本文整理汇总了C#中BuildTarget类的典型用法代码示例。如果您正苦于以下问题:C# BuildTarget类的具体用法?C# BuildTarget怎么用?C# BuildTarget使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
BuildTarget类属于命名空间,在下文中一共展示了BuildTarget类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: OnPostprocessBuild
public static void OnPostprocessBuild(BuildTarget buildTarget, string path)
{
#if UNITY_IPHONE
string projectPath = path + "/Unity-iPhone.xcodeproj/project.pbxproj";
PBXProject project = new PBXProject();
project.ReadFromString(File.ReadAllText(projectPath));
// This is the project name that Unity generates for iOS, isn't editable until after post processing
string target = project.TargetGuidByName(PBXProject.GetUnityTargetName());
#if UNITY_5_0
project.AddBuildProperty(target, "FRAMEWORK_SEARCH_PATHS", "$(PROJECT_DIR)/Frameworks/Plugins/iOS");
#else
CopyAndReplaceDirectory("Assets/Plugins/iOS/FiksuSDK.bundle", Path.Combine(path, "Frameworks/FiksuSDK.bundle"));
project.AddFileToBuild(target, project.AddFile("Frameworks/FiksuSDK.bundle", "Frameworks/FiksuSDK.bundle", PBXSourceTree.Source));
CopyAndReplaceDirectory("Assets/Plugins/iOS/FiksuSDK.framework", Path.Combine(path, "Frameworks/FiksuSDK.framework"));
project.AddFileToBuild(target, project.AddFile("Frameworks/FiksuSDK.framework", "Frameworks/FiksuSDK.framework", PBXSourceTree.Source));
project.SetBuildProperty(target, "FRAMEWORK_SEARCH_PATHS", "$(inherited)");
project.AddBuildProperty(target, "FRAMEWORK_SEARCH_PATHS", "$(PROJECT_DIR)/Frameworks");
#endif
project.AddFrameworkToProject(target, "AdSupport.framework", true);
project.AddFrameworkToProject(target, "StoreKit.framework", true);
project.AddFrameworkToProject(target, "Security.framework", true);
project.AddFrameworkToProject(target, "SystemConfiguration.framework", false);
project.AddFrameworkToProject(target, "MessageUI.framework", false);
File.WriteAllText(projectPath, project.WriteToString());
#endif
}
示例2: OnPostprocessBuild
public static void OnPostprocessBuild(BuildTarget buildTarget, string path) {
if (buildTarget == BuildTarget.Android) {
SendBuildEvent ();
}
}
示例3: OnPostProcessBuild
public static void OnPostProcessBuild(BuildTarget target, string pathToBuiltProject)
{
// Figure out which architecture we're building for.
int arch;
if (target == BuildTarget.StandaloneWindows)
arch = 32;
else if (target == BuildTarget.StandaloneWindows64)
arch = 64;
else
return;
// Rename the target to a .bin file for the auto-patcher to find later.
string autoPatcherPath = Application.dataPath + "/OVR/Editor/OculusUnityPatcher_" + arch.ToString() + ".exe";
string targetPath = pathToBuiltProject.Replace(".exe", "_DirectToRift.exe");
if (File.Exists(targetPath))
File.Delete(targetPath);
File.Copy(autoPatcherPath, targetPath);
string appInfoPath = pathToBuiltProject.Replace(".exe", "_Data/OVRAppInfo");
var file = new System.IO.StreamWriter(appInfoPath);
file.Write(PlayerSettings.companyName + "\\" + PlayerSettings.productName);
file.Dispose();
}
示例4: BuildAndRun
private static void BuildAndRun (BuildTarget target, List<string> sceneList)
{
var resultFilePath = GetParameterArgument (resultFileDirParam);
int port = 0;
List<string> ipList = TestRunnerConfigurator.GetAvailableNetworkIPs ();
var config = new PlatformRunnerConfiguration ()
{
buildTarget = target,
scenes = sceneList.ToArray (),
projectName = "IntegrationTests",
resultsDir = resultFilePath,
sendResultsOverNetwork = InternalEditorUtility.inBatchMode,
ipList = ipList,
port = port
};
if (Application.isWebPlayer)
{
config.sendResultsOverNetwork = false;
Debug.Log ("You can't use WebPlayer as active platform for running integraiton tests. Switching to Standalone");
EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTarget.StandaloneWindows);
}
PlatformRunner.BuildAndRunInPlayer (config);
}
示例5: BuildGame
public static void BuildGame(BuildTarget buildTarget, BuildOptions buildOptions = BuildOptions.None)
{
if (BuildPipeline.isBuildingPlayer == false) {
UnityEngine.Debug.ClearDeveloperConsole();
var smcsFile = Path.Combine( Application.dataPath, "smcs.rsp" );
var gmcsFile = Path.Combine( Application.dataPath, "gmcs.rsp" );
// -define:debug;poop
File.WriteAllText( smcsFile, "-define:BUILD" );
File.WriteAllText( gmcsFile, "-define:BUILD" );
AssetDatabase.Refresh();
string[] scenes = GetSceneList();
//string path = Application.dataPath.Remove(Application.dataPath.Length - 8, 7) + "_build";
// Build player.
