using System;
using System.Linq;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEngine;
namespace UnityEditor.XR.Management
{
///
/// Base abstract class that provides some common functionality for plugins wishing to integrate with management assisted build.
///
/// The type parameter that will be used as the base type of the settings.
public abstract class XRBuildHelper : IPreprocessBuildWithReport, IPostprocessBuildWithReport where T : UnityEngine.Object
{
/// Override of base IXxxprocessBuildWithReport
/// The callback order.
public virtual int callbackOrder { get { return 0; } }
/// Override of base IXxxprocessBuildWithReport
/// A string specifying the key to be used to set/get settigns in EditorBuildSettings.
public abstract string BuildSettingsKey { get; }
/// Helper functin to return current settings for a specific build target.
///
/// An enum specifying which platform group this build is for.
/// A unity object representing the settings instance data for that build target, or null if not found.
public virtual UnityEngine.Object SettingsForBuildTargetGroup(BuildTargetGroup buildTargetGroup)
{
UnityEngine.Object settingsObj = null;
EditorBuildSettings.TryGetConfigObject(BuildSettingsKey, out settingsObj);
if (settingsObj == null || !(settingsObj is T))
return null;
return settingsObj;
}
void CleanOldSettings()
{
BuildHelpers.CleanOldSettings();
}
void SetSettingsForRuntime(UnityEngine.Object settingsObj)
{
// Always remember to cleanup preloaded assets after build to make sure we don't
// dirty later builds with assets that may not be needed or are out of date.
CleanOldSettings();
if (settingsObj == null)
return;
if (!(settingsObj is T))
{
Type typeOfT = typeof(T);
Debug.LogErrorFormat("Settings object is not of type {0}. No settings will be copied to runtime.", typeOfT.Name);
return;
}
UnityEngine.Object[] preloadedAssets = PlayerSettings.GetPreloadedAssets();
if (!preloadedAssets.Contains(settingsObj))
{
var assets = preloadedAssets.ToList();
assets.Add(settingsObj);
PlayerSettings.SetPreloadedAssets(assets.ToArray());
}
}
/// Override of base IPreprocessBuildWithReport
///
/// BuildReport instance passed in from build pipeline.
public virtual void OnPreprocessBuild(BuildReport report)
{
SetSettingsForRuntime(SettingsForBuildTargetGroup(report.summary.platformGroup));
}
/// Override of base IPostprocessBuildWithReport
///
/// BuildReport instance passed in from build pipeline.
public virtual void OnPostprocessBuild(BuildReport report)
{
// Always remember to cleanup preloaded assets after build to make sure we don't
// dirty later builds with assets that may not be needed or are out of date.
CleanOldSettings();
}
}
}