wallet-test/Assets/Editor/CIEditorScript.cs
2022-09-13 11:11:02 +08:00

48 lines
1.4 KiB
C#

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<string> EditorScenes = new List<string> ();
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);
// }
}
}