7502018d20
There is an asset in the store I grabbed. the coding is WAY above my head, I got about half of it and integrated and adapted what I can to it. im going as far as I can with it and ill come back in a few month when I understand t better.
68 lines
2.5 KiB
C#
68 lines
2.5 KiB
C#
using System;
|
|
using UnityEngine;
|
|
|
|
namespace UnityEditor.AddressableAssets.Build
|
|
{
|
|
/// <summary>
|
|
/// Contains information about the status of the build.
|
|
/// </summary>
|
|
public class AddressableAssetBuildResult : IDataBuilderResult
|
|
{
|
|
/// <summary>
|
|
/// Duration of build, in seconds.
|
|
/// </summary>
|
|
public double Duration { get; set; }
|
|
/// <summary>
|
|
/// The number of addressable assets contained in the build.
|
|
/// </summary>
|
|
public int LocationCount { get; set; }
|
|
/// <summary>
|
|
/// Error that caused the build to fail.
|
|
/// </summary>
|
|
public string Error { get; set; }
|
|
/// <summary>
|
|
/// Path of runtime settings file
|
|
/// </summary>
|
|
public string OutputPath { get; set; }
|
|
/// <summary>
|
|
/// Registry of files created during the build
|
|
/// </summary>
|
|
public FileRegistry FileRegistry { get; set; }
|
|
|
|
/// <summary>
|
|
/// Helper method to create the desired result of a data builder. This should always be used to create the build result
|
|
/// with additional details added as needed. The Result.Duration should always be set at the end of the build
|
|
/// script in the non-error scenario.
|
|
/// </summary>
|
|
/// <param name="settingsPath">Path to the settings.json file (name may not always match that exactly) generated by this build</param>
|
|
/// <param name="locCount">Number of locations created by this build</param>
|
|
/// <param name="err">Error string if there were problems with the build. Defaults to empty</param>
|
|
/// <typeparam name="TResult">The actual build result created</typeparam>
|
|
/// <returns></returns>
|
|
public static TResult CreateResult<TResult>(string settingsPath, int locCount, string err = "") where TResult : IDataBuilderResult
|
|
{
|
|
var opResult = Activator.CreateInstance<TResult>();
|
|
opResult.OutputPath = settingsPath;
|
|
opResult.Duration = 0;
|
|
opResult.Error = err;
|
|
opResult.LocationCount = locCount;
|
|
return opResult;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Build result for entering play mode in the editor.
|
|
/// </summary>
|
|
[Serializable]
|
|
public class AddressablesPlayModeBuildResult : AddressableAssetBuildResult
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Build result for building the player.
|
|
/// </summary>
|
|
public class AddressablesPlayerBuildResult : AddressableAssetBuildResult
|
|
{
|
|
}
|
|
}
|