chunk 2: remaining non-audio non-NewImport assets
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// Copyright 2019 Google LLC
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// https://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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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.Linq;
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using Google.Android.AppBundle.Editor.AssetPacks;
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using Google.Android.AppBundle.Editor.Internal.BuildTools;
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using UnityEditor;
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namespace Google.Android.AppBundle.Editor.Internal
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{
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/// <summary>
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/// Helper to build and run the app based on the current build configuration.
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/// </summary>
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public static class BuildAndRunner
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{
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/// <summary>
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/// Builds the app, then runs it on device.
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/// First checks if any IBuildAndRunnerExtensions opt to override this action.
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/// If so, it calls their BuildAndRun method.
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/// Otherwise, it builds an AppBundle or apk based on asset delivery settings.
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/// </summary>
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public static void BuildAndRun()
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{
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// IBuildAndRunExtensions can opt to override the default Build and Run functionality.
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var extensions = GetOverridingExtensions();
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switch (extensions.Count)
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{
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case 0:
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break;
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case 1:
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extensions.First().BuildAndRun();
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return;
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default:
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// TODO(b/144588472): Choose one of multiple implementations instead of throwing.
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throw new InvalidOperationException(
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"Multiple IBuildExtensions attempting to override Build and Run.");
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}
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BuildAndRunDefault();
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}
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/// <summary>
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/// First builds the current project as an APK or Android App Bundle, and then installs and runs it on a
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/// connected Android device.
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/// </summary>
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private static void BuildAndRunDefault()
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{
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var assetPackConfig = AssetPackConfigSerializer.LoadConfig();
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if (assetPackConfig.HasDeliveredAssetPacks())
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{
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AppBundlePublisher.BuildAndRun(assetPackConfig);
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}
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else
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{
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EmulateUnityBuildAndRun();
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}
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}
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/// <summary>
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/// Emulates Unity's File -> Build And Run menu option.
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/// </summary>
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private static void EmulateUnityBuildAndRun()
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{
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var androidSdk = new AndroidSdk();
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var androidSdkPlatform = new AndroidSdkPlatform(androidSdk);
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var androidBuilder = new AndroidBuilder(androidSdkPlatform);
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var buildToolLogger = new BuildToolLogger();
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if (!androidBuilder.Initialize(buildToolLogger))
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{
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return;
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}
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var artifactName = EditorUserBuildSettings.buildAppBundle ? "temp.aab" : "temp.apk";
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var artifactPath = Path.Combine(Path.GetTempPath(), artifactName);
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var buildPlayerOptions = AndroidBuildHelper.CreateBuildPlayerOptions(artifactPath);
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buildPlayerOptions.options |= BuildOptions.AutoRunPlayer;
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androidBuilder.Build(buildPlayerOptions);
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}
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// Visible for testing
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public static List<IBuildAndRunExtension> GetOverridingExtensions()
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{
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return GetExtensions().Where(x => x.ShouldOverride()).ToList();
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}
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private static IEnumerable<IBuildAndRunExtension> GetExtensions()
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{
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return AppDomain.CurrentDomain.GetAssemblies().SelectMany(assembly => assembly.GetTypes())
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.Where(type =>
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typeof(IBuildAndRunExtension).IsAssignableFrom(type) && !type.IsInterface && !type.IsAbstract)
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.Select(Activator.CreateInstance)
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.Cast<IBuildAndRunExtension>();
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}
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}
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}
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