BuildPipeline.BuildPlayer(scenes, path + "/" + StringManager.BUILDNAME + ".exe", buildTarget, buildOptions);
// Copy a file from the project folder to the build folder, alongside the built game. eg:
// FileUtil.CopyFileOrDirectory("Assets/WebPlayerTemplates/Readme.txt", path + "Readme.txt");
//remove build thingies
File.WriteAllText( smcsFile, "" );
File.WriteAllText( gmcsFile, "" );
}
}
示例6: OnPostprocessBuild
public static void OnPostprocessBuild(BuildTarget target, string pathToBuiltProject) {
#if !DISABLEREDISTCOPY
string strProjectName = Path.GetFileNameWithoutExtension(pathToBuiltProject);
if (target == BuildTarget.StandaloneWindows64) {
CopyFile("steam_api64.dll", "steam_api64.dll", pathToBuiltProject);
}
else if (target == BuildTarget.StandaloneWindows) {
CopyFile("steam_api.dll", "steam_api.dll", pathToBuiltProject);
}
string controllerCfg = Path.Combine(Application.dataPath, "controller.vdf");
if (File.Exists(controllerCfg)) {
string dir = "_Data";
if (target == BuildTarget.StandaloneOSXIntel || target == BuildTarget.StandaloneOSXIntel64 || target == BuildTarget.StandaloneOSXUniversal) {
dir = ".app/Contents";
}
string strFileDest = Path.Combine(Path.Combine(Path.GetDirectoryName(pathToBuiltProject), strProjectName + dir), "controller.vdf");
File.Copy(controllerCfg, strFileDest);
if (!File.Exists(strFileDest)) {
Debug.LogWarning("[Steamworks.NET] Could not copy controller.vdf into the built project. File.Copy() Failed. Place controller.vdf from the Steamworks SDK in the output dir manually.");
}
}
#endif
}
示例7: OnPostprocessBuild
public static void OnPostprocessBuild(BuildTarget buildTarget, string path)
{
#if !UNITY_CLOUD_BUILD
Debug.Log ("[UNITY_CLOUD_BUILD] OnPostprocessBuild");
ProcessPostBuild (buildTarget, path);
#endif
}
示例8: OnPostprocessBuild
public static void OnPostprocessBuild(BuildTarget target, string pathToBuiltProject)
{
if (target != BuildTarget.iPhone) {
return;
}
#if NO_GPGS
// remove plugin code from generated project
string pluginDir = pathToBuiltProject + "/Libraries/Plugins/iOS";
GPGSUtil.WriteFile(pluginDir + "/GPGSAppController.mm", "// Empty since NO_GPGS is defined\n");
return;
#endif
if (GetBundleId() == null) {
UnityEngine.Debug.LogError("The iOS bundle ID has not been set up through the " +
"'iOS Setup' submenu of 'Google Play Games' - the generated xcode project will " +
"not work properly.");
return;
}
UnityEngine.Debug.Log("Adding URL Types for authentication using PlistBuddy.");
UpdateGeneratedInfoPlistFile(pathToBuiltProject + "/Info.plist");
UpdateGeneratedPbxproj(pathToBuiltProject + "/Unity-iPhone.xcodeproj/project.pbxproj");
EditorWindow.GetWindow<GPGSInstructionWindow>(
utility: true,
title: "Building for IOS",
focus: true);
}
示例9: OnPostprocessBuild
public static void OnPostprocessBuild(BuildTarget target,
string pathToBuildProject)
{
if (target != BuildTarget.iOS)
{
return;
}
string script = "CountlyXCodePostprocessor.py";
string pathToXCodeProject = GetXCodeProjectPath(pathToBuildProject);
string args = String.Format("\"{0}\"", pathToXCodeProject);
string result;
int exitCode;
try
{
exitCode = ExecuteScript(script, args, out result);
}
catch (Exception e)
{
Debug.LogError("CountlyPostprocessor: Could not execute " +
script + "! Make sure the script has executable permissions!\n" +
"Exception: (" + e + ")");
return;
}
if ((exitCode != 0) || (string.IsNullOrEmpty(result)))
{
Debug.LogError("CountlyPostprocessor: Postprocess failed: " + result);
return;
}
Debug.Log(result);
}
示例10: OnPostprocessBuild
public static void OnPostprocessBuild(BuildTarget target, string pathToBuiltProject)
{
string baseFolder = pathToBuiltProject.Substring(0, pathToBuiltProject.Length - 4) + "_Data/";
Debug.Log( "BuiltProject path " + baseFolder );
Debug.Log ("Copying files...");
Directory.CreateDirectory(baseFolder + "Composition/FiniteStateMachines");
