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PlayerBuildProcess.cs
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111 lines (91 loc) · 3.41 KB
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using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using EditorTools.Build.Scenes;
using Improbable.Unity;
using Improbable.Unity.EditorTools.Build;
using UnityEditor;
using UnityEngine;
[InitializeOnLoad]
public class PlayerBuildProcess : IPlayerBuildEvents
{
#region Implement IPlayerBuildEvents
private SpatialSceneNames spatialSceneNames;
public string[] GetScenes(WorkerPlatform workerType)
{
List<string> scenePathsBuilder = new List<string>();
string[] scenePaths;
switch (workerType)
{
case WorkerPlatform.UnityClient:
Debug.Log("Client Scene Count: " + spatialSceneNames.Client.Count);
scenePathsBuilder.AddRange(spatialSceneNames.Client);
scenePathsBuilder.AddRange(spatialSceneNames.Common);
scenePaths = FormatSceneList(scenePathsBuilder.ToArray(), scenePathsBuilder[0]);
break;
case WorkerPlatform.UnityWorker:
scenePathsBuilder.AddRange(spatialSceneNames.Worker);
scenePathsBuilder.AddRange(spatialSceneNames.Common);
scenePaths = FormatSceneList(scenePathsBuilder.ToArray(), scenePathsBuilder[0]); break;
default:
throw new Exception("Attempting to get scenes for unrecognised worker platform");
}
EditorBuildSettings.scenes =
scenePaths.Select(scenePath => new EditorBuildSettingsScene(scenePath, true)).ToArray();
return scenePaths;
}
private string[] FormatSceneList(string[] sceneList, string defaultActiveScene)
{
return sceneList.OrderBy(scene => scene != defaultActiveScene).Select(FormatSceneName).ToArray();
}
private string FormatSceneName(string sceneName)
{
return "Assets/" + sceneName + ".unity";
}
public void BeginBuild()
{
spatialSceneNames= LoadConfiguation();
}
public void EndBuild()
{
}
public void BeginPackage(WorkerPlatform workerType, BuildTarget target, Config config, string packagePath)
{
}
#endregion
static PlayerBuildProcess()
{
SimpleBuildSystem.CreatePlayerBuildEventsAction = () => new PlayerBuildProcess();
}
public static readonly string SceneConfigurationFilePath = Path.Combine(Application.dataPath,
"scene-build-config.json");
//load our config file for terrains
public static SpatialSceneNames LoadConfiguation()
{
if (File.Exists(SceneConfigurationFilePath))
{
return JsonUtility.FromJson<SpatialSceneNames>(File.ReadAllText(SceneConfigurationFilePath));
}
return LoadDefault();
}
public static SpatialSceneNames SaveConfiguation(SpatialSceneNames sceneNames)
{
using (var writer = File.CreateText(SceneConfigurationFilePath))
{
writer.Write(JsonUtility.ToJson(sceneNames, true));
}
AssetDatabase.Refresh();
return sceneNames;
}
private static SpatialSceneNames LoadDefault()
{
return new SpatialSceneNames()
{
Common = new List<string>(),
Client = new List<string>() { "ClientScene" },
Worker = new List<string>() { "PhysicsServerScene" }
};
}
}