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Improves handling of build options and makes package compatible with Unity Package Manager. #65

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Apr 9, 2021
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This allows to use compression methods or other related options
without having to write gazillion editor code lines
  • Loading branch information
rthery committed Feb 17, 2019
commit e7cfee053255e5248784a6da96a36e89506ccf9f
11 changes: 3 additions & 8 deletions Editor/Build/BuildProject.cs
Original file line number Diff line number Diff line change
Expand Up @@ -29,7 +29,7 @@ public static void BuildAll()
PerformBuild(buildConfigs);
}

public static void BuildSingle(string keyChain, BuildOptions options = BuildOptions.None)
public static void BuildSingle(string keyChain, BuildOptions options)
{
string[] buildConfigs = new string[] { keyChain };
PerformBuild(buildConfigs, options);
Expand Down Expand Up @@ -324,13 +324,8 @@ private static bool BuildPlayer(string notification, BuildReleaseType releaseTyp
{
bool success = true;

// Get build options.
if (releaseType.developmentBuild)
options |= BuildOptions.Development;
if (releaseType.allowDebugging)
options |= BuildOptions.AllowDebugging;
if (releaseType.enableHeadlessMode)
options |= BuildOptions.EnableHeadlessMode;
if (options == BuildOptions.None)
options = releaseType.buildOptions;

// Generate build path.
string buildPath = GenerateBuildPath(BuildSettings.basicSettings.buildPath, releaseType, platform, architecture, distribution, buildTime);
Expand Down
7 changes: 3 additions & 4 deletions Editor/Build/Settings/BuildReleaseType.cs
Original file line number Diff line number Diff line change
@@ -1,4 +1,5 @@

using UnityEditor;

namespace SuperSystems.UnityBuild
{

Expand All @@ -10,9 +11,7 @@ public class BuildReleaseType
public string companyName = string.Empty;
public string productName = string.Empty;

public bool developmentBuild = false;
public bool allowDebugging = false;
public bool enableHeadlessMode = false;
public BuildOptions buildOptions;
public string customDefines = string.Empty;

public SceneList sceneList = new SceneList();
Expand Down
32 changes: 19 additions & 13 deletions Editor/Build/Settings/UI/BuildReleaseTypeDrawer.cs
Original file line number Diff line number Diff line change
Expand Up @@ -45,21 +45,27 @@ public override void OnGUI(Rect position, SerializedProperty property, GUIConten

EditorGUILayout.PropertyField(property.FindPropertyRelative("customDefines"));

SerializedProperty developmentBuild = property.FindPropertyRelative("developmentBuild");
SerializedProperty allowDebugging = property.FindPropertyRelative("allowDebugging");
SerializedProperty enableHeadlessMode = property.FindPropertyRelative("enableHeadlessMode");

EditorGUI.BeginDisabledGroup(enableHeadlessMode.boolValue);
developmentBuild.boolValue = EditorGUILayout.ToggleLeft(" Development Build", developmentBuild.boolValue);
EditorGUI.EndDisabledGroup();

EditorGUI.BeginDisabledGroup(!developmentBuild.boolValue);
allowDebugging.boolValue = EditorGUILayout.ToggleLeft(" Script Debugging", allowDebugging.boolValue);
EditorGUI.EndDisabledGroup();
SerializedProperty buildOptions = property.FindPropertyRelative("buildOptions");

bool enableHeadlessMode = ((BuildOptions)buildOptions.intValue & BuildOptions.EnableHeadlessMode) == BuildOptions.EnableHeadlessMode;
bool developmentBuild = ((BuildOptions)buildOptions.intValue & BuildOptions.Development) == BuildOptions.Development;
bool allowDebugging = ((BuildOptions)buildOptions.intValue & BuildOptions.AllowDebugging) == BuildOptions.AllowDebugging;

enableHeadlessMode = EditorGUILayout.ToggleLeft(" Server Build", enableHeadlessMode);
if (enableHeadlessMode) buildOptions.intValue |= (int)BuildOptions.EnableHeadlessMode;
else buildOptions.intValue &= ~(int)BuildOptions.EnableHeadlessMode;

developmentBuild = EditorGUILayout.ToggleLeft(" Development Build", developmentBuild);
if (developmentBuild) buildOptions.intValue |= (int)BuildOptions.Development;
else buildOptions.intValue &= ~(int)BuildOptions.Development;

