using UnityEditor.Build.Content; using UnityEditor.Build.Player; using UnityEngine; namespace UnityEditor.Build.Pipeline.Interfaces { #if UNITY_2018_3_OR_NEWER using BuildCompression = UnityEngine.BuildCompression; #else using BuildCompression = UnityEditor.Build.Content.BuildCompression; #endif /// /// Base interface for the parameters container /// public interface IBuildParameters : IContextObject { /// /// Target build platform. /// BuildTarget Target { get; set; } /// /// Target build platform group. /// BuildTargetGroup Group { get; set; } /// /// The set of build flags to use for building content. /// ContentBuildFlags ContentBuildFlags { get; set; } /// /// Scripting type information to use when building content. /// Setting this to a previously cached value will prevent the default script compiling step. /// TypeDB ScriptInfo { get; set; } /// /// Script compilation options to use for the script compiling step. /// ScriptCompilationOptions ScriptOptions { get; set; } /// /// Temporary location to be used for artifacts generated during the build but are not part of the final output. /// string TempOutputFolder { get; set; } /// /// Location to be used for compiled scripts generated during the build. /// string ScriptOutputFolder { get; set; } /// /// Enables the use of the build cache if set to true. /// bool UseCache { get; set; } /// /// Enables and specifies the cache server to use. /// string CacheServerHost { get; set; } /// /// The port for the cache server to use /// int CacheServerPort { get; set; } /// /// Writes out a link.xml file to the output folder to use with Unity managed code stripping. /// bool WriteLinkXML { get; set; } #if NONRECURSIVE_DEPENDENCY_DATA /// /// Calculates and build asset bundles using Non-Recursive Dependency calculation methods. /// This approach helps reduce asset bundle rebuilds and runtime memory consumption. /// bool NonRecursiveDependencies { get; set; } #endif /// /// Constructs and returns the BuildSettings struct to use for content building. /// /// Returns the BuildSettings struct to use for content building. BuildSettings GetContentBuildSettings(); /// /// Returns the output folder to use for the specified identifier. /// /// Identifier used to identify which output folder to use. /// Returns the output folder to use for the specified identifier. string GetOutputFilePathForIdentifier(string identifier); /// /// Constructs and returns the BuildCompression struct to use for the specified identifier. /// /// Identifier used to construct the BuildCompression struct. /// Returns the BuildCompression struct to use for a specific identifier. BuildCompression GetCompressionForIdentifier(string identifier); /// /// Constructs and returns the ScriptCompilationSettings struct to use for script compiling. /// /// Returns the ScriptCompilationSettings struct to use for script compiling. ScriptCompilationSettings GetScriptCompilationSettings(); } /// /// Base interface for the parameters container for building bundles. /// public interface IBundleBuildParameters : IBuildParameters { /// /// Append the hash of the AssetBundle content to the file name. /// bool AppendHash { get; set; } /// /// Packs assets in bundles contiguously based on the ordering of the source asset which results in improved asset loading times. /// bool ContiguousBundles { get; set; } /// /// Assume sub Assets have no visible asset representations (are not visible in the Project view) which results in improved build times. /// Sub Assets in the built bundles cannot be accessed by AssetBundle.LoadAsset<T> or AssetBundle.LoadAllAssets<T>. /// bool DisableVisibleSubAssetRepresentations { get; set; } } }