Merge pull request #486 from RHeavenStudio/actions_rework

Rework GitHub Actions and build script
This commit is contained in:
minenice55 2023-06-19 20:28:58 +00:00
parent e2d770c910
commit bbd20204d1
381 changed files with 363 additions and 8758 deletions

View file

@ -1,8 +1,8 @@
name: Build MacOS name: Build Heaven Studio
on: on:
push: push:
branches: [ "master", "release_1" ] branches: [ "master", "release_1", "actions_rework" ]
jobs: jobs:
build: build:
@ -12,16 +12,18 @@ jobs:
fail-fast: false fail-fast: false
matrix: matrix:
targetPlatform: targetPlatform:
- StandaloneWindows64
- StandaloneOSX - StandaloneOSX
- StandaloneLinux64
steps: steps:
- name: Checkout repository - name: Checkout repository
uses: actions/checkout@v2 uses: actions/checkout@v3
# with: # with:
# lfs: true # lfs: true
# Cache resued Library files to speed up compilation # Cache reused Library files to speed up compilation
- uses: actions/cache@v2 - uses: actions/cache@v3
with: with:
path: Library path: Library
key: Library-${{ hashFiles('Assets/**', 'Packages/**', 'ProjectSettings/**') }} key: Library-${{ hashFiles('Assets/**', 'Packages/**', 'ProjectSettings/**') }}
@ -36,7 +38,6 @@ jobs:
# with: # with:
# githubToken: ${{ secrets.GITHUB_TOKEN }} # githubToken: ${{ secrets.GITHUB_TOKEN }}
# Build project with Unity
- name: Build project - name: Build project
uses: game-ci/unity-builder@v2 uses: game-ci/unity-builder@v2
env: env:
@ -47,14 +48,28 @@ jobs:
unityVersion: auto unityVersion: auto
buildName: Heaven Studio buildName: Heaven Studio
buildsPath: build buildsPath: build
buildMethod: UnityBuilderAction.BuildScript.Build
targetPlatform: ${{ matrix.targetPlatform }} targetPlatform: ${{ matrix.targetPlatform }}
# Required on Mac/Linux to keep executable permissions
- name: Tar files - name: Tar files
if: matrix.targetPlatform != 'StandaloneWindows64'
run: tar -cvf ${{ matrix.targetPlatform }}.tar ./build/${{ matrix.targetPlatform }} run: tar -cvf ${{ matrix.targetPlatform }}.tar ./build/${{ matrix.targetPlatform }}
- name: Upload Artifact - name: Upload Artifact (Windows)
if: matrix.targetPlatform == 'StandaloneWindows64'
uses: actions/upload-artifact@v3
with:
name: ${{ matrix.targetPlatform }}-build
path: ./build/${{ matrix.targetPlatform }}/
- name: Upload Artifact (macOS / Linux)
if: matrix.targetPlatform != 'StandaloneWindows64'
uses: actions/upload-artifact@v3 uses: actions/upload-artifact@v3
with: with:
name: ${{ matrix.targetPlatform }}-build name: ${{ matrix.targetPlatform }}-build
path: ${{ matrix.targetPlatform }}.tar path: ${{ matrix.targetPlatform }}.tar
- name: debug thing
run: tree .

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@ -1,56 +0,0 @@
name: Build Linux
on:
push:
branches: [ "master", "release_1" ]
jobs:
build:
name: Build for ${{ matrix.targetPlatform }}
runs-on: ubuntu-latest
strategy:
fail-fast: false
matrix:
targetPlatform:
- StandaloneLinux64
steps:
- name: Checkout repository
uses: actions/checkout@v2
# with:
# lfs: true
# Cache resued Library files to speed up compilation
- uses: actions/cache@v2
with:
path: Library
key: Library-${{ hashFiles('Assets/**', 'Packages/**', 'ProjectSettings/**') }}
restore-keys: |
Library-
# Test (No tests yet, leaving this here for future.)
# - name: Run tests
# uses: game-ci/unity-test-runner@v2
# env:
# UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
# with:
# githubToken: ${{ secrets.GITHUB_TOKEN }}
# Build project with Unity
- name: Build project
uses: game-ci/unity-builder@v2
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
with:
unityVersion: auto
buildName: Heaven Studio
buildsPath: build
targetPlatform: ${{ matrix.targetPlatform }}
# Output
- uses: actions/upload-artifact@v2
with:
name: ${{ matrix.targetPlatform }}-build
path: ./build/${{ matrix.targetPlatform }}/

