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
55 lines
2 KiB
C#
55 lines
2 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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public class CreateAssetBundles
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{
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[MenuItem("Assets/Build AssetBundles/Current Platform")]
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static void BuildAllAssetBundlesCurrPlatform()
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{
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string assetBundleDirectory = "Assets/StreamingAssets";
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if (!Directory.Exists(Application.streamingAssetsPath))
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{
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Directory.CreateDirectory(assetBundleDirectory);
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}
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BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, EditorUserBuildSettings.activeBuildTarget);
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}
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[MenuItem("Assets/Build AssetBundles/Windows")]
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static void BuildAllAssetBundlesWindows()
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{
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string assetBundleDirectory = "Assets/StreamingAssets/Windows";
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if (!Directory.Exists(Application.streamingAssetsPath))
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{
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Directory.CreateDirectory(assetBundleDirectory);
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}
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BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneWindows);
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}
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[MenuItem("Assets/Build AssetBundles/Linux")]
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static void BuildAllAssetBundlesLinux()
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{
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string assetBundleDirectory = "Assets/StreamingAssets/Linux";
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if (!Directory.Exists(Application.streamingAssetsPath))
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{
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Directory.CreateDirectory(assetBundleDirectory);
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}
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BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneLinux64);
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}
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[MenuItem("Assets/Build AssetBundles/Mac")]
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static void BuildAllAssetBundlesMacOS()
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{
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string assetBundleDirectory = "Assets/StreamingAssets/Mac";
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if (!Directory.Exists(Application.streamingAssetsPath))
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{
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Directory.CreateDirectory(assetBundleDirectory);
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}
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BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneOSX);
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}
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} |