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Update BuildScript.cs (game-ci#392)
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example/BuildScript.cs

Lines changed: 12 additions & 10 deletions
Original file line numberDiff line numberDiff line change
@@ -70,8 +70,17 @@ public static void Build()
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break;
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}
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// Determine subtarget
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int buildSubtarget = 0;
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#if UNITY_2021_2_OR_NEWER
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if (!options.TryGetValue("standaloneBuildSubtarget", out var subtargetValue) || !Enum.TryParse(subtargetValue, out StandaloneBuildSubtarget buildSubtargetValue)) {
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buildSubtargetValue = default;
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}
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buildSubtarget = (int) buildSubtargetValue;
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#endif
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// Custom build
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Build(buildTarget, options["customBuildPath"]);
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Build(buildTarget, buildSubtarget, options["customBuildPath"]);
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}
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private static Dictionary<string, string> GetValidatedOptions()
@@ -150,15 +159,8 @@ private static void ParseCommandLineArguments(out Dictionary<string, string> pro
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}
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}
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153-
private static void Build(BuildTarget buildTarget, string filePath)
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private static void Build(BuildTarget buildTarget, int buildSubtarget, string filePath)
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{
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#if UNITY_2021_2_OR_NEWER
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// Determine subtarget
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StandaloneBuildSubtarget buildSubtarget;
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if (!options.TryGetValue("standaloneBuildSubtarget", out var subtargetValue) || !Enum.TryParse(subtargetValue, out buildSubtarget)) {
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buildSubtarget = default;
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}
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#endif
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string[] scenes = EditorBuildSettings.scenes.Where(scene => scene.enabled).Select(s => s.path).ToArray();
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var buildPlayerOptions = new BuildPlayerOptions
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{
@@ -168,7 +170,7 @@ private static void Build(BuildTarget buildTarget, string filePath)
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locationPathName = filePath,
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// options = UnityEditor.BuildOptions.Development
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#if UNITY_2021_2_OR_NEWER
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subtarget = (int) buildSubtarget
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subtarget = buildSubtarget
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#endif
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};
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