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- using UnityEditor;
- using System;
- using System.Collections.Generic;
- using System.Diagnostics;
- using System.Text;
- public partial class BuildScript
- {
- /*--------------------------------------------------------------------------------*/
- const string standartDefinedSymbols = "NO_GPGS;CROSS_PLATFORM_INPUT;UNITY;DEBUG_HUD";
- const string slackSymbol = "SLACK";
- const string realserverSymbol = "REALSERVER";
- const string nameProduct = "ANTM";
- const string bundleId_Android = "com.Emortal.AntmFullGame";
- const string bundleId_iOS_Stable = "com.Emortal.ANTMGAME";
- const string bundleId_iOS_Unstable = "com.Emortal.ANTMGAME_Unstable";
- //const string DISPLAYED_VERISON_FILE = projectPath + @"\Assets\Resources\versionDisplayed.txt";
- //const string GLOBAL_VERISON_FILE = projectPath + @"version.txt";
- const string KEY_STORE_PASS = "ANTM123";
- static string[] commandLineArgs = null;
- static string revisionAsString = "";
- static int revisionAsInt;
- static string pathProject = "";
- static string pathTarget = "";
- static string SVN_LOGIN_ARGS = "--username BotUser --password Viewsonica";
- /*--------------------------------------------------------------------------------*/
- static BuildTarget buildTarget = BuildTarget.NoTarget; // will be changed to Android or iOS
- static bool isUnstable;
- static bool isRelease;
- static readonly BuildOptions RELEASE_MODE = BuildOptions.None;
- static readonly BuildOptions DEVELOPMENT_MODE = BuildOptions.Development | BuildOptions.AllowDebugging;
- static UnityEngine.StackTraceLogType stackTraceOriginal;
- static void SetCommonSettings(BuildTarget _target)
- {
- stackTraceOriginal = UnityEngine.Application.stackTraceLogType;
- UnityEngine.Application.stackTraceLogType = UnityEngine.StackTraceLogType.None; // disable stack trace as it's meaningless and annoying for our build logs
- //UnityEngine.Application.logMessageReceivedThreaded += OnLogDuringBuild;
- // for ANTM
- Facebook.Unity.Settings.FacebookSettings.SelectedAppIndex = _target == BuildTarget.iOS ? 1 : 0;
- SetCommonSettings_ForAnyProject(_target);
- }
- static void OnBuildDone(bool successfulBuild)
- {
- UnityEngine.Application.stackTraceLogType = stackTraceOriginal; // restore original setting
- // this is always true: if(!UnityEngine.Application.isEditor)
- {
- //EditorApplication.Exit(successfulBuild ? 0 : 1); // this ensures java.exe is killed (which unity spawns for android builds) so that gitlab runner understands the job is done
- }
- }
- }
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