init uniWindowController 0.9.8
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@@ -0,0 +1,67 @@
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using UnityEngine;
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using UnityEditor;
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using UnityEditor.Build;
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using UnityEditor.Build.Reporting;
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// ReSharper disable UnusedMember.Local
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namespace Kirurobo
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{
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class UniWindowControllerBatch
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{
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//[MenuItem("Build/Build OSX")]
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static void PerformBuild()
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{
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// コマンドライン引数の最後が出力パスだとする
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//string outputPath = System.Environment.GetCommandLineArgs().Last();
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// var buildPlayerOptions = new BuildPlayerOptions();
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// buildPlayerOptions.scenes = sceneList.ToArray();
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// buildPlayerOptions.locationPathName = outputPath;
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// buildPlayerOptions.target = BuildTarget.StandaloneOSX;
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// buildPlayerOptions.options = BuildOptions.None;
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// 事前にエディタから設定したビルド設定を利用
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var scenes = EditorBuildSettings.scenes;
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var buildTarget = EditorUserBuildSettings.activeBuildTarget;
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var locationPath = EditorUserBuildSettings.GetBuildLocation(buildTarget);
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// ビルド対象は環境に合わせて上書き
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#if UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX
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buildTarget = BuildTarget.StandaloneOSX;
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locationPath = "Builds/macOS/" + Application.productName;
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#elif UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
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buildTarget = BuildTarget.StandaloneWindows64;
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locationPath = "Builds/Win64/" + Application.productName;
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#endif
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var buildPlayerOptions = new BuildPlayerOptions
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{
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scenes = EditorBuildSettingsScene.GetActiveSceneList(scenes),
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locationPathName = locationPath,
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target = buildTarget,
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options = BuildOptions.None
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};
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// // 内容チェック用
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// foreach (var scene in buildPlayerOptions.scenes)
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// {
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// Debug.Log(scene);
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// }
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// Debug.Log(buildPlayerOptions.locationPathName);
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// return;
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var report = BuildPipeline.BuildPlayer(buildPlayerOptions);
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var summary = report.summary;
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if (summary.result == BuildResult.Succeeded)
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{
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Debug.Log("构建成功");
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} else if (summary.result == BuildResult.Failed)
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{
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Debug.Log("构建失败");
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//EditorApplication.Exit(1);
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throw new BuildFailedException(report.summary.ToString());
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}
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}
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}
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}
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