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using Improbable.Gdk.BuildSystem.Configuration;
using UnityEditor;
using UnityEngine;
namespace Improbable.Gdk.BuildSystem.Tests
{
public class BuildContextTestBase
{
internal const string ClientType = "UnityClient";
internal const string ServerType = "UnityGameLogic";
internal const string MobileClientType = "MobileClient";
internal const string InvalidWorkerType = "DummyWorkerType";
internal const BuildTarget WindowsTarget = BuildTarget.StandaloneWindows64;
internal const BuildTarget MacTarget = BuildTarget.StandaloneOSX;
internal const BuildTarget LinuxTarget = BuildTarget.StandaloneLinux64;
#if UNITY_EDITOR_WIN
internal const BuildTarget LocalTarget = WindowsTarget;
#elif UNITY_EDITOR_OSX
internal const BuildTarget LocalTarget = MacTarget;
#endif
internal const BuildTarget AndroidTarget = BuildTarget.Android;
internal const BuildTarget IOSTarget = BuildTarget.iOS;
internal static readonly BuildConfig EmptyBuildConfig = ScriptableObject.CreateInstance<BuildConfig>();
internal static readonly BuildConfig ValidBuildConfig = ScriptableObject.CreateInstance<BuildConfig>()
.AddWorker(ServerType,
localConfigs: new[] { new BuildTargetConfig(LocalTarget) },
cloudConfigs: new[] { new BuildTargetConfig(LinuxTarget) })
.AddWorker(ClientType,
localConfigs: new[] { new BuildTargetConfig(LocalTarget) },
cloudConfigs: new[] { new BuildTargetConfig(WindowsTarget), new BuildTargetConfig(MacTarget) })
.AddWorker(MobileClientType,
localConfigs: new[] { new BuildTargetConfig(BuildTarget.Android), new BuildTargetConfig(BuildTarget.iOS) },
cloudConfigs: new[] { new BuildTargetConfig(BuildTarget.Android), new BuildTargetConfig(BuildTarget.iOS) });
}
}