Refactor models to allow for build parameters...
Build parameters have to be parsed because they can no longer be implicitly passed, as they need to be interpreted for detecting extensions.
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File diff suppressed because one or more lines are too long
@@ -4,53 +4,28 @@
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# Set project path
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#
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UNITY_PROJECT_PATH=$GITHUB_WORKSPACE/$PROJECT_PATH
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UNITY_PROJECT_PATH="$GITHUB_WORKSPACE/$PROJECT_PATH"
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echo "Using project path \"$UNITY_PROJECT_PATH\"."
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#
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# Set the name for the build
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# Display the name for the build, doubles as the output name
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#
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if [ -z "$BUILD_NAME" ]; then
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BUILD_NAME="build-$(date '+%F-%H%M')"
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fi
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echo "Using build name \"$BUILD_NAME\"."
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#
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# Set the builds target platform;
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#
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# Web: WebGL
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# Desktop: StandaloneOSX, StandaloneWindows, StandaloneWindows64, StandaloneLinux64
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# Console: PS4, XboxOne, Switch
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# Mobile: Android, iOS
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# Other: tvOS, Lumin, BJM, WSAPlayer
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#
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# Default to WebGL (no particular reason)
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# Display the build's target platform;
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#
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if [ -z "$BUILD_TARGET" ]; then
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BUILD_TARGET=WebGL
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fi
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echo "Using build target \"$BUILD_TARGET\"."
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#
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# Set builds path
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# Display build path and file
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#
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if [ -z "$BUILDS_PATH" ]; then
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BUILDS_PATH=build
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fi
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BUILDS_FULL_PATH=$GITHUB_WORKSPACE/$BUILDS_PATH
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# TODO - Cleanup
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BUILD_FOLDER=$BUILD_TARGET-$UNITY_VERSION
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CURRENT_BUILD_PATH=$BUILDS_PATH/$BUILD_FOLDER
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CURRENT_BUILD_FULL_PATH=$BUILDS_FULL_PATH/$BUILD_FOLDER
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# TODO - Determine the file or folder based on BUILD_TARGET
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CUSTOM_BUILD_PATH=$BUILDS_FULL_PATH/$BUILD_FOLDER/$BUILD_TARGET
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echo "Using build path \"$CURRENT_BUILD_PATH\"."
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echo "Using build path \"$BUILD_PATH\" to save file \"$BUILD_FILE\"."
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BUILD_PATH_FULL="$GITHUB_WORKSPACE/$BUILD_PATH"
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CUSTOM_BUILD_PATH="$BUILD_PATH_FULL/$BUILD_FILE"
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#
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# Set the build method, must reference one of:
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@@ -71,13 +46,13 @@ if [ -z "$BUILD_METHOD" ]; then
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#
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echo "Using built-in build method."
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# Create Editor directory if it does not exist
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mkdir -p $UNITY_PROJECT_PATH/Assets/Editor/
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mkdir -p "$UNITY_PROJECT_PATH/Assets/Editor/"
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# Copy the build script of Unity Builder action
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cp -r /UnityBuilderAction/Assets/Editor $UNITY_PROJECT_PATH/Assets/Editor/
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cp -r "/UnityBuilderAction/Assets/Editor" "$UNITY_PROJECT_PATH/Assets/Editor/"
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# Set the Build method to that of UnityBuilder Action
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BUILD_METHOD="UnityBuilderAction.Builder.BuildProject"
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# Verify recursive paths
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ls -Ralph $UNITY_PROJECT_PATH/Assets/Editor/
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ls -Ralph "$UNITY_PROJECT_PATH/Assets/Editor/"
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#
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else
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# User has provided their own build method.
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@@ -98,25 +73,15 @@ EXECUTE_BUILD_METHOD="-executeMethod $BUILD_METHOD"
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# Build info
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#
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echo ""
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echo "###########################"
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echo "# All builds dir #"
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echo "###########################"
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echo ""
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echo "Creating \"$BUILDS_FULL_PATH\" if it does not exist."
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mkdir -p $BUILDS_FULL_PATH
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ls -alh $BUILDS_FULL_PATH
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echo ""
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echo "###########################"
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echo "# Current build dir #"
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echo "###########################"
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echo ""
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echo "Creating \"$CURRENT_BUILD_FULL_PATH\" if it does not exist."exist."
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mkdir -p $CURRENT_BUILD_FULL_PATH
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ls -alh $CURRENT_BUILD_FULL_PATH
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echo "Creating \"$BUILD_PATH_FULL\" if it does not exist."
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mkdir -p "$BUILD_PATH_FULL"
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ls -alh "$BUILD_PATH_FULL"
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echo ""
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echo "###########################"
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@@ -164,4 +129,4 @@ echo "# Build directory #"
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echo "###########################"
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echo ""
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ls -alh $CURRENT_BUILD_FULL_PATH
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ls -alh "$BUILD_PATH_FULL"
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