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BuildBundles.cs
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BuildBundles.cs
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/**
* Kerbal Visual Enhancements is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Kerbal Visual Enhancements is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* Copyright © 2016 RangeMachine
*/
using System.IO;
using UnityEditor;
public class BuildShaders
{
[MenuItem("TextureReplacer/Build Shaders")]
private static void BuildForAllPlatforms()
{
// Check directory
if (!Directory.Exists("Bundles"))
Directory.CreateDirectory("Bundles");
// Cleanup
File.Delete("Bundles/DirectX.bundle");
File.Delete("Bundles/OpenGL.bundle");
// DirectX build
BuildPipeline.BuildAssetBundles("Bundles", BuildAssetBundleOptions.UncompressedAssetBundle, BuildTarget.StandaloneWindows);
File.Move("Bundles/shaders", "Bundles/DirectX.bundle");
File.Delete("Bundles/shaders.manifest");
// OpenGL build
BuildPipeline.BuildAssetBundles("Bundles", BuildAssetBundleOptions.UncompressedAssetBundle, BuildTarget.StandaloneOSXUniversal);
File.Move("Bundles/shaders", "Bundles/OpenGL.bundle");
File.Delete("Bundles/shaders.manifest");
// Cleanup
File.Delete("Bundles/Bundles");
File.Delete("Bundles/Bundles.manifest");
}
}