string[] fsms = Directory.GetFiles(Application.dataPath + "/Composition/FiniteStateMachines", "*.tgf");
foreach (string tgfFile in fsms)
{
string fileName = Path.GetFileName(tgfFile);
File.Copy (tgfFile, baseFolder + "Composition/FiniteStateMachines/" + fileName);
}
Directory.CreateDirectory(baseFolder + "Composition/PathfindingGraphs");
string[] graphs = Directory.GetFiles(Application.dataPath + "/Composition/PathfindingGraphs", "*.tgf");
foreach (string tgfFile in graphs)
{
string fileName = Path.GetFileName(tgfFile);
File.Copy (tgfFile, baseFolder + "Composition/PathfindingGraphs/" + fileName);
}
Debug.Log ("Copying files... DONE!");
}
示例11: OnPostExportBuild
public static void OnPostExportBuild(BuildTarget buildTarget, string path)
{
#if !UNITY_CLOUD_BUILD
Debug.Log("[Editor] OnPostExportBuild started.");
ProcessPostBuild(buildTarget, path);
#endif
}
示例12: GetPlatformForAssetBundles
private static string GetPlatformForAssetBundles(BuildTarget target)
{
switch(target)
{
case BuildTarget.Android:
return "Android";
case BuildTarget.iOS:
return "iOS";
case BuildTarget.WebGL:
return "WebGL";
case BuildTarget.WebPlayer:
return "WebPlayer";
case BuildTarget.StandaloneWindows:
case BuildTarget.StandaloneWindows64:
return "Windows";
case BuildTarget.StandaloneOSXIntel:
case BuildTarget.StandaloneOSXIntel64:
case BuildTarget.StandaloneOSXUniversal:
return "OSX";
// Add more build targets for your own.
// If you add more targets, don't forget to add the same platforms to GetPlatformForAssetBundles(RuntimePlatform) function.
default:
return null;
}
}
示例13: OnPostprocessBuild
public static void OnPostprocessBuild(BuildTarget target, string pathToBuildProject)
{
if (target == BuildTarget.tvOS) {
UnityEngine.Debug.Log ("[SPIL] Starting custom post process build script." + pathToBuildProject);
UnityEngine.Debug.Log ("[SPIL] Moving SpilTV.framework to the root of the project");
MoveDirectory (pathToBuildProject + "/Frameworks/Plugins/tvOS/SpilTV.framework", pathToBuildProject + "/SpilTV.framework");
bool exportDefaultEntitlements = EditorPrefs.GetBool ("exportDefaultEntitlements");
bool useICloudContainer = EditorPrefs.GetBool ("useICloudContainer");
bool useICloudKV = EditorPrefs.GetBool ("useICloudKV");
bool usePushNotifications = EditorPrefs.GetBool ("usePushNotifications");
String arguments = "Unity-iPhone " +
exportDefaultEntitlements + " " +
useICloudContainer + " " +
useICloudKV + " " +
usePushNotifications;
UnityEngine.Debug.Log ("[SPIL] Executing: python " + pathToBuildProject + "/SpilTV.framework/setup.py " + arguments);
Process setupProcess = new Process ();
setupProcess.StartInfo.WorkingDirectory = pathToBuildProject;
setupProcess.StartInfo.FileName = "python";
setupProcess.StartInfo.Arguments = "SpilTV.framework/setup.py " + arguments;
setupProcess.StartInfo.UseShellExecute = false;
setupProcess.StartInfo.RedirectStandardOutput = true;
setupProcess.Start ();
setupProcess.WaitForExit ();
UnityEngine.Debug.Log ("[SPIL] --> Setup.py output: " + setupProcess.StandardOutput.ReadToEnd ());
UnityEngine.Debug.Log ("[SPIL] Custom post process build script finished executing!");
}
}
示例14: PlatformArchitecture
public PlatformArchitecture(string name, string binarySuffix, BuildTarget buildTarget, bool isActive = false)
{
this.name = name;
this.binarySuffix = binarySuffix;
this.buildTarget = buildTarget;
this.isActive = isActive;
}
示例15: CreateBaseCharacter
static void CreateBaseCharacter(BuildTarget target)
{
foreach (Object obj in Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets))
{
// If the object is not GameObject, then skip this object
if ((obj is GameObject) == false)
{
continue;
}
// If the object is of animation prefab type, then skip this object
if (obj.name.Contains("@"))
{
continue;
}
if (obj is Texture2D) continue;
string name = obj.name.ToLower();
GameObject go = (GameObject)obj;
GenerateBaseCharacter(go, name, target);
}
}