Removed all instances of interpolated strings from editor scripts so we don't get compiler errors on old versions of .NET in Unity 2018 (#633)
Co-authored-by: Zac <zac@dickinson.xyz> Co-authored-by: Andrew Kahr <22359829+AndrewKahr@users.noreply.github.com> Co-authored-by: David Finol <davidmfinol@gmail.com>
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@@ -28,7 +28,7 @@ namespace UnityBuilderAction.Input
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}
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if (!Enum.IsDefined(typeof(BuildTarget), buildTarget)) {
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Console.WriteLine($"{buildTarget} is not a defined {nameof(BuildTarget)}");
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Console.WriteLine(buildTarget + " is not a defined " + typeof(BuildTarget).Name);
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EditorApplication.Exit(121);
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}
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@@ -41,10 +41,10 @@ namespace UnityBuilderAction.Input
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const string defaultCustomBuildName = "TestBuild";
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string customBuildName;
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if (!validatedOptions.TryGetValue("customBuildName", out customBuildName)) {
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Console.WriteLine($"Missing argument -customBuildName, defaulting to {defaultCustomBuildName}.");
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Console.WriteLine("Missing argument -customBuildName, defaulting to" + defaultCustomBuildName);
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validatedOptions.Add("customBuildName", defaultCustomBuildName);
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} else if (customBuildName == "") {
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Console.WriteLine($"Invalid argument -customBuildName, defaulting to {defaultCustomBuildName}.");
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Console.WriteLine("Invalid argument -customBuildName, defaulting to" + defaultCustomBuildName);
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validatedOptions.Add("customBuildName", defaultCustomBuildName);
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}
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@@ -57,11 +57,11 @@ namespace UnityBuilderAction.Input
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string[] args = Environment.GetCommandLineArgs();
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Console.WriteLine(
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$"{EOL}" +
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$"###########################{EOL}" +
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$"# Parsing settings #{EOL}" +
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$"###########################{EOL}" +
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$"{EOL}"
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EOL +
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"###########################" + EOL +
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"# Parsing settings #" + EOL +
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"###########################" + EOL +
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EOL
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);
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// Extract flags with optional values
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@@ -78,7 +78,7 @@ namespace UnityBuilderAction.Input
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string displayValue = secret ? "*HIDDEN*" : "\"" + value + "\"";
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// Assign
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Console.WriteLine($"Found flag \"{flag}\" with value {displayValue}.");
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Console.WriteLine("Found flag \"" + flag + "\" with value " + displayValue);
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providedArguments.Add(flag, value);
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}
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}
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