using System; using System.Collections; using System.Collections.Generic; using UnityEditor; using UnityEngine; public class CIEditorScript { static string[] SCENES = FindEnabledEditorScenes (); static string APP_NAME = "LuauUnity"; static string TARGET_DIR = "target"; [MenuItem ("Custom/Build/Build iOS")] static void PerformIOSBuild () { GenericBuild (SCENES, TARGET_DIR + "/ios/", BuildTargetGroup.iOS, BuildTarget.iOS, BuildOptions.None); } [MenuItem ("Custom/Build/Build Android")] static void PerformAndroidBuild () { GenericBuild (SCENES, TARGET_DIR + "/android/", BuildTargetGroup.Android, BuildTarget.Android, BuildOptions.AcceptExternalModificationsToPlayer); } private static string[] FindEnabledEditorScenes () { List EditorScenes = new List (); foreach (EditorBuildSettingsScene scene in EditorBuildSettings.scenes) { if (!scene.enabled) continue; EditorScenes.Add (scene.path); } return EditorScenes.ToArray (); } static void GenericBuild (string[] scenes, string target_dir,BuildTargetGroup group, BuildTarget build_target, BuildOptions build_options) { EditorUserBuildSettings.SwitchActiveBuildTarget (group, build_target); BuildPipeline.BuildPlayer (scenes, target_dir, build_target, build_options); // string res = BuildPipeline.BuildPlayer (scenes, target_dir, build_target, build_options); // if (res.Length > 0) { // throw new Exception ("BuildPlayer failure: " + res); // } } }