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@ -1,56 +0,0 @@
name: Build Windows
on:
push:
branches: [ "master", "release_1" ]
jobs:
build:
name: Build for ${{ matrix.targetPlatform }}
runs-on: ubuntu-latest
strategy:
fail-fast: false
matrix:
targetPlatform:
- StandaloneWindows64
steps:
- name: Checkout repository
uses: actions/checkout@v2
# with:
# lfs: true
# Cache resued Library files to speed up compilation
- uses: actions/cache@v2
with:
path: Library
key: Library-${{ hashFiles('Assets/**', 'Packages/**', 'ProjectSettings/**') }}
restore-keys: |
Library-
# Test (No tests yet, leaving this here for future.)
# - name: Run tests
# uses: game-ci/unity-test-runner@v2
# env:
# UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
# with:
# githubToken: ${{ secrets.GITHUB_TOKEN }}
# Build project with Unity
- name: Build project
uses: game-ci/unity-builder@v2
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }}
UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }}
with:
unityVersion: auto
buildName: Heaven Studio
buildsPath: build
targetPlatform: ${{ matrix.targetPlatform }}
# Output
- uses: actions/upload-artifact@v2
with:
name: ${{ matrix.targetPlatform }}-build
path: ./build/${{ matrix.targetPlatform }}/

9
.gitignore vendored
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@ -1,8 +1,3 @@
# TEMPORARY ------------------------------
/Assets/Test
/Assets/Resources/Music/Unconfirmed
# ----------------------------------------
/[Ll]ibrary/ /[Ll]ibrary/
/[Tt]emp/ /[Tt]emp/
/[Oo]bj/ /[Oo]bj/
@ -84,3 +79,7 @@ crashlytics-build.properties
# macOS # macOS
.DS_Store .DS_Store
# Built AssetBundles
/[Aa]ssets/[Ss]treamingAssets/*/*
/[Aa]ssets/[Ss]treamingAssets/*.manifest

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Info_2:
Name: ntrsamurai/common
Dependencies: {}
Info_3:
Name: ctrpillow/common
Dependencies: {}
Info_4:
Name: ntrcoin/common
Dependencies: {}
Info_5:
Name: ctrpillow/locale.ko
Dependencies: {}
Info_6:
Name: karate/locale.en
Dependencies: {}
Info_7:
Name: ctrpillow/locale.jp
Dependencies: {}
Info_8:
Name: ntridol/locale.jp
Dependencies: {}
Info_9:
Name: ctrpillow/locale.en
Dependencies: {}
Info_10:
Name: agbmarcher/common
Dependencies: {}
Info_11:
Name: ctrcatchy/common
Dependencies: {}
Info_12:
Name: agbmarcher/locale.en
Dependencies: {}
Info_13:
Name: agbmarcher/locale.jp
Dependencies: {}
Info_14:
Name: ntrdj/common
Dependencies: {}
Info_15:
Name: ntrsamurai/locale.en
Dependencies: {}

