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244 lines
9.1 KiB
C#
244 lines
9.1 KiB
C#
2 weeks ago
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Threading;
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using System.Threading.Tasks;
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using UnityEngine;
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using UnityEditor;
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using UnityEditor.Build.Reporting;
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/// <summary>
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/// Utility menus to easily create our builds for our playtests. If you're just exploring this project, you shouldn't need those. They are mostly to make
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/// multiplatform build creation easier and is meant for internal usage.
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/// </summary>
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internal static class BuildHelpers
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{
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const string k_MenuRoot = "Boss Room/Playtest Builds/";
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const string k_Build = k_MenuRoot + "Build";
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const string k_DeleteBuilds = k_MenuRoot + "Delete All Builds (keeps cache)";
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const string k_AllToggleName = k_MenuRoot + "Toggle All";
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const string k_MobileToggleName = k_MenuRoot + "Toggle Mobile";
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const string k_IOSToggleName = k_MenuRoot + "Toggle iOS";
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const string k_AndroidToggleName = k_MenuRoot + "Toggle Android";
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const string k_DesktopToggleName = k_MenuRoot + "Toggle Desktop";
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const string k_MacOSToggleName = k_MenuRoot + "Toggle MacOS";
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const string k_WindowsToggleName = k_MenuRoot + "Toggle Windows";
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const string k_DisableProjectIDToggleName = k_MenuRoot + "Skip Project ID Check"; // double negative in the name since menu is unchecked by default
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const string k_SkipAutoDeleteToggleName = k_MenuRoot + "Skip Auto Delete Builds";
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const int k_MenuGroupingBuild = 0; // to add separator in menus
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const int k_MenuGroupingPlatforms = 11;
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const int k_MenuGroupingOtherToggles = 22;
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static BuildTarget s_CurrentEditorBuildTarget;
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static BuildTargetGroup s_CurrentEditorBuildTargetGroup;
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static int s_NbBuildsDone;
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static string BuildPathRootDirectory => Path.Combine(Path.GetDirectoryName(Application.dataPath), "Builds", "Playtest");
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static string BuildPathDirectory(string platformName) => Path.Combine(BuildPathRootDirectory, platformName);
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public static string BuildPath(string platformName) => Path.Combine(BuildPathDirectory(platformName), "BossRoomPlaytest");
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[MenuItem(k_Build, false, k_MenuGroupingBuild)]
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static async void Build()
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{
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s_NbBuildsDone = 0;
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bool buildiOS = Menu.GetChecked(k_IOSToggleName);
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bool buildAndroid = Menu.GetChecked(k_AndroidToggleName);
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bool buildMacOS = Menu.GetChecked(k_MacOSToggleName);
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bool buildWindows = Menu.GetChecked(k_WindowsToggleName);
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bool skipAutoDelete = Menu.GetChecked(k_SkipAutoDeleteToggleName);
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Debug.Log($"Starting build: buildiOS?:{buildiOS} buildAndroid?:{buildAndroid} buildMacOS?:{buildMacOS} buildWindows?:{buildWindows}");
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if (string.IsNullOrEmpty(CloudProjectSettings.projectId) && !Menu.GetChecked(k_DisableProjectIDToggleName))
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{
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string errorMessage = $"Project ID was supposed to be setup and wasn't, make sure to set it up or disable project ID check with the [{k_DisableProjectIDToggleName}] menu";
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EditorUtility.DisplayDialog("Error Custom Build", errorMessage, "ok");
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throw new Exception(errorMessage);
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}
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SaveCurrentBuildTarget();
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try
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{
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// deleting so we don't end up testing on outdated builds if there's a build failure
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if (!skipAutoDelete) DeleteBuilds();
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if (buildiOS) await BuildPlayerUtilityAsync(BuildTarget.iOS, "", true);
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if (buildAndroid) await BuildPlayerUtilityAsync(BuildTarget.Android, ".apk", true); // there's the possibility of an error where it
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// complains about NDK missing. Building manually on android then trying again seems to work? Can't find anything on this.
