mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 03:35:10 +00:00
8fa4d74096
* add mouse controller * support different control styles in options deprecate old input check methods * fully functional input actions system * btsds InputAction * blue bear InputAction * more games fix bugs with some input related systems * coin toss re-toss * cheer readers touch * dog ninja touch * multiple games * last of the easy games' touch * more specialized games * specialized games 2 * finish ktb games * remove legacy settings disclaimer * "only" two games left * karate man touch * rockers touch still needs fixes and bad judge strum * DSGuy flicking animation * playstyle chart property * improve performance of minigame preloading * improve look of cursor make assetbundles use chunk-based compression refactor assetbundle loading methods a bit * prime conductor stream playback to stabilize seeking operations * fix air rally swing on pad release * use virtual mouse pointer * add UniTask * make BeatAction use UniTask * implement UniTask to replace some coroutines * add touch style UI elements and effects games now support the ability to define two cursor colours if they need split screen touch inputs * update plugins and buildscript * implement thresholded pointer position clipping * fix clamping * instant show / hide fix discord game SDK crashes
55 lines
No EOL
2 KiB
C#
55 lines
No EOL
2 KiB
C#
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
|
|
{
|
|
[MenuItem("Assets/Build AssetBundles/Current Platform")]
|
|
static void BuildAllAssetBundlesCurrPlatform()
|
|
{
|
|
string assetBundleDirectory = "Assets/StreamingAssets";
|
|
if (!Directory.Exists(Application.streamingAssetsPath))
|
|
{
|
|
Directory.CreateDirectory(assetBundleDirectory);
|
|
}
|
|
BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, EditorUserBuildSettings.activeBuildTarget);
|
|
}
|
|
|
|
[MenuItem("Assets/Build AssetBundles/Windows")]
|
|
static void BuildAllAssetBundlesWindows()
|
|
{
|
|
string assetBundleDirectory = "Assets/StreamingAssets/Windows";
|
|
if (!Directory.Exists(Application.streamingAssetsPath))
|
|
{
|
|
Directory.CreateDirectory(assetBundleDirectory);
|
|
}
|
|
BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneWindows);
|
|
}
|
|
|
|
[MenuItem("Assets/Build AssetBundles/Linux")]
|
|
static void BuildAllAssetBundlesLinux()
|
|
{
|
|
string assetBundleDirectory = "Assets/StreamingAssets/Linux";
|
|
if (!Directory.Exists(Application.streamingAssetsPath))
|
|
{
|
|
Directory.CreateDirectory(assetBundleDirectory);
|
|
}
|
|
BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneLinux64);
|
|
}
|
|
|
|
[MenuItem("Assets/Build AssetBundles/Mac")]
|
|
static void BuildAllAssetBundlesMacOS()
|
|
{
|
|
string assetBundleDirectory = "Assets/StreamingAssets/Mac";
|
|
if (!Directory.Exists(Application.streamingAssetsPath))
|
|
{
|
|
Directory.CreateDirectory(assetBundleDirectory);
|
|
}
|
|
BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneOSX);
|
|
}
|
|
} |