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View file

@ -0,0 +1,276 @@
using System.IO;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEngine;
namespace UnityBuilderAction
{
public static class BuildScript
{
private static readonly string Eol = Environment.NewLine;
private static readonly string[] Secrets =
{"androidKeystorePass", "androidKeyaliasName", "androidKeyaliasPass"};
[MenuItem("File/Build Windows")]
public static void StartWindows()
{
string appName = PlayerSettings.productName;
// Get filename.
string path = EditorUtility.SaveFilePanel("Build out WINDOWS to...", "", appName, "exe");
Build( BuildTarget.StandaloneWindows, 0, path);
}
[MenuItem("File/Build Linux")]
public static void StartLinux()
{
string appName = PlayerSettings.productName;
// Get filename.
string path = EditorUtility.SaveFilePanel("Build out LINUX to...", "", appName, "");
Build( BuildTarget.StandaloneLinux64, 0, path);
}
[MenuItem("File/Build Mac")]
public static void StartMac()
{
string appName = PlayerSettings.productName;
// Get filename.
string path = EditorUtility.SaveFilePanel("Build out MAC to...", "", appName, "app");
Build( BuildTarget.StandaloneOSX, 0, path);
}
public static void Build()
{
// Gather values from args
Dictionary<string, string> options = GetValidatedOptions();
// Set version for this build
PlayerSettings.bundleVersion = options["buildVersion"];
PlayerSettings.macOS.buildNumber = options["buildVersion"];
PlayerSettings.Android.bundleVersionCode = int.Parse(options["androidVersionCode"]);
// Apply build target
var buildTarget = (BuildTarget) Enum.Parse(typeof(BuildTarget), options["buildTarget"]);
switch (buildTarget)
{
case BuildTarget.Android:
{
EditorUserBuildSettings.buildAppBundle = options["customBuildPath"].EndsWith(".aab");
if (options.TryGetValue("androidKeystoreName", out string keystoreName) &&
!string.IsNullOrEmpty(keystoreName))
{
PlayerSettings.Android.useCustomKeystore = true;
PlayerSettings.Android.keystoreName = keystoreName;
}
if (options.TryGetValue("androidKeystorePass", out string keystorePass) &&
!string.IsNullOrEmpty(keystorePass))
PlayerSettings.Android.keystorePass = keystorePass;
if (options.TryGetValue("androidKeyaliasName", out string keyaliasName) &&
!string.IsNullOrEmpty(keyaliasName))
PlayerSettings.Android.keyaliasName = keyaliasName;
if (options.TryGetValue("androidKeyaliasPass", out string keyaliasPass) &&
!string.IsNullOrEmpty(keyaliasPass))
PlayerSettings.Android.keyaliasPass = keyaliasPass;
if (options.TryGetValue("androidTargetSdkVersion", out string androidTargetSdkVersion) &&
!string.IsNullOrEmpty(androidTargetSdkVersion))
{
var targetSdkVersion = AndroidSdkVersions.AndroidApiLevelAuto;
try
{
targetSdkVersion =
(AndroidSdkVersions) Enum.Parse(typeof(AndroidSdkVersions), androidTargetSdkVersion);
}
catch
{
UnityEngine.Debug.Log("Failed to parse androidTargetSdkVersion! Fallback to AndroidApiLevelAuto");
}
PlayerSettings.Android.targetSdkVersion = targetSdkVersion;
}
break;
}
case BuildTarget.StandaloneOSX:
PlayerSettings.SetScriptingBackend(BuildTargetGroup.Standalone, ScriptingImplementation.Mono2x);
break;
}
// Determine subtarget
int buildSubtarget = 0;
#if UNITY_2021_2_OR_NEWER
if (!options.TryGetValue("standaloneBuildSubtarget", out var subtargetValue) || !Enum.TryParse(subtargetValue, out StandaloneBuildSubtarget buildSubtargetValue)) {
buildSubtargetValue = default;
}
buildSubtarget = (int) buildSubtargetValue;
#endif
// Custom build
Build(buildTarget, buildSubtarget, options["customBuildPath"]);
}
private static Dictionary<string, string> GetValidatedOptions()
{
ParseCommandLineArguments(out Dictionary<string, string> validatedOptions);
if (!validatedOptions.TryGetValue("projectPath", out string _))
{
Console.WriteLine("Missing argument -projectPath");
EditorApplication.Exit(110);
}
if (!validatedOptions.TryGetValue("buildTarget", out string buildTarget))
{
Console.WriteLine("Missing argument -buildTarget");
EditorApplication.Exit(120);
}
if (!Enum.IsDefined(typeof(BuildTarget), buildTarget ?? string.Empty))
{
Console.WriteLine($"{buildTarget} is not a defined {nameof(BuildTarget)}");
EditorApplication.Exit(121);
}
if (!validatedOptions.TryGetValue("customBuildPath", out string _))
{
Console.WriteLine("Missing argument -customBuildPath");
EditorApplication.Exit(130);
}
const string defaultCustomBuildName = "TestBuild";
if (!validatedOptions.TryGetValue("customBuildName", out string customBuildName))
{
Console.WriteLine($"Missing argument -customBuildName, defaulting to {defaultCustomBuildName}.");
validatedOptions.Add("customBuildName", defaultCustomBuildName);
}
else if (customBuildName == "")
{
