void DrawBuildReportWarnings() { GUILayout.BeginHorizontal(); if (GUILayout.Button("Open report window", GUILayout.Height(24))) { ReportWindow.Open(); } GUILayout.FlexibleSpace(); GUILayout.EndHorizontal(); }
/// <summary> /// Our build setup, a default WebGL setup without developer mode. /// </summary> /// <returns></returns> private static BuildReport DefaultBuild() { var reportCount = RunFullReport(); if (reportCount > 0) { var res = EditorUtility.DisplayDialogComplex("Report", string.Format("Trail Report has identified {0} critical issue{1} with your build.", reportCount, reportCount > 1 ? "s" : ""), "Open report window", "Cancel", "Build anyway"); if (res == 0) { ReportWindow.Open(); return(null); } if (res == 1) { return(null); } } if (EditorUserBuildSettings.activeBuildTarget != BuildTarget.WebGL) { EditorUtility.DisplayDialog("Build Failed", "Wrong platform selected! Select WebGL before attempting to build for Trail.", "Ok"); return(null); } BuildPlayerOptions options = new BuildPlayerOptions(); options.scenes = EditorBuildSettings.scenes .Where(x => x.enabled) .Select(x => x.path) .ToArray(); options.target = BuildTarget.WebGL; options.targetGroup = BuildTargetGroup.WebGL; options.options = BuildOptions.ShowBuiltPlayer; options.locationPathName = TrailEditor.BuildTrailPath; return(UnityEditor.BuildPipeline.BuildPlayer(options)); }
/// <summary> /// This will run a full report to verify how many required issues in need to fix before uploading to Trail. /// </summary> /// <returns></returns> public static int RunFullReport() { return(ReportWindow.RunFullReport()); }