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; }
}
}