Console.WriteLine($"Invalid argument -customBuildName, defaulting to {defaultCustomBuildName}.");
validatedOptions.Add("customBuildName", defaultCustomBuildName);
}
return validatedOptions;
}
private static void ParseCommandLineArguments(out Dictionary<string, string> providedArguments)
{
providedArguments = new Dictionary<string, string>();
string[] args = Environment.GetCommandLineArgs();
Console.WriteLine(
$"{Eol}" +
$"###########################{Eol}" +
$"# Parsing settings #{Eol}" +
$"###########################{Eol}" +
$"{Eol}"
);
// Extract flags with optional values
for (int current = 0, next = 1; current < args.Length; current++, next++)
{
// Parse flag
bool isFlag = args[current].StartsWith("-");
if (!isFlag) continue;
string flag = args[current].TrimStart('-');
// Parse optional value
bool flagHasValue = next < args.Length && !args[next].StartsWith("-");
string value = flagHasValue ? args[next].TrimStart('-') : "";
bool secret = Secrets.Contains(flag);
string displayValue = secret ? "*HIDDEN*" : "\"" + value + "\"";
// Assign
Console.WriteLine($"Found flag \"{flag}\" with value {displayValue}.");
providedArguments.Add(flag, value);
}
}
private static void Build(BuildTarget buildTarget, int buildSubtarget, string filePath)
{
string appName = PlayerSettings.productName;
string[] scenes = EditorBuildSettings.scenes.Where(scene => scene.enabled).Select(s => s.path).ToArray();
string dataPath = "";
switch ( buildTarget ) {
case BuildTarget.StandaloneWindows:
case BuildTarget.StandaloneWindows64:
dataPath = $"_Data/";
break;
case BuildTarget.StandaloneOSX:
dataPath = $".app/Contents/";
break;
case BuildTarget.StandaloneLinux64:
dataPath = $"_Data/";
break;
}
var buildPlayerOptions = new BuildPlayerOptions
{
scenes = scenes,
target = buildTarget,
// targetGroup = BuildPipeline.GetBuildTargetGroup(buildTarget),
locationPathName = filePath,
// options = UnityEditor.BuildOptions.Development
#if UNITY_2021_2_OR_NEWER
subtarget = buildSubtarget
#endif
};
string buildDirectory = filePath.Substring(0, filePath.LastIndexOf('/')) + "/";
string assetBundleDirectory = buildDirectory + appName + dataPath + "StreamingAssets";
if (!Directory.Exists(assetBundleDirectory))
{
Directory.CreateDirectory(assetBundleDirectory);
}
BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ForceRebuildAssetBundle, buildTarget);
BuildSummary buildSummary = BuildPipeline.BuildPlayer(buildPlayerOptions).summary;
ReportSummary(buildSummary);
if (!Application.isEditor)
ExitWithResult(buildSummary.result);
}
private static void ReportSummary(BuildSummary summary)
{
Console.WriteLine(
$"{Eol}" +
$"###########################{Eol}" +
$"# Build results #{Eol}" +
$"###########################{Eol}" +
$"{Eol}" +
$"Duration: {summary.totalTime.ToString()}{Eol}" +
$"Warnings: {summary.totalWarnings.ToString()}{Eol}" +
$"Errors: {summary.totalErrors.ToString()}{Eol}" +
$"Size: {summary.totalSize.ToString()} bytes{Eol}" +
$"{Eol}"
);
}
private static void ExitWithResult(BuildResult result)
{
switch (result)
{
case BuildResult.Succeeded:
Console.WriteLine("Build succeeded!");
EditorApplication.Exit(0);
break;
case BuildResult.Failed:
Console.WriteLine("Build failed!");
EditorApplication.Exit(101);
break;
case BuildResult.Cancelled:
Console.WriteLine("Build cancelled!");
EditorApplication.Exit(102);
break;
case BuildResult.Unknown:
default:
Console.WriteLine("Build result is unknown!");
EditorApplication.Exit(103);
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using UnityEditor;
using UnityEngine;
using System.IO; using System.IO;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEngine;
public class CreateAssetBundles public class CreateAssetBundles
{ {

File diff suppressed because one or more lines are too long

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@ -1,8 +1,8 @@
using System; using System;
public static class AppInfo { public static class AppInfo {
public const string Version = "0.0.976"; public const string Version = "0.0.981";
public static readonly DateTime Date = new DateTime(2023, 06, 18, 18, 15, 53, 943, DateTimeKind.Utc); public static readonly DateTime Date = new DateTime(2023, 06, 19, 03, 38, 42, 219, DateTimeKind.Utc);
} }
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private const string AppInfoFileName = "AppInfo.cs"; private const string AppInfoFileName = "AppInfo.cs";
public int callbackOrder { public int callbackOrder {
get { return 0; } get { return 1; }
} }
void UnityEditor.Build.IPreprocessBuild.OnPreprocessBuild(UnityEditor.BuildTarget target, string path) { void UnityEditor.Build.IPreprocessBuild.OnPreprocessBuild(UnityEditor.BuildTarget target, string path) {

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