mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-29 04:53:06 +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
276 lines
No EOL
11 KiB
C#
276 lines
No EOL
11 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;
|
|
|
|
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.StandaloneWindows64, 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/Resources/Data/";
|
|
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 | BuildAssetBundleOptions.ChunkBasedCompression, 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);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
} |