本文整理汇总了C#中BuildOptions类的典型用法代码示例。如果您正苦于以下问题:C# BuildOptions类的具体用法?C# BuildOptions怎么用?C# BuildOptions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。
BuildOptions类属于命名空间,在下文中一共展示了BuildOptions类的20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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: GenericBuild
static void GenericBuild(string[] scenes, string target_dir, BuildTarget build_target, BuildOptions build_options) {
EditorUserBuildSettings.SwitchActiveBuildTarget(build_target);
string res = BuildPipeline.BuildPlayer(scenes, target_dir, build_target, build_options);
if (res.Length > 0) {
throw new Exception("BuildPlayer failure: " + res);
}
}
开发者ID:HardnHeavy,项目名称:Routines,代码行数:7,代码来源:CIBuilder.cs
示例2: 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, "" );
}
}
开发者ID:chicostategamestudios,项目名称:qk-pop,代码行数:28,代码来源:ScriptBuild.cs
示例3: BuildConfiguration
private BuildConfiguration()
{
this.scenes = new List<string>();
this.dirMappings = new Dictionary<string, string>();
this.fileMappings = new Dictionary<string, string>();
this.options = BuildOptions.None;
}
开发者ID:Elideb,项目名称:UnExt,代码行数:7,代码来源:BuildConfiguration.cs
示例4: BaseBuilder
public BaseBuilder()
{
Name = "Base";
options = BuildOptions.None;
target = BuildTarget.Android;
DefineSymbols = "";
}
开发者ID:dudor,项目名称:unity3dbuildmanager,代码行数:7,代码来源:BuildManager.cs
示例5: BuildPlayer
string BuildPlayer(BuildTarget target, BuildOptions options, params string[] levels)
{
var output = Path.Combine(OutputDir, target.ToString());
DirectoryEx.DeleteDirectory(output);
BuildPipeline.BuildPlayer(levels, output, target, options);
return output;
}
开发者ID:learnUnity,项目名称:AssetBundlePatch,代码行数:8,代码来源:OneBuilderEditor.cs
示例6: PerformIOSReleaseBuild
public static void PerformIOSReleaseBuild()
{
_excelSuccessCallback = DoIOSReleaseBuild;
_buildOptions = BuildOptions.Il2CPP;
// Process the Excel Files
ProcessExcelFiles();
}
开发者ID:Benzino,项目名称:ExcelToJsonConverter,代码行数:9,代码来源:BuildScript.cs
示例7: GetExtensionForBuildTarget
public static string GetExtensionForBuildTarget(BuildTarget target, BuildOptions options)
{
IBuildPostprocessor buildPostProcessor = ModuleManager.GetBuildPostProcessor(target);
if (buildPostProcessor == null)
{
return string.Empty;
}
return buildPostProcessor.GetExtension(target, options);
}
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:9,代码来源:PostprocessBuildPlayer.cs
示例8: ParseArgs
private static void ParseArgs(ref BuildOptions opt, ref string outputpath)
{
string[] args = System.Environment.GetCommandLineArgs();
string productPath = Path.Combine(Application.dataPath, KEngine.AppEngine.GetConfig("ProductRelPath"));
if (!Directory.Exists(productPath))
{
Directory.CreateDirectory(productPath);
}
if (args.Length >= 2)
{
CommandArgs commandArg = CommandLine.Parse(args);
//List<string> lparams = commandArg.Params;
Dictionary<string, string> argPairs = commandArg.ArgPairs;
foreach (KeyValuePair<string, string> item in argPairs)
{
switch (item.Key)
{
case "BundleVersion":
PlayerSettings.bundleVersion = item.Value;
break;
case "AndroidVersionCode":
PlayerSettings.Android.bundleVersionCode = System.Int32.Parse(item.Value);
break;
case "AndroidKeyStoreName":
PlayerSettings.Android.keystoreName = item.Value;
break;
case "AndroidKeyStorePass":
PlayerSettings.Android.keystorePass = item.Value;
break;
case "AndroidkeyAliasName":
PlayerSettings.Android.keyaliasName = item.Value;
break;
case "AndroidKeyAliasPass":
PlayerSettings.Android.keyaliasPass = item.Value;
break;
case "BuildOptions":
{
opt = BuildOptions.None;
string[] opts = item.Value.Split('|');
foreach (string o in opts)
{
opt = opt | (BuildOptions) System.Enum.Parse(typeof (BuildOptions), o);
}
}
break;
case "Outputpath":
outputpath = item.Value;
break;
}
UnityEngine.Debug.Log(item.Key + " : " + item.Value);
}
}
}
开发者ID:s3chugo,项目名称:KEngine,代码行数:57,代码来源:KAutoBuilder.cs
示例9: PerformIOSReleaseBuildAndRun
public static void PerformIOSReleaseBuildAndRun()
{
_excelSuccessCallback = DoIOSReleaseBuild;
_buildOptions = BuildOptions.Il2CPP | BuildOptions.AutoRunPlayer;
// Process the Excel Files
