3002e48350
* add mouse controller * support different control styles in options deprecate old input check methods * fully functional input actions system * btsds InputAction * blue bear InputAction * more games fix bugs with some input related systems * coin toss re-toss * cheer readers touch * dog ninja touch * multiple games * last of the easy games' touch * more specialized games * specialized games 2 * finish ktb games * remove legacy settings disclaimer * "only" two games left * karate man touch * rockers touch still needs fixes and bad judge strum * DSGuy flicking animation * playstyle chart property * improve performance of minigame preloading * improve look of cursor make assetbundles use chunk-based compression refactor assetbundle loading methods a bit * prime conductor stream playback to stabilize seeking operations * fix air rally swing on pad release * use virtual mouse pointer * add UniTask * make BeatAction use UniTask * implement UniTask to replace some coroutines * add touch style UI elements and effects games now support the ability to define two cursor colours if they need split screen touch inputs * update plugins and buildscript * implement thresholded pointer position clipping * fix clamping * instant show / hide fix discord game SDK crashes
276 lines
11 KiB
C#
276 lines
11 KiB
C#
using System.IO;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor;
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using UnityEditor.Build;
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using UnityEditor.Build.Reporting;
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using UnityEngine;
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namespace UnityBuilderAction
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{
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public static class BuildScript
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{
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private static readonly string Eol = Environment.NewLine;
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private static readonly string[] Secrets =
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{"androidKeystorePass", "androidKeyaliasName", "androidKeyaliasPass"};
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[MenuItem("File/Build Windows")]
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public static void StartWindows()
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{
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string appName = PlayerSettings.productName;
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// Get filename.
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string path = EditorUtility.SaveFilePanel("Build out WINDOWS to...", "", appName, "exe");
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Build( BuildTarget.StandaloneWindows64, 0, path);
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}
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[MenuItem("File/Build Linux")]
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public static void StartLinux()
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{
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string appName = PlayerSettings.productName;
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// Get filename.
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string path = EditorUtility.SaveFilePanel("Build out LINUX to...", "", appName, "");
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Build( BuildTarget.StandaloneLinux64, 0, path);
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}
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[MenuItem("File/Build Mac")]
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public static void StartMac()
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{
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string appName = PlayerSettings.productName;
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// Get filename.
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string path = EditorUtility.SaveFilePanel("Build out MAC to...", "", appName, "app");
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Build( BuildTarget.StandaloneOSX, 0, path);
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}
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public static void Build()
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{
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// Gather values from args
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Dictionary<string, string> options = GetValidatedOptions();
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// Set version for this build
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PlayerSettings.bundleVersion = options["buildVersion"];
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PlayerSettings.macOS.buildNumber = options["buildVersion"];
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PlayerSettings.Android.bundleVersionCode = int.Parse(options["androidVersionCode"]);
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// Apply build target
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var buildTarget = (BuildTarget) Enum.Parse(typeof(BuildTarget), options["buildTarget"]);
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switch (buildTarget)
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{
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case BuildTarget.Android:
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{
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EditorUserBuildSettings.buildAppBundle = options["customBuildPath"].EndsWith(".aab");
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if (options.TryGetValue("androidKeystoreName", out string keystoreName) &&
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!string.IsNullOrEmpty(keystoreName))
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{
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PlayerSettings.Android.useCustomKeystore = true;
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PlayerSettings.Android.keystoreName = keystoreName;
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}
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if (options.TryGetValue("androidKeystorePass", out string keystorePass) &&
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!string.IsNullOrEmpty(keystorePass))
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PlayerSettings.Android.keystorePass = keystorePass;
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if (options.TryGetValue("androidKeyaliasName", out string keyaliasName) &&
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!string.IsNullOrEmpty(keyaliasName))
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PlayerSettings.Android.keyaliasName = keyaliasName;
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if (options.TryGetValue("androidKeyaliasPass", out string keyaliasPass) &&
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!string.IsNullOrEmpty(keyaliasPass))
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PlayerSettings.Android.keyaliasPass = keyaliasPass;
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if (options.TryGetValue("androidTargetSdkVersion", out string androidTargetSdkVersion) &&
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!string.IsNullOrEmpty(androidTargetSdkVersion))
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{
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var targetSdkVersion = AndroidSdkVersions.AndroidApiLevelAuto;
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try
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{
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targetSdkVersion =
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(AndroidSdkVersions) Enum.Parse(typeof(AndroidSdkVersions), androidTargetSdkVersion);
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}
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catch
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{
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UnityEngine.Debug.Log("Failed to parse androidTargetSdkVersion! Fallback to AndroidApiLevelAuto");
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}
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PlayerSettings.Android.targetSdkVersion = targetSdkVersion;
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}
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break;
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}
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case BuildTarget.StandaloneOSX:
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PlayerSettings.SetScriptingBackend(BuildTargetGroup.Standalone, ScriptingImplementation.Mono2x);
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break;
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}
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// Determine subtarget
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int buildSubtarget = 0;
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#if UNITY_2021_2_OR_NEWER
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if (!options.TryGetValue("standaloneBuildSubtarget", out var subtargetValue) || !Enum.TryParse(subtargetValue, out StandaloneBuildSubtarget buildSubtargetValue)) {
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buildSubtargetValue = default;
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}
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buildSubtarget = (int) buildSubtargetValue;
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#endif
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// Custom build
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Build(buildTarget, buildSubtarget, options["customBuildPath"]);
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}
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private static Dictionary<string, string> GetValidatedOptions()
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{
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ParseCommandLineArguments(out Dictionary<string, string> validatedOptions);
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if (!validatedOptions.TryGetValue("projectPath", out string _))
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{
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Console.WriteLine("Missing argument -projectPath");
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EditorApplication.Exit(110);
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}
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if (!validatedOptions.TryGetValue("buildTarget", out string buildTarget))
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{
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Console.WriteLine("Missing argument -buildTarget");
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EditorApplication.Exit(120);
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}
