using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
namespace Unity.Tutorials.Core.Editor
{
///
/// Needed by BuildStartedCriterion.
///
public abstract class PreprocessBuildCriterion : Criterion, IPreprocessBuildWithReport
{
///
/// See UnityEditor.Build.IPreprocessBuildWithReport.callbackOrder.
///
public int callbackOrder => 0;
///
/// See UnityEditor.Build.IPreprocessBuildWithReport.OnPreprocessBuild.
///
///
public abstract void OnPreprocessBuild(BuildReport report);
}
///
/// Tests if a build has started.
///
// TODO revisit this code, BuildPlayerWindow.RegisterBuildPlayerHandler works only when
// building from the default build dialog, hence IPreprocessBuildWithReport + SessionState used also.
public class BuildStartedCriterion : PreprocessBuildCriterion
{
bool BuildStarted
{
get => SessionState.GetBool("BuildStartedCriterion.BuildStarted", false);
set => SessionState.SetBool("BuildStartedCriterion.BuildStarted", value);
}
///
/// Used for BuildPlayerWindow.RegisterBuildPlayerHandler.
///
///
public void BuildPlayerCustomHandler(BuildPlayerOptions options)
{
BuildStarted = true;
BuildPipeline.BuildPlayer(options);
}
///
/// Starts testing of the criterion.
///
public override void StartTesting()
{
BuildStarted = false;
UpdateCompletion();
BuildPlayerWindow.RegisterBuildPlayerHandler(BuildPlayerCustomHandler);
EditorApplication.update += UpdateCompletion;
}
///
/// Stops testing of the criterion.
///
public override void StopTesting()
{
BuildPlayerWindow.RegisterBuildPlayerHandler(null);
EditorApplication.update -= UpdateCompletion;
}
///
/// Evaluates if the criterion is completed.
///
///
protected override bool EvaluateCompletion()
{
return BuildStarted;
}
///
/// Auto-completes the criterion.
///
/// True if the auto-completion succeeded.
public override bool AutoComplete()
{
return true;
}
///
/// UnityEditor.Build.IPreprocessBuildWithReport override, do not call.
///
///
public override void OnPreprocessBuild(BuildReport report)
{
BuildStarted = true;
}
}
}