Run default addressables build conditionally (#231)
* Add asmdef and Addressable content build in the builder * Move asmdef content into its own directory * Mark UnityBuilderAction as Editor-only
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69
dist/default-build-script/Assets/Editor/UnityBuilderAction/Builder.cs
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69
dist/default-build-script/Assets/Editor/UnityBuilderAction/Builder.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityBuilderAction.Input;
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using UnityBuilderAction.Reporting;
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using UnityBuilderAction.Versioning;
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using UnityEditor;
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using UnityEditor.Build.Reporting;
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#if USE_ADDRESSABLES
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using UnityEditor.AddressableAssets.Settings;
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#endif
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namespace UnityBuilderAction
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{
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static class Builder
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{
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public static void BuildProject()
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{
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// Gather values from args
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var options = ArgumentsParser.GetValidatedOptions();
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// Gather values from project
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var scenes = EditorBuildSettings.scenes.Where(scene => scene.enabled).Select(s => s.path).ToArray();
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// Get all buildOptions from options
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BuildOptions buildOptions = BuildOptions.None;
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foreach (string buildOptionString in Enum.GetNames(typeof(BuildOptions))) {
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if (options.ContainsKey(buildOptionString)) {
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BuildOptions buildOptionEnum = (BuildOptions) Enum.Parse(typeof(BuildOptions), buildOptionString);
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buildOptions |= buildOptionEnum;
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}
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}
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// Define BuildPlayer Options
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var buildPlayerOptions = new BuildPlayerOptions {
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scenes = scenes,
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locationPathName = options["customBuildPath"],
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target = (BuildTarget) Enum.Parse(typeof(BuildTarget), options["buildTarget"]),
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options = buildOptions
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};
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// Set version for this build
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VersionApplicator.SetVersion(options["buildVersion"]);
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VersionApplicator.SetAndroidVersionCode(options["androidVersionCode"]);
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// Apply Android settings
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if (buildPlayerOptions.target == BuildTarget.Android)
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AndroidSettings.Apply(options);
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// Execute default AddressableAsset content build, if the package is installed
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#if USE_ADDRESSABLES
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AddressableAssetSettings.CleanPlayerContent();
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AddressableAssetSettings.BuildPlayerContent();
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#endif
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// Perform build
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BuildReport buildReport = BuildPipeline.BuildPlayer(buildPlayerOptions);
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// Summary
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BuildSummary summary = buildReport.summary;
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StdOutReporter.ReportSummary(summary);
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// Result
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BuildResult result = summary.result;
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StdOutReporter.ExitWithResult(result);
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}
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}
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}
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