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Update file(s) "Packages/unity-builder/." from "unity-korea-community/unity-builder"
1 parent 6db2849 commit 97af4fb

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5 files changed

+56
-31
lines changed

5 files changed

+56
-31
lines changed

Editor/BuildConfig/AndroidBuildConfig.cs

Lines changed: 14 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -12,23 +12,29 @@ public class AndroidBuildConfig : BuildConfig
1212
{
1313
public override BuildTarget buildTarget => BuildTarget.Android;
1414

15-
public string keyaliasName;
16-
public string keyaliasPassword;
15+
[SerializeField]
16+
protected string keyaliasName;
17+
[SerializeField]
18+
protected string keyaliasPassword;
1719

1820
/// <summary>
1921
/// Keystore 파일의 경로입니다. `파일경로/파일명.keystore` 까지 쓰셔야 합니다.
2022
/// <para>UnityProject/Asset/ 기준의 상대 경로입니다. </para>
2123
/// <para>예를들어 UnityProject/Asset 폴더 밑에 example.keystore가 있으면 "/example.keystore" 입니다.</para>
2224
/// </summary>
23-
public string keystorePath;
24-
public string keystorePassword;
25+
[SerializeField]
26+
protected string keystorePath;
27+
[SerializeField]
28+
protected string keystorePassword;
2529

2630
/// <summary>
2731
/// CPP 빌드를 할지 체크, CPP빌드는 오래 걸리므로 Test빌드가 아닌 Alpha 빌드부터 하는걸 권장
2832
/// </summary>
29-
public ScriptingImplementation scriptingBackEnd;
33+
[SerializeField]
34+
protected ScriptingImplementation scriptingBackEnd;
3035

31-
public int bundleVersionCode;
36+
[SerializeField]
37+
protected int bundleVersionCode;
3238

3339
public override void ResetSetting(BuildConfig config)
3440
{
@@ -37,9 +43,9 @@ public override void ResetSetting(BuildConfig config)
3743
BuildTargetGroup targetGroup = BuildPipeline.GetBuildTargetGroup(buildTarget);
3844
scriptingBackEnd = PlayerSettings.GetScriptingBackend(targetGroup);
3945
bundleVersionCode = PlayerSettings.Android.bundleVersionCode;
40-
config.buildPath +=
46+
config.AddBuildPath(
4147
"\n_{bundleVersion}.{bundleVersionCode}" +
42-
"\n_{scriptingBackEnd}";
48+
"\n_{scriptingBackEnd}");
4349
}
4450

4551
public override void OnPreBuild(IDictionary<string, string> commandLine, ref BuildPlayerOptions buildPlayerOptions)

Editor/BuildConfig/BuildConfig.cs

Lines changed: 28 additions & 10 deletions
Original file line numberDiff line numberDiff line change
@@ -15,34 +15,45 @@ public abstract class BuildConfig : BuildConfigBase
1515
/// <summary>
1616
/// 예시) com.CompanyName.ProductName
1717
/// </summary>
18-
public string applicationIdentifier;
18+
[SerializeField]
19+
protected string applicationIdentifier;
1920

2021
/// <summary>
2122
/// 설치한 디바이스에 표기될 이름
2223
/// </summary>
23-
public string productName;
24+
[SerializeField]
25+
protected string productName;
26+
public string GetProductName() => productName;
2427

25-
public string defineSymbol;
28+
[SerializeField]
29+
protected string defineSymbol;
30+
public string GetDefineSymbol() => defineSymbol;
2631

2732
/// <summary>
2833
/// 빌드에 포함할 씬들, 확장자는 안쓰셔도 됩니다.
2934
/// <para>예시) ["Assets/SomethingScene_1", "Assets/SomethingScene_1"]</para>
3035
/// </summary>
31-
public string[] buildSceneNames;
36+
[SerializeField]
37+
protected string[] buildSceneNames;
38+
public string[] GetBuildSceneNames() => buildSceneNames;
3239

33-
public string bundleVersion;
40+
[SerializeField]
41+
protected string bundleVersion;
3442

3543
// 출력할 폴더 및 파일은 Jenkins에서 처리할 예정이였으나,
3644
// IL2CPP의 경우 같은 장소에 빌드해놓으면 더 빠르다는 메뉴얼로 인해 일단 보류
3745
// https://docs.unity3d.com/kr/2020.2/Manual/IL2CPP-OptimizingBuildTimes.html
3846
[Tooltip("relative Path - UnityProject/Assets/")]
3947
[Multiline]
40-
public string buildPath;
41-
42-
public bool developmentBuild;
43-
public bool autoRunPlayer;
44-
public bool openBuildFolder;
48+
[SerializeField]
49+
protected string buildPath;
4550

51+
[SerializeField]
52+
protected bool developmentBuild;
53+
[SerializeField]
54+
protected bool autoRunPlayer;
55+
[SerializeField]
56+
protected bool openBuildFolder;
4657