ProcessExcelFiles();
}
开发者ID:Benzino,项目名称:ExcelToJsonConverter,代码行数:9,代码来源:BuildScript.cs
示例10: GetScriptLayoutFileFromBuild
public static string GetScriptLayoutFileFromBuild(BuildOptions options, BuildTarget target, string installPath, string fileName)
{
IBuildPostprocessor buildPostProcessor = ModuleManager.GetBuildPostProcessor(target);
if (buildPostProcessor != null)
{
return buildPostProcessor.GetScriptLayoutFileFromBuild(options, installPath, fileName);
}
return "";
}
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:9,代码来源:PostprocessBuildPlayer.cs
示例11: PerformIOSDebugBuild
public static void PerformIOSDebugBuild()
{
_excelSuccessCallback = DoIOSDebugBuild;
_buildOptions = BuildOptions.Il2CPP | BuildOptions.Development | BuildOptions.AllowDebugging | BuildOptions.SymlinkLibraries;
// Process the Excel Files
ProcessExcelFiles();
}
开发者ID:Benzino,项目名称:ExcelToJsonConverter,代码行数:9,代码来源:BuildScript.cs
示例12: GenericBuild
static void GenericBuild(string[] scenes, string target_filename, BuildTarget build_target, BuildOptions build_options)
{
EditorUserBuildSettings.SwitchActiveBuildTarget(build_target);
Debug.Log("-- 빌드 과정을 시작합니다...");
string res = BuildPipeline.BuildPlayer(scenes, target_filename, build_target, build_options);
if (res.Length > 0) {
throw new Exception("빌드 실패: " + res);
}
}
开发者ID:hlees,项目名称:testandroid,代码行数:10,代码来源:BuildScript.cs
示例13: DrawGUI
public void DrawGUI(uBuildWindow window)
{
EditorGUILayout.BeginHorizontal();
IsFoldOut = EditorGUILayout.Foldout( IsFoldOut, BuildName + " (" + target.ToString() + ')');
GUILayout.FlexibleSpace();
if(Errors.Count > 0)
{
GUILayout.Label(window.errBtnContent);
}
if(GUILayout.Button(window.rmBtnContent))
{
window.RemoveBuildSetting(this);
}
EditorGUILayout.EndHorizontal();
if(IsFoldOut)
{
isEnabled = EditorGUILayout.Toggle("Enabled?", isEnabled);
GUI.enabled = isEnabled;
BuildName = EditorGUILayout.TextField("BuildName: ", BuildName);
BuildTarget newtarget = (BuildTarget)EditorGUILayout.EnumPopup("Target: ", target);
if(newtarget != target)
{
Extension = Extension == DeterminateExtension(target) ? DeterminateExtension(newtarget) : Extension;
target = newtarget;
}
options = (BuildOptions)EditorGUILayout.EnumMaskField("Options: ", options);
HasCustomExtension = EditorGUILayout.ToggleLeft("Custom Extension?", HasCustomExtension);
if(HasCustomExtension)
{
EditorGUILayout.BeginHorizontal();
Extension = EditorGUILayout.TextField("Custom Extension: ", Extension ?? DeterminateExtension(target));
EditorGUILayout.EndHorizontal();
}
GUI.enabled = true;
if(Errors.Count > 0)
{
//EditorGUILayout.BeginScrollView(errorScroll, false, false);
GUILayout.Space(10);
EditorGUILayout.BeginHorizontal();
for (int i = 0; i < Errors.Count;++i)
{
Vector2 h = GUI.skin.button.CalcSize(new GUIContent(Errors[i]));
EditorGUILayout.SelectableLabel(Errors[i], GUILayout.Height(h.y), GUILayout.Width(h.x));
}
EditorGUILayout.EndHorizontal();
//EditorGUILayout.EndScrollView();
}
}
}
开发者ID:HatiEth,项目名称:uBuild,代码行数:55,代码来源:uBuildSetting.cs
示例14: GenericBuild
static void GenericBuild(string[] scenes, string target_dir, BuildTarget build_target, BuildOptions build_options)
{
if(!Directory.Exists(TARGET_DIR)){
Directory.CreateDirectory(TARGET_DIR);
}
EditorUserBuildSettings.SwitchActiveBuildTarget(build_target);
string res = BuildPipeline.BuildPlayer(scenes,target_dir,build_target,build_options);
if (res.Length > 0) {
throw new Exception("BuildPlayer failure: " + res);
}
}
开发者ID:charliehuge,项目名称:GGJ13,代码行数:11,代码来源:CIEditor.cs
示例15: BuildLogger
internal BuildLogger(IApp app, Document doc, ScintillaControl sci, BuildOptions options)
{
this.app = app;
this.doc = doc;
this.sci = sci;
this.options = options;
app.CloseView("ErrorList");
this.err = app.GetService<IErrorListService>();
this.output = app.GetService<IOutputService>();
}
开发者ID:rizwan3d,项目名称:elalang,代码行数:11,代码来源:BuildLogger.cs
示例16: PrepareForBuild
public override string PrepareForBuild(BuildOptions options, BuildTarget target)
{
if (EditorUserBuildSettings.wsaSDK != WSASDK.UWP)
{
return null;
}
if (Utility.UseIl2CppScriptingBackend())
{
return null;
