117 lines
4.7 KiB
C#
117 lines
4.7 KiB
C#
// Copyright 2018 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.Linq;
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using Google.Android.AppBundle.Editor.Internal.Config;
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using UnityEditor;
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namespace Google.Android.AppBundle.Editor
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{
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/// <summary>
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/// Provides helper methods for accessing or persisting build-related settings.
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/// </summary>
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public static class AndroidBuildHelper
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{
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// Allowed characters for splitting PlayerSettings.GetScriptingDefineSymbolsForGroup().
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private static readonly char[] ScriptingDefineSymbolsSplitChars = {';', ',', ' '};
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/// <summary>
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/// Returns an array of enabled scenes from the "Scenes In Build" section of Unity's Build Settings window.
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/// </summary>
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public static string[] GetEditorBuildEnabledScenes()
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{
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return EditorBuildSettings.scenes
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.Where(scene => scene.enabled && !string.IsNullOrEmpty(scene.path))
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.Select(scene => scene.path)
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.ToArray();
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}
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/// <summary>
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/// Creates a <see cref="BuildPlayerOptions"/> for the specified output file path with all other fields set to
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/// reasonable default values.
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/// </summary>
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/// <param name="locationPathName">
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/// The output file that will be created when building a player with <see cref="BuildPipeline"/>.
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/// </param>
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/// <returns>A new <see cref="BuildPlayerOptions"/> object.</returns>
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public static BuildPlayerOptions CreateBuildPlayerOptions(string locationPathName)
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{
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return new BuildPlayerOptions
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{
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assetBundleManifestPath = AndroidBuildConfiguration.AssetBundleManifestPath,
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locationPathName = locationPathName,
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options = EditorUserBuildSettings.development ? BuildOptions.Development : BuildOptions.None,
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scenes = GetEditorBuildEnabledScenes(),
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target = BuildTarget.Android,
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targetGroup = BuildTargetGroup.Android
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};
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}
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/// <summary>
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/// Adds the specified scripting define symbol for Android, but only if it isn't already defined.
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/// </summary>
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public static void AddScriptingDefineSymbol(string symbol)
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{
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var scriptingDefineSymbols = GetScriptingDefineSymbols();
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if (!IsScriptingSymbolDefined(scriptingDefineSymbols, symbol))
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{
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SetScriptingDefineSymbols(scriptingDefineSymbols.Concat(new[] {symbol}));
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}
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}
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/// <summary>
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/// Removes the specified scripting define symbol if it exists.
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/// </summary>
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public static void RemoveScriptingDefineSymbol(string symbol)
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{
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var scriptingDefineSymbols = GetScriptingDefineSymbols();
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if (IsScriptingSymbolDefined(scriptingDefineSymbols, symbol))
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{
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SetScriptingDefineSymbols(scriptingDefineSymbols.Where(sym => sym != symbol));
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}
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}
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/// <summary>
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/// Returns true if the specified scripting symbol is defined for Android.
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/// </summary>
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public static bool IsScriptingSymbolDefined(string symbol)
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{
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return IsScriptingSymbolDefined(GetScriptingDefineSymbols(), symbol);
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}
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private static bool IsScriptingSymbolDefined(string[] scriptingDefineSymbols, string symbol)
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{
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return Array.IndexOf(scriptingDefineSymbols, symbol) >= 0;
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}
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private static string[] GetScriptingDefineSymbols()
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{
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var symbols = PlayerSettings.GetScriptingDefineSymbolsForGroup(BuildTargetGroup.Android);
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if (string.IsNullOrEmpty(symbols))
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{
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return new string[0];
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}
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return symbols.Split(ScriptingDefineSymbolsSplitChars, StringSplitOptions.RemoveEmptyEntries);
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}
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private static void SetScriptingDefineSymbols(IEnumerable<string> scriptingDefineSymbols)
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{
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var symbols = string.Join(";", scriptingDefineSymbols.ToArray());
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PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.Android, symbols);
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}
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}
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} |