EditorGUI.BeginDisabledGroup(developmentBuild.boolValue);
enableHeadlessMode.boolValue = EditorGUILayout.ToggleLeft(" Headless Mode", enableHeadlessMode.boolValue);
EditorGUI.BeginDisabledGroup(!developmentBuild);
allowDebugging = EditorGUILayout.ToggleLeft(" Script Debugging", allowDebugging);
EditorGUI.EndDisabledGroup();
if (allowDebugging) buildOptions.intValue |= (int)BuildOptions.AllowDebugging;
else buildOptions.intValue &= ~(int)BuildOptions.AllowDebugging;

buildOptions.intValue = (int)(BuildOptions)EditorGUILayout.EnumFlagsField("Advanced", (BuildOptions)buildOptions.intValue);

EditorGUILayout.PropertyField(property.FindPropertyRelative("sceneList"));

Expand Down
16 changes: 12 additions & 4 deletions Editor/Build/Settings/UI/ProjectConfigurationsDrawer.cs
Original file line number Diff line number Diff line change
Expand Up @@ -110,6 +110,7 @@ public override void OnGUI(Rect position, SerializedProperty property, GUIConten
BuildPlatform platform;
BuildArchitecture arch;
BuildDistribution dist;
BuildOptions buildOptions = BuildOptions.None;

bool parseSuccess = BuildSettings.projectConfigurations.ParseKeychain(selectedKeyChain.stringValue, out releaseType, out platform, out arch, out dist);

Expand All @@ -123,6 +124,7 @@ public override void OnGUI(Rect position, SerializedProperty property, GUIConten

if (releaseType != null)
{
buildOptions = releaseType.buildOptions;
EditorGUILayout.LabelField("Release Type", UnityBuildGUIUtility.midHeaderStyle);
EditorGUILayout.LabelField("Type Name:\t" + releaseType.typeName);

Expand Down Expand Up @@ -154,20 +156,26 @@ public override void OnGUI(Rect position, SerializedProperty property, GUIConten
GUI.backgroundColor = Color.green;
if (GUILayout.Button("Build", GUILayout.ExpandWidth(true)))
{
BuildOptions finalBuildOptions = buildOptions;
EditorApplication.delayCall += () =>
BuildProject.BuildSingle(selectedKeyChain.stringValue);
BuildProject.BuildSingle(selectedKeyChain.stringValue, finalBuildOptions);
}
if (GUILayout.Button("Build and Run", GUILayout.ExpandWidth(true)))
{
buildOptions |= BuildOptions.AutoRunPlayer;
BuildOptions finalBuildOptions = buildOptions;
EditorApplication.delayCall += () =>
BuildProject.BuildSingle(selectedKeyChain.stringValue, BuildOptions.AutoRunPlayer);
BuildProject.BuildSingle(selectedKeyChain.stringValue, finalBuildOptions);
}

EditorGUI.BeginDisabledGroup(!releaseType.developmentBuild);
EditorGUI.BeginDisabledGroup((buildOptions & BuildOptions.Development) != BuildOptions.Development);
if (GUILayout.Button("Build and Run w/ Profiler", GUILayout.ExpandWidth(true)))
{
buildOptions |= BuildOptions.AutoRunPlayer;
buildOptions |= BuildOptions.ConnectWithProfiler;
BuildOptions finalBuildOptions = buildOptions;
EditorApplication.delayCall += () =>
BuildProject.BuildSingle(selectedKeyChain.stringValue, BuildOptions.AutoRunPlayer | BuildOptions.ConnectWithProfiler);
BuildProject.BuildSingle(selectedKeyChain.stringValue, finalBuildOptions);
}
EditorGUI.EndDisabledGroup();
GUI.backgroundColor = defaultBackgroundColor;
Expand Down