mirror of
https://github.com/muskit/H3VR-TNH-Quality-of-Life-Improvements.git
synced 2026-06-03 04:34:26 -07:00
Initial commit
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@@ -0,0 +1,138 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using Ionic.Zip;
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using UnityEditor;
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using UnityEngine;
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using Debug = UnityEngine.Debug;
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namespace MeatKit
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{
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public partial class MeatKit
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{
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public static void DoBuild()
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{
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try
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{
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DoBuildInternal();
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}
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catch (MeatKitBuildException e)
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{
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string message = e.Message;
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if (e.InnerException != null) message += "\n\n" + e.InnerException.Message;
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EditorUtility.DisplayDialog("Build failed", message, "Ok.");
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}
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catch (Exception e)
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{
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EditorUtility.DisplayDialog("Build failed with unknown error",
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"Error message: " + e.Message + "\n\nCheck console for full exception text.", "Ok.");
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Debug.LogException(e);
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}
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}
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private static void DoBuildInternal()
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{
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// Make sure the scripts are imported.
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if (ShowErrorIfH3VRNotImported()) return;
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// Get our profile and make sure it isn't null
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BuildProfile profile = BuildWindow.SelectedProfile;
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if (!profile) return;
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// Start a stopwatch to time the build
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Stopwatch sw = Stopwatch.StartNew();
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// If there's anything invalid in the settings don't continue
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if (!profile.EnsureValidForEditor()) return;
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// Clean the output folder
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CleanBuild();
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// And export the assembly to the folder
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ExportEditorAssembly(BundleOutputPath);
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// Then get their asset bundle configurations
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var bundles = profile.BuildItems.SelectMany(x => x.ConfigureBuild()).ToArray();
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BuildPipeline.BuildAssetBundles(BundleOutputPath, bundles, BuildAssetBundleOptions.None,
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BuildTarget.StandaloneWindows64);
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// Cleanup the unused files created with building the bundles
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foreach (var file in Directory.GetFiles(BundleOutputPath, "*.manifest"))
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File.Delete(file);
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File.Delete(Path.Combine(BundleOutputPath, "AssetBundles"));
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// With the bundles done building we can process them
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var replaceMap = new Dictionary<string, string>
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{
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{"Assembly-CSharp.dll", profile.PackageName + ".dll"},
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{"Assembly-CSharp-firstpass.dll", profile.PackageName + "-firstpass.dll"},
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{"H3VRCode-CSharp.dll", "Assembly-CSharp.dll"},
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{"H3VRCode-CSharp-firstpass.dll", "Assembly-CSharp-firstpass.dll"}
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};
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foreach (var bundle in bundles)
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{
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var path = Path.Combine(BundleOutputPath, bundle.assetBundleName);
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ProcessBundle(path, path, replaceMap, profile.BundleCompressionType);
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}
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// Now we can write the Thunderstore stuff to the folder
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profile.WriteThunderstoreManifest(BundleOutputPath + "manifest.json");
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// Check if the icon is already 256x256
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Texture2D icon = profile.Icon;
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// Make sure our icon is marked as readable
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var importSettings = (TextureImporter) AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(profile.Icon));
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if (!importSettings.isReadable ||
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importSettings.textureCompression != TextureImporterCompression.Uncompressed)
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{
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importSettings.isReadable = true;
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importSettings.textureCompression = TextureImporterCompression.Uncompressed;
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importSettings.SaveAndReimport();
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}
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if (profile.Icon.width != 256 || profile.Icon.height != 256)
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{
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// Resize it for the build
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icon = icon.ScaleTexture(256, 256);
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}
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// Write the texture to file
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File.WriteAllBytes(BundleOutputPath + "icon.png", icon.EncodeToPNG());
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// Copy the readme
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File.Copy(AssetDatabase.GetAssetPath(profile.ReadMe), BundleOutputPath + "README.md");
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string packageName = profile.Author + "-" + profile.PackageName;
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if (profile.BuildAction == BuildAction.CopyToProfile)
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{
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string pluginFolder = Path.Combine(profile.OutputProfile, "BepInEx/plugins/" + packageName);
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if (Directory.Exists(pluginFolder)) Directory.Delete(pluginFolder, true);
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Directory.CreateDirectory(pluginFolder);
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Extensions.CopyFilesRecursively(BundleOutputPath, pluginFolder);
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}
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else if (profile.BuildAction == BuildAction.CreateThunderstorePackage)
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{
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using (var zip = new ZipFile())
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{
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zip.AddDirectory(BundleOutputPath, "");
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zip.Save(Path.Combine(BundleOutputPath, packageName + ".zip"));
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}
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}
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// End the stopwatch and save the time
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MeatKitCache.LastBuildDuration = sw.Elapsed;
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MeatKitCache.LastBuildTime = DateTime.Now;
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}
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public static void CleanBuild()
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{
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if (Directory.Exists(BundleOutputPath)) Directory.Delete(BundleOutputPath, true);
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Directory.CreateDirectory(BundleOutputPath);
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}
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}
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}
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