4758
// List<BuildConfigBase>
4859

@@ -51,6 +62,13 @@ void Reset()
5162
ResetSetting(this);
5263
}
5364

65+
public void AddBuildPath(string addLine)
66+
{
67+
buildPath += addLine;
68+
}
69+
70+
71+
5472
public override string GetBuildPath()
5573
{
5674
DateTime now = DateTime.Now;

Editor/BuildConfig/WindowBuildConfig.cs

Lines changed: 4 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -15,17 +15,18 @@ public class WindowBuildConfig : BuildConfig
1515
/// <summary>
1616
/// CPP 빌드를 할지 체크, CPP빌드는 오래 걸리므로 Test빌드가 아닌 Alpha 빌드부터 하는걸 권장
1717
/// </summary>
18-
public ScriptingImplementation scriptingBackEnd;
18+
[SerializeField]
19+
protected ScriptingImplementation scriptingBackEnd;
1920

2021
public override void ResetSetting(BuildConfig config)
2122
{
2223
base.ResetSetting(config);
2324

2425
BuildTargetGroup targetGroup = BuildPipeline.GetBuildTargetGroup(buildTarget);
2526
scriptingBackEnd = PlayerSettings.GetScriptingBackend(targetGroup);
26-
config.buildPath +=
27+
config.AddBuildPath(
2728
"\n_{bundleVersion}.{bundleVersionCode}" +
28-
"\n_{scriptingBackEnd}";
29+
"\n_{scriptingBackEnd}");
2930
}
3031

3132
public override void OnPreBuild(IDictionary<string, string> commandLine, ref BuildPlayerOptions buildPlayerOptions)

Editor/UnityBuilder.cs

Lines changed: 7 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -105,30 +105,30 @@ public static bool GetSO_FromCommandLine<T>(string commandLine, out T outFile)
105105

106106
#region private
107107

108-
private static BuildPlayerOptions Generate_BuildPlayerOption(BuildConfig buildConfig)
108+
private static BuildPlayerOptions Generate_BuildPlayerOption(BuildConfig config)
109109
{
110-
List<string> sceneNames = new List<string>(buildConfig.buildSceneNames);
110+
List<string> sceneNames = new List<string>(config.GetBuildSceneNames());
111111
sceneNames.ForEach(sceneName => sceneName += ".unity");
112112

113113
BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions
114114
{
115115
scenes = sceneNames.ToArray(),
116-
locationPathName = buildConfig.GetBuildPath(),
117-
target = buildConfig.buildTarget,
116+
locationPathName = config.GetBuildPath(),
117+
target = config.buildTarget,
118118
options = BuildOptions.None
119119
};
120120

121121
return buildPlayerOptions;
122122
}
123123

124124

125-
private static PlayerSetting_Backup SettingBuildConfig_To_EditorSetting(BuildConfig buildConfig, BuildTargetGroup buildTargetGroup)
125+
private static PlayerSetting_Backup SettingBuildConfig_To_EditorSetting(BuildConfig config, BuildTargetGroup buildTargetGroup)
126126
{
127127
string defineSymbol_Backup = PlayerSettings.GetScriptingDefineSymbolsForGroup(buildTargetGroup);
128-
PlayerSettings.SetScriptingDefineSymbolsForGroup(buildTargetGroup, buildConfig.defineSymbol);
128+
PlayerSettings.SetScriptingDefineSymbolsForGroup(buildTargetGroup, config.GetDefineSymbol());
129129

130130
string productName_Backup = PlayerSettings.productName;
131-
PlayerSettings.productName = buildConfig.productName;
131+
PlayerSettings.productName = config.GetProductName();
132132

133133
return new PlayerSetting_Backup(buildTargetGroup, defineSymbol_Backup, productName_Backup);
134134
}

Tests/Editor/BuildConfigTests.cs

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -15,14 +15,14 @@ public void OverwriteTest()
1515
AndroidBuildConfig buildConfig = AndroidBuildConfig.CreateInstance<AndroidBuildConfig>();
1616
buildConfig.ResetSetting(buildConfig);
1717

18-
string productName = buildConfig.productName;
18+
string productName = buildConfig.GetProductName();
1919
string testProductName = "product_" + Random.Range(1, 100).ToString();
2020

2121
string overwriteJson = $"{{\"productName\": \"{testProductName}\"}}";
2222
JsonUtility.FromJsonOverwrite(overwriteJson, buildConfig);
2323

24-
Assert.AreNotEqual(buildConfig.productName, productName);
25-
Assert.AreEqual(buildConfig.productName, testProductName);
24+
Assert.AreNotEqual(buildConfig.GetProductName(), productName);
25+
Assert.AreEqual(buildConfig.GetProductName(), testProductName);
2626
}
2727
}
2828
}

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