forked from Unity-Technologies/UnityCsReference
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathDefaultBuildPostprocessor.cs
More file actions
80 lines (67 loc) · 2.41 KB
/
Copy pathDefaultBuildPostprocessor.cs
File metadata and controls
80 lines (67 loc) · 2.41 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
// Unity C# reference source
// Copyright (c) Unity Technologies. For terms of use, see
// https://unity3d.com/legal/licenses/Unity_Reference_Only_License
using System;
using UnityEngine;
namespace UnityEditor.Modules
{
internal class DefaultBuildProperties : BuildProperties
{
public override DeploymentTargetRequirements GetTargetRequirements() { return null; }
}
internal abstract class DefaultBuildPostprocessor
: IBuildPostprocessor
{
public virtual void LaunchPlayer(BuildLaunchPlayerArgs args)
{
throw new NotSupportedException();
}
// Supports legacy interface before BuildProperties was introduced
public virtual void PostProcess(BuildPostProcessArgs args)
{
}
public virtual void PostProcess(BuildPostProcessArgs args, out BuildProperties outProperties)
{
PostProcess(args);
// NOTE: For some reason, calling PostProcess seems like it can trigger this object to be GC'd
// so create is just before returning
outProperties = ScriptableObject.CreateInstance<DefaultBuildProperties>();
}
public virtual bool SupportsInstallInBuildFolder()
{
return false;
}
public virtual bool SupportsLz4Compression()
{
return false;
}
public virtual bool SupportsScriptsOnlyBuild()
{
return true;
}
public virtual string PrepareForBuild(BuildOptions options, BuildTarget target)
{
return null;
}
public virtual void UpdateBootConfig(BuildTarget target, BootConfigData config, BuildOptions options)
{
config.Set("wait-for-native-debugger", "0");
if (config.Get("player-connection-debug") == "1")
{
if (EditorUserBuildSettings.GetPlatformSettings(BuildPipeline.GetBuildTargetName(target),
BuildPlayerWindow.kSettingDebuggingWaitForManagedDebugger) == "true")
{
config.Set("wait-for-managed-debugger", "1");
}
else
{
config.Set("wait-for-managed-debugger", "0");
}
}
}
public virtual string GetExtension(BuildTarget target, BuildOptions options)
{
return string.Empty;
}
}
}