VanguardReMaster/client/Assets/Vanguard/Editor/StandaloneBuild.cs

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using System.IO;
using System.Linq;
using UnityEditor;
using UnityEditor.Build.Reporting;
using UnityEngine;
namespace Vanguard.Editor
{
/// <summary>
/// Сборка Windows standalone. В GUI — меню Vanguard, из CI —
/// -executeMethod Vanguard.Editor.StandaloneBuild.BuildWindowsCli.
/// </summary>
public static class StandaloneBuild
{
[MenuItem("Vanguard/Build Windows Standalone")]
public static void BuildWindows()
{
Build(cli: false);
}
public static void BuildWindowsCli()
{
Build(cli: true);
}
private static void Build(bool cli)
{
var scenes = EditorBuildSettings.scenes
.Where(scene => scene.enabled)
.Select(scene => scene.path)
.ToArray();
if (scenes.Length == 0)
{
Debug.LogError("No enabled scenes in Build Settings.");
if (cli)
EditorApplication.Exit(1);
return;
}
var output = Path.GetFullPath(
Path.Combine(Application.dataPath, "../Builds/Windows/VanguardReMaster.exe"));
Directory.CreateDirectory(Path.GetDirectoryName(output) ?? "Builds/Windows");
var report = BuildPipeline.BuildPlayer(new BuildPlayerOptions
{
scenes = scenes,
locationPathName = output,
target = BuildTarget.StandaloneWindows64,
options = BuildOptions.None,
});
var summary = report.summary;
Debug.Log(
"WINDOWS_BUILD result=" + summary.result
+ " size=" + summary.totalSize
+ " errors=" + summary.totalErrors
+ " output=" + output);
if (summary.result != BuildResult.Succeeded)
{
Debug.LogError("Windows build failed: " + summary.result);
if (cli)
EditorApplication.Exit(1);
return;
}
if (cli)
EditorApplication.Exit(0);
}
}
}