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+ Updated unity to 5.6.1f1 + Modernized splash screen + Some minor animation bugfixes
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# =========================== | ||
# Default Collab Ignore Rules | ||
# =========================== | ||
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# OS Generated | ||
# ============ | ||
.DS_Store | ||
._* | ||
.Spotlight-V100 | ||
.Trashes | ||
Icon? | ||
ehthumbs.db | ||
[Tt]humbs.db | ||
[Dd]esktop.ini | ||
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# Visual Studio / MonoDevelop generated | ||
# ===================================== | ||
[Ee]xported[Oo]bj/ | ||
*.userprefs | ||
*.csproj | ||
*.pidb | ||
*.suo | ||
*.sln | ||
*.user | ||
*.unityproj | ||
*.booproj | ||
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# Unity generated | ||
# =============== | ||
[Oo]bj/ | ||
[Bb]uild | ||
sysinfo.txt | ||
*.stackdump |
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using System.IO; | ||
using System.Linq; | ||
using UnityEditor; | ||
using UnityEngine; | ||
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public class BatchBuild { | ||
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[MenuItem("Batch Build/Batch Build Standalone (OS X, Windows, Linux)")] | ||
public static void BuildGame() { | ||
// Get filename | ||
string path = EditorUtility.SaveFilePanel("Choose location of built games", "", "", ""); | ||
if (path.Length == 0) return; | ||
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string filename; | ||
if (Path.GetExtension(path) == ".All files") | ||
filename = Path.GetFileNameWithoutExtension(path); | ||
else filename = Path.GetFileName(path); | ||
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path = Path.Combine(Path.GetDirectoryName(path), filename); | ||
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Debug.Log("Starting batch build..."); | ||
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_BuildGame(path, filename, BuildTarget.StandaloneWindows); | ||
_BuildGame(path, filename, BuildTarget.StandaloneWindows64); | ||
_BuildGame(path, filename, BuildTarget.StandaloneOSXIntel); | ||
_BuildGame(path, filename, BuildTarget.StandaloneOSXIntel64); | ||
_BuildGame(path, filename, BuildTarget.StandaloneLinux); | ||
string f = _BuildGame(path, filename, BuildTarget.StandaloneLinux64); | ||
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Debug.Log("Batch build complete!"); | ||
EditorUtility.DisplayDialog("Batch Build", "Building for Windows 32bit, Windows 64bit, OS X 32bit, OS X 64bit, Linux 32bit, Linux 64bit complete!", "OK"); | ||
EditorUtility.RevealInFinder(f); | ||
} | ||
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[MenuItem("Batch Build/Batch Build and Zip Standalones (OS X, Windows, Linux)")] | ||
public static void BuildGameAndZip() { | ||
// Get filename | ||
string path = EditorUtility.SaveFilePanel("Choose location of built games", "", "", ""); | ||
if (path.Length == 0) return; | ||
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string filename; | ||
if (Path.GetExtension(path) == ".All files") | ||
filename = Path.GetFileNameWithoutExtension(path); | ||
else filename = Path.GetFileName(path); | ||
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Debug.Log("Starting batch build..."); | ||
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_BuildGameAndZip(path, filename, BuildTarget.StandaloneWindows); | ||
_BuildGameAndZip(path, filename, BuildTarget.StandaloneWindows64); | ||
_BuildGameAndZip(path, filename, BuildTarget.StandaloneOSXIntel); | ||
_BuildGameAndZip(path, filename, BuildTarget.StandaloneOSXIntel64); | ||
_BuildGameAndZip(path, filename, BuildTarget.StandaloneLinux); | ||
string f = _BuildGameAndZip(path, filename, BuildTarget.StandaloneLinux64); | ||
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Debug.Log("Batch build complete!"); | ||
EditorUtility.DisplayDialog("Batch Zip Build", "Building and zipping for Windows 32bit, Windows 64bit, OS X 32bit, OS X 64bit, Linux 32bit, Linux 64bit complete!", "OK"); | ||
EditorUtility.RevealInFinder(f); | ||
} | ||
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private static string _BuildGame(string path, string filename, BuildTarget target) { | ||
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BuildPlayerOptions options = new BuildPlayerOptions(); | ||
string ext = null; | ||
options.scenes = EditorBuildSettings.scenes | ||
.Where(s => s.enabled) | ||
.Select(s => s.path) | ||
.ToArray(); | ||
options.target = target; | ||
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switch (target) { | ||
case BuildTarget.StandaloneWindows: ext = "_win32.exe"; break; | ||
case BuildTarget.StandaloneWindows64: ext = "_win64.exe"; break; | ||
case BuildTarget.StandaloneOSXIntel: ext = "_osx32.app"; break; | ||
case BuildTarget.StandaloneOSXIntel64: ext = "_osx64.app"; break; | ||
case BuildTarget.StandaloneLinux: ext = "_linux32.x86"; break; | ||
case BuildTarget.StandaloneLinux64: ext = "_linux64.x86_64"; break; | ||
default: throw new System.Exception("Unsupported build target type \"" + target.ToString() + "\""); | ||
} | ||
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string folder = path + Path.GetFileNameWithoutExtension(ext); | ||
Directory.CreateDirectory(folder); | ||
options.locationPathName = Path.Combine(path + Path.GetFileNameWithoutExtension(ext), filename + ext); | ||
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string err = BuildPipeline.BuildPlayer(options); | ||
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if (!string.IsNullOrEmpty(err)) | ||
Debug.LogError("Error on building for target " + target.ToString() + "\n" + err); | ||
else | ||
Debug.Log("Successfully build for target " + target.ToString()); | ||
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return folder; | ||
} | ||
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private static string _BuildGameAndZip(string path, string filename, BuildTarget target) { | ||
string folder = _BuildGame(path, filename, target); | ||
string zipname = folder + ".zip"; | ||
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ZipUtil.ZipFolder(zipname, folder); | ||
Directory.Delete(folder, true); | ||
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return zipname; | ||
} | ||
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} |
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5 changes: 3 additions & 2 deletions
5
Assets/_Scenes/splash.unity.meta → Assets/Editor/Plugins.meta
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