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