}
return NuGet.Restore(target);
}
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:12,代码来源:BuildPostprocessor.cs
示例17: BuildPlatform
static void BuildPlatform(BuildTarget target, string locationPathNameBase, BuildOptions options = BuildOptions.None, string gameNamePostfix = "")
{
Directory.CreateDirectory(locationPathNameBase);
var s = Path.Combine(locationPathNameBase, GetName(target, gameNamePostfix));
Debug.Log(string.Format("building {0} to {1}", target, s));
OnPreBuild(target, locationPathNameBase, s);
BuildPipeline.BuildPlayer(GetLevels(target), s, target, options);
OnPostBuild(target, locationPathNameBase, s);
}
开发者ID:hagish,项目名称:kalimba-desktop,代码行数:12,代码来源:Build.cs
示例18: FromJson
public void FromJson(JObject json)
{
this.buildPath = null;
this.scenesInBuild.Clear();
this.buildTarget = (BuildTarget)0;
this.buildOptions = BuildOptions.None;
if (json == null)
{
return;
}
JToken obj;
if (json.TryGetValue("path", out obj))
{
this.buildPath = (string)obj;
}
if (json.TryGetValue("buildTarget", out obj))
{
this.buildTarget = (BuildTarget)System.Enum.Parse(typeof(BuildTarget), (string)obj, true);
}
if (json.TryGetValue("buildOptions", out obj))
{
var options = (JObject)obj;
var co = (CustomBuildOptions)this.buildOptions;
foreach (var p in options)
{
if ((bool)p.Value)
{
try
{
co |= (CustomBuildOptions)System.Enum.Parse(typeof(CustomBuildOptions), p.Key, true);
}
catch
{
}
}
}
this.buildOptions = (BuildOptions)co;
}
if (json.TryGetValue("scenes", out obj))
{
var scenes = (JArray)obj;
foreach (var s in scenes)
{
this.scenesInBuild.Add((string)s);
}
}
}
开发者ID:ucpp,项目名称:CustomBuilder,代码行数:52,代码来源:CustomBuilderConfiguration.cs
示例19: BuildPlayer
/// <summary>
/// <para>Builds a player.</para>
/// </summary>
/// <param name="levels">The scenes to be included in the build. If empty, the currently open scene will be built. Paths are relative to the project folder (AssetsMyLevelsMyScene.unity).</param>
/// <param name="locationPathName">The path where the application will be built.</param>
/// <param name="target">The BuildTarget to build.</param>
/// <param name="options">Additional BuildOptions, like whether to run the built player.</param>
/// <returns>
/// <para>An error message if an error occurred.</para>
/// </returns>
public static string BuildPlayer(string[] levels, string locationPathName, BuildTarget target, BuildOptions options)
{
try
{
uint crc;
return BuildPipeline.BuildPlayerInternal(levels, locationPathName, target, options, out crc);
}
catch (Exception ex)
{
BuildPipeline.LogBuildExceptionAndExit("BuildPipeline.BuildPlayer", ex);
return string.Empty;
}
}
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:23,代码来源:BuildPipeline.cs
示例20: BuildProject
public static void BuildProject(BuildOptions _buildOption)
{
string[] activeScenes = GetActiveScenes();
// get productName
string productName = PlayerSettings.productName;
string dateTimeNow = DateTime.Now.ToString("MM-dd-yy_HHmm");
string buildName = productName + "_" + dateTimeNow;
if ((productName.IndexOf("_") != -1))
{
productName = productName.Substring(productName.IndexOf("_") + 1);
}
// save location
CreatFolder(Application.dataPath + "/../Builds/" + buildName);
// get path from save panel
path = EditorUtility.SaveFilePanel("Build", "Builds/" + buildName, buildName, "exe");
if (string.Compare(path, "") != 0)
{
// hold file extensions
string tail = "";
// add .exe if needed
tail = path.Substring(Math.Max(0, path.Length - 4));
if (string.Compare(tail, ".exe") != 0)
{
path += ".exe";
}
UpdateVersionNumber();
if (copyConfig){
CopyAssets(configAssetPath, configBuildPath);
}
if(copyBatch){
CopyBatch(batchAssetPath, batchBuildPath + buildName, buildName);
}
// build
BuildPipeline.BuildPlayer(activeScenes, path, EditorUserBuildSettings.activeBuildTarget,
BuildOptions.ShowBuiltPlayer | _buildOption);
}
else
{
Debug.Log("Failed to Build: Missing build name or file path");
}
}
开发者ID:HuffyTomson,项目名称:LittleBigBoy,代码行数:50,代码来源:AutoBuild.cs
注:本文中的BuildOptions类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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