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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dist/default-build-script/Assets/Editor/UnityBuilderAction/Input/AndroidSettings.cs
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21
dist/default-build-script/Assets/Editor/UnityBuilderAction/Input/AndroidSettings.cs
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using System.Collections.Generic;
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using UnityEditor;
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namespace UnityBuilderAction.Input
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{
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public class AndroidSettings
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{
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public static void Apply(Dictionary<string, string> options)
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{
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EditorUserBuildSettings.buildAppBundle = options["customBuildPath"].EndsWith(".aab");
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if (options.TryGetValue("androidKeystoreName", out string keystoreName) && !string.IsNullOrEmpty(keystoreName))
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PlayerSettings.Android.keystoreName = keystoreName;
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if (options.TryGetValue("androidKeystorePass", out string keystorePass) && !string.IsNullOrEmpty(keystorePass))
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PlayerSettings.Android.keystorePass = keystorePass;
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if (options.TryGetValue("androidKeyaliasName", out string keyaliasName) && !string.IsNullOrEmpty(keyaliasName))
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PlayerSettings.Android.keyaliasName = keyaliasName;
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if (options.TryGetValue("androidKeyaliasPass", out string keyaliasPass) && !string.IsNullOrEmpty(keyaliasPass))
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PlayerSettings.Android.keyaliasPass = keyaliasPass;
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}
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}
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}
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