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- using System;
- using System.Linq;
- using UnityEditor.Build;
- using UnityEditor.Build.Reporting;
- using UnityEngine;
- namespace UnityEditor.XR.Management
- {
- /// <summary>
- /// Base abstract class that provides some common functionality for plugins wishing to integrate with management assisted build.
- /// </summary>
- /// <typeparam name="T">The type parameter that will be used as the base type of the settings.</typeparam>
- public abstract class XRBuildHelper<T> : IPreprocessBuildWithReport, IPostprocessBuildWithReport where T : UnityEngine.Object
- {
- /// <summary>Override of base IXxxprocessBuildWithReport</summary>
- /// <returns>The callback order.</returns>
- public virtual int callbackOrder { get { return 0; } }
- /// <summary>Override of base IXxxprocessBuildWithReport</summary>
- /// <returns>A string specifying the key to be used to set/get settigns in EditorBuildSettings.</returns>
- public abstract string BuildSettingsKey { get; }
- /// <summary>Helper functin to return current settings for a specific build target.</summary>
- ///
- /// <param name="buildTargetGroup">An enum specifying which platform group this build is for.</param>
- /// <returns>A unity object representing the settings instance data for that build target, or null if not found.</returns>
- public virtual UnityEngine.Object SettingsForBuildTargetGroup(BuildTargetGroup buildTargetGroup)
- {
- UnityEngine.Object settingsObj = null;
- EditorBuildSettings.TryGetConfigObject(BuildSettingsKey, out settingsObj);
- if (settingsObj == null || !(settingsObj is T))
- return null;
- return settingsObj;
- }
- void CleanOldSettings()
- {
- BuildHelpers.CleanOldSettings<T>();
- }
- void SetSettingsForRuntime(UnityEngine.Object settingsObj)
- {
- // Always remember to cleanup preloaded assets after build to make sure we don't
- // dirty later builds with assets that may not be needed or are out of date.
- CleanOldSettings();
- if (settingsObj == null)
- return;
- if (!(settingsObj is T))
- {
- Type typeOfT = typeof(T);
- Debug.LogErrorFormat("Settings object is not of type {0}. No settings will be copied to runtime.", typeOfT.Name);
- return;
- }
- UnityEngine.Object[] preloadedAssets = PlayerSettings.GetPreloadedAssets();
- if (!preloadedAssets.Contains(settingsObj))
- {
- var assets = preloadedAssets.ToList();
- assets.Add(settingsObj);
- PlayerSettings.SetPreloadedAssets(assets.ToArray());
- }
- }
- /// <summary>Override of base IPreprocessBuildWithReport</summary>
- ///
- /// <param name="report">BuildReport instance passed in from build pipeline.</param>
- public virtual void OnPreprocessBuild(BuildReport report)
- {
- SetSettingsForRuntime(SettingsForBuildTargetGroup(report.summary.platformGroup));
- }
- /// <summary>Override of base IPostprocessBuildWithReport</summary>
- ///
- /// <param name="report">BuildReport instance passed in from build pipeline.</param>
- public virtual void OnPostprocessBuild(BuildReport report)
- {
- // Always remember to cleanup preloaded assets after build to make sure we don't
- // dirty later builds with assets that may not be needed or are out of date.
- CleanOldSettings();
- }
- }
- }
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