuildMoved = false;
                        foreach (var item in bundlesBuiltWin)
                        {
                            Debug.Log(item);
                            if (File.Exists(item))
                            {
                                bundleBuildLogFull.Append(System.Environment.NewLine + item + " :  Moved to CDN successfully");
                                windowsBuildMoved = true;
                            }
                            else
                            {
                                bundleBuildLogFull.Append(System.Environment.NewLine + item + " :  Moved to CDN Failed");
                                windowsBuildMoved = false;
                            }
                        }
                        Debug.Log("Build Moved Win " + windowsBuildMoved);


                        foreach (var item in bundlesBuiltAndroid)
                        {
                            Debug.Log(item);
                            if (File.Exists(item))
                            {
                                bundleBuildLogFull.Append(System.Environment.NewLine + item + " : Moved to CDN successfully");
                            }
                            else
                            {
                                bundleBuildLogFull.Append(System.Environment.NewLine + item + " :  Moved to CDN Failed");
                            }
                        }
                        Debug.Log("Build Moved Android " + androidBuildSuccess);


                        foreach (var item in bundlesBuiltiOS)
                        {
                            Debug.Log(item);
                            if (File.Exists(item))
                            {
                                bundleBuildLogFull.Append(System.Environment.NewLine + item + " : Moved to CDN successfully");
                            }
                            else
                            {
                                bundleBuildLogFull.Append(System.Environment.NewLine + item + " : Moved to CDN Failed");
                            }
                        }
                        Debug.Log("Build Moved iOS " + iOSBuildSuccess);
                    }



                    bundleBuildLogFull.Append(System.Environment.NewLine + " //////////////////////////////////////////WINDOWS BUILD LOGS///////////////////////////////////");
                    bundleBuildLogFull.Append(System.Environment.NewLine + bundleBuildLogWindows);
                    foreach (var item in buildLogsIN)
                    {
                        bundleBuildLogFull.Append(System.Environment.NewLine + " //////////////////////////////////////////BUILD LOG///////////////////////////////////");
                        bundleBuildLogFull.Append(System.Environment.NewLine + item);

                        //Debug.Log(item);
                    }



                    if (userSettings.CTMode())
                    {
                        bundleBuildLogFull.Append(System.Environment.NewLine + " //////////////////////////////////////////GIT LOGS///////////////////////////////////");
                        bundleBuildLogFull.Append(System.Environment.NewLine + bundleBuildLogGIT);
                    }


                    System.IO.File.WriteAllText(userSettings.projectWinLoc + "/Bundle Build Debug Log.txt", bundleBuildLogFull.ToString());

                    if (windowsBuildSuccess && androidBuildSuccess && iOSBuildSuccess)
                    {
                        EditorUtility.DisplayDialog("Complete", " Bundles built", "Ok");
                    }
                    else
                    {
                        EditorUtility.DisplayDialog("Failed", " theres was an issue building the bundle - check logs", "Ok");
                    }
                }
            }
        }