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if (buildMacOS) await BuildPlayerUtilityAsync(BuildTarget.StandaloneOSX, ".app", true);
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if (buildWindows) await BuildPlayerUtilityAsync(BuildTarget.StandaloneWindows64, ".exe", true);
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}
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catch
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{
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EditorUtility.DisplayDialog("Exception while building", "See console for details", "ok");
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throw;
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}
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finally
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{
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Debug.Log($"Count builds done: {s_NbBuildsDone}");
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RestoreBuildTarget();
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}
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}
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[MenuItem(k_Build, true)]
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static bool CanBuild()
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{
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return Menu.GetChecked(k_IOSToggleName) ||
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Menu.GetChecked(k_AndroidToggleName) ||
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Menu.GetChecked(k_MacOSToggleName) ||
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Menu.GetChecked(k_WindowsToggleName);
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}
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static void RestoreBuildTarget()
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{
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Debug.Log($"restoring editor to initial build target {s_CurrentEditorBuildTarget}");
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EditorUserBuildSettings.SwitchActiveBuildTarget(s_CurrentEditorBuildTargetGroup, s_CurrentEditorBuildTarget);
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}
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static void SaveCurrentBuildTarget()
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{
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s_CurrentEditorBuildTarget = EditorUserBuildSettings.activeBuildTarget;
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s_CurrentEditorBuildTargetGroup = EditorUserBuildSettings.selectedBuildTargetGroup;
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}
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[MenuItem(k_AllToggleName, false, k_MenuGroupingPlatforms)]
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static void ToggleAll()
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{
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var newValue = ToggleMenu(k_AllToggleName);
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ToggleMenu(k_DesktopToggleName, newValue);
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ToggleMenu(k_MacOSToggleName, newValue);
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ToggleMenu(k_WindowsToggleName, newValue);
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ToggleMenu(k_MobileToggleName, newValue);
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ToggleMenu(k_IOSToggleName, newValue);
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ToggleMenu(k_AndroidToggleName, newValue);
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}
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[MenuItem(k_MobileToggleName, false, k_MenuGroupingPlatforms)]
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static void ToggleMobile()
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{
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var newValue = ToggleMenu(k_MobileToggleName);
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ToggleMenu(k_IOSToggleName, newValue);
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ToggleMenu(k_AndroidToggleName, newValue);
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}
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[MenuItem(k_IOSToggleName, false, k_MenuGroupingPlatforms)]
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static void ToggleiOS()
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{
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ToggleMenu(k_IOSToggleName);
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}
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[MenuItem(k_AndroidToggleName, false, k_MenuGroupingPlatforms)]
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static void ToggleAndroid()
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{
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ToggleMenu(k_AndroidToggleName);
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}
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[MenuItem(k_DesktopToggleName, false, k_MenuGroupingPlatforms)]
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static void ToggleDesktop()
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{
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var newValue = ToggleMenu(k_DesktopToggleName);
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ToggleMenu(k_MacOSToggleName, newValue);
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ToggleMenu(k_WindowsToggleName, newValue);
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}
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[MenuItem(k_MacOSToggleName, false, k_MenuGroupingPlatforms)]
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static void ToggleMacOS()
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{
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ToggleMenu(k_MacOSToggleName);
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}
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[MenuItem(k_WindowsToggleName, false, k_MenuGroupingPlatforms)]
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static void ToggleWindows()
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{
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ToggleMenu(k_WindowsToggleName);
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}
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[MenuItem(k_DisableProjectIDToggleName, false, k_MenuGroupingOtherToggles)]
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static void ToggleProjectID()
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{
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ToggleMenu(k_DisableProjectIDToggleName);
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}
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[MenuItem(k_SkipAutoDeleteToggleName, false, k_MenuGroupingOtherToggles)]
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static void ToggleAutoDelete()
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{
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ToggleMenu(k_SkipAutoDeleteToggleName);
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}
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static bool ToggleMenu(string menuName, bool? valueToSet = null)
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{
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bool toSet = !Menu.GetChecked(menuName);
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if (valueToSet != null)
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{
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toSet = valueToSet.Value;
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}
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Menu.SetChecked(menuName, toSet);
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return toSet;
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}
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static async Task BuildPlayerUtilityAsync(BuildTarget buildTarget = BuildTarget.NoTarget, string buildPathExtension = null, bool buildDebug = false)
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{
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s_NbBuildsDone++;
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Debug.Log($"Starting build for {buildTarget.ToString()}");
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await Task.Delay(100); // skipping some time to make sure debug logs are flushed before we build
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var buildPathToUse = BuildPath(buildTarget.ToString());
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buildPathToUse += buildPathExtension;
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var buildPlayerOptions = new BuildPlayerOptions();
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List<string> scenesToInclude = new List<string>();
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foreach (var scene in EditorBuildSettings.scenes)
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{
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if (scene.enabled)
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{
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scenesToInclude.Add(scene.path);
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}
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}
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buildPlayerOptions.scenes = scenesToInclude.ToArray();
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buildPlayerOptions.locationPathName = buildPathToUse;
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buildPlayerOptions.target = buildTarget;
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var buildOptions = BuildOptions.None;
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if (buildDebug)
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{
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buildOptions |= BuildOptions.Development;
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}
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buildOptions |= BuildOptions.StrictMode;
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buildPlayerOptions.options = buildOptions;
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BuildReport report = BuildPipeline.BuildPlayer(buildPlayerOptions);
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BuildSummary summary = report.summary;
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if (summary.result == BuildResult.Succeeded)
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{
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Debug.Log($"Build succeeded: {summary.totalSize} bytes at {summary.outputPath}");
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}
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else
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{
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string debugString = buildDebug ? "debug" : "release";
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throw new Exception($"Build failed for {debugString}:{buildTarget}! {report.summary.totalErrors} errors");
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}
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}
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[MenuItem(k_DeleteBuilds, false, k_MenuGroupingBuild)]
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public static void DeleteBuilds()
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{
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if (Directory.Exists(BuildPathRootDirectory))
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{
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Directory.Delete(BuildPathRootDirectory, recursive: true);
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Debug.Log($"deleted {BuildPathRootDirectory}");
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}
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else
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{
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Debug.Log($"Build directory does not exist ({BuildPathRootDirectory}). No cleanup to do");
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}
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}
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}
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