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if (!Enum.IsDefined(typeof(BuildTarget), buildTarget ?? string.Empty))
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{
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Console.WriteLine($"{buildTarget} is not a defined {nameof(BuildTarget)}");
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EditorApplication.Exit(121);
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}
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if (!validatedOptions.TryGetValue("customBuildPath", out string _))
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{
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Console.WriteLine("Missing argument -customBuildPath");
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EditorApplication.Exit(130);
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}
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const string defaultCustomBuildName = "TestBuild";
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if (!validatedOptions.TryGetValue("customBuildName", out string customBuildName))
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{
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Console.WriteLine($"Missing argument -customBuildName, defaulting to {defaultCustomBuildName}.");
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validatedOptions.Add("customBuildName", defaultCustomBuildName);
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}
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else if (customBuildName == "")
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{
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Console.WriteLine($"Invalid argument -customBuildName, defaulting to {defaultCustomBuildName}.");
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validatedOptions.Add("customBuildName", defaultCustomBuildName);
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}
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return validatedOptions;
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}
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private static void ParseCommandLineArguments(out Dictionary<string, string> providedArguments)
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{
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providedArguments = new Dictionary<string, string>();
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string[] args = Environment.GetCommandLineArgs();
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Console.WriteLine(
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$"{Eol}" +
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$"###########################{Eol}" +
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$"# Parsing settings #{Eol}" +
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$"###########################{Eol}" +
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$"{Eol}"
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);
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// Extract flags with optional values
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for (int current = 0, next = 1; current < args.Length; current++, next++)
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{
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// Parse flag
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bool isFlag = args[current].StartsWith("-");
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if (!isFlag) continue;
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string flag = args[current].TrimStart('-');
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// Parse optional value
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bool flagHasValue = next < args.Length && !args[next].StartsWith("-");
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string value = flagHasValue ? args[next].TrimStart('-') : "";
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bool secret = Secrets.Contains(flag);
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string displayValue = secret ? "*HIDDEN*" : "\"" + value + "\"";
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// Assign
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Console.WriteLine($"Found flag \"{flag}\" with value {displayValue}.");
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providedArguments.Add(flag, value);
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}
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}
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private static void Build(BuildTarget buildTarget, int buildSubtarget, string filePath)
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{
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string appName = PlayerSettings.productName;
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string[] scenes = EditorBuildSettings.scenes.Where(scene => scene.enabled).Select(s => s.path).ToArray();
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string dataPath = "";
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switch ( buildTarget ) {
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case BuildTarget.StandaloneWindows:
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case BuildTarget.StandaloneWindows64:
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dataPath = $"_Data/";
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break;
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case BuildTarget.StandaloneOSX:
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dataPath = $".app/Contents/Resources/Data/";
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break;
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case BuildTarget.StandaloneLinux64:
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dataPath = $"_Data/";
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break;
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}
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var buildPlayerOptions = new BuildPlayerOptions
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{
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scenes = scenes,
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target = buildTarget,
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// targetGroup = BuildPipeline.GetBuildTargetGroup(buildTarget),
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locationPathName = filePath,
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// options = UnityEditor.BuildOptions.Development
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#if UNITY_2021_2_OR_NEWER
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subtarget = buildSubtarget
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#endif
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};
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string buildDirectory = filePath.Substring(0, filePath.LastIndexOf('/')) + "/";
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string assetBundleDirectory = buildDirectory + appName + dataPath + "StreamingAssets";
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if (!Directory.Exists(assetBundleDirectory))
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{
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Directory.CreateDirectory(assetBundleDirectory);
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}
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BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ForceRebuildAssetBundle | BuildAssetBundleOptions.ChunkBasedCompression, buildTarget);
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BuildSummary buildSummary = BuildPipeline.BuildPlayer(buildPlayerOptions).summary;
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ReportSummary(buildSummary);
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if (!Application.isEditor)
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ExitWithResult(buildSummary.result);
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}
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private static void ReportSummary(BuildSummary summary)
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{
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Console.WriteLine(
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$"{Eol}" +
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$"###########################{Eol}" +
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$"# Build results #{Eol}" +
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$"###########################{Eol}" +
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$"{Eol}" +
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$"Duration: {summary.totalTime.ToString()}{Eol}" +
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$"Warnings: {summary.totalWarnings.ToString()}{Eol}" +
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$"Errors: {summary.totalErrors.ToString()}{Eol}" +
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$"Size: {summary.totalSize.ToString()} bytes{Eol}" +
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$"{Eol}"
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);
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}
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private static void ExitWithResult(BuildResult result)
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{
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switch (result)
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{
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case BuildResult.Succeeded:
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Console.WriteLine("Build succeeded!");
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EditorApplication.Exit(0);
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break;
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case BuildResult.Failed:
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Console.WriteLine("Build failed!");
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EditorApplication.Exit(101);
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break;
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case BuildResult.Cancelled:
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Console.WriteLine("Build cancelled!");
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EditorApplication.Exit(102);
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break;
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case BuildResult.Unknown:
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default:
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Console.WriteLine("Build result is unknown!");
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EditorApplication.Exit(103);
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break;
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}
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}
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}
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} |