mirror of
https://github.com/muskit/H3VR-TNH-Quality-of-Life-Improvements.git
synced 2026-06-02 20:24:26 -07:00
182 lines
8.2 KiB
C#
182 lines
8.2 KiB
C#
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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BuildLog.StartNew();
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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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BuildLog.SetCompletionStatus(true, "MeatKit Build Exception", e);
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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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BuildLog.SetCompletionStatus(true, "Unexpected exception during build", e);
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}
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BuildLog.Finish();
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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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string bundleOutputPath = profile.ExportPath;
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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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BuildLog.WriteLine("Cleaning build folder");
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CleanBuild(profile);
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// Make a copy of the editor assembly because when we build an asset bundle, Unity will delete it
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string editorAssembly = EditorAssemblyPath + AssemblyName + ".dll";
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string tempAssemblyFile = Path.GetTempFileName();
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BuildLog.WriteLine("Copying editor assembly: " + editorAssembly + " -> " + tempAssemblyFile);
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File.Copy(editorAssembly, tempAssemblyFile, true);
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// Make sure we have the virtual reality supported checkbox enabled
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// If this is not set to true when we build our asset bundles, the shaders will not compile correctly
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BuildLog.WriteLine("Forcing VR support on");
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bool wasVirtualRealitySupported = PlayerSettings.virtualRealitySupported;
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PlayerSettings.virtualRealitySupported = true;
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// Create a map of assembly names to what we want to rename them to, then enable bundle processing
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var replaceMap = new Dictionary<string, string>
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{
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{AssemblyName + ".dll", profile.PackageName + ".dll"},
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{AssemblyFirstpassName + ".dll", profile.PackageName + "-firstpass.dll"},
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{AssemblyRename + ".dll", AssemblyName + ".dll"},
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{AssemblyFirstpassRename + ".dll", AssemblyFirstpassName + ".dll"}
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};
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BuildLog.WriteLine("Enabling bundle processing.");
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BuildLog.WriteLine("Replace map:");
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foreach (var key in replaceMap.Keys)
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BuildLog.WriteLine(" " + key + " -> " + replaceMap[key]);
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BuildLog.WriteLine("Ignored types (Assembly-CSharp.dll):");
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foreach (var type in StripAssemblyTypes)
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BuildLog.WriteLine(" " + type);
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AssetBundleIO.EnableProcessing(replaceMap, false, true);
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// Get the list of asset bundle configurations and build them
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BuildLog.WriteLine("Collecting bundles from build items");
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var bundles = profile.BuildItems.SelectMany(x => x.ConfigureBuild()).ToArray();
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BuildLog.WriteLine(bundles.Length + " bundles to build. Building bundles.");
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BuildPipeline.BuildAssetBundles(bundleOutputPath, bundles, BuildAssetBundleOptions.ChunkBasedCompression,
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BuildTarget.StandaloneWindows64);
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// Disable bundle processing now that we're done with it.
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AssetBundleIO.DisableProcessing();
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var requiredScripts = AssetBundleIO.SerializedScriptNames;
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BuildLog.WriteLine("Bundles built");
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// Cleanup the unused files created with building the bundles
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BuildLog.WriteLine("Cleaning unused files");
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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, profile.Version));
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// Reset the virtual reality supported checkbox, so if the user had it disabled it will stay disabled
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PlayerSettings.virtualRealitySupported = wasVirtualRealitySupported;
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// And export the assembly to the folder
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BuildLog.WriteLine("Exporting editor assembly");
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ExportEditorAssembly(bundleOutputPath, tempAssemblyFile, requiredScripts);
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// Now we can write the Thunderstore stuff to the folder
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BuildLog.WriteLine("Writing Thunderstore manifest");
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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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BuildLog.WriteLine("Fixing icon import settings");
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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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BuildLog.WriteLine("Icon was not 256x256, resizing");
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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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BuildLog.WriteLine("Saving icon");
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File.WriteAllBytes(bundleOutputPath + "icon.png", icon.EncodeToPNG());
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// Copy the readme
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BuildLog.WriteLine("Copying 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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BuildLog.WriteLine("Copying built files to profile");
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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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BuildLog.WriteLine("Zipping built files");
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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 + "-" + profile.Version + ".zip"));
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}
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}
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// End the stopwatch and save the time
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BuildLog.SetCompletionStatus(false, "", null);
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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(BuildProfile profile)
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{
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string outputPath = profile.ExportPath;
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if (Directory.Exists(outputPath)) Directory.Delete(outputPath, true);
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Directory.CreateDirectory(outputPath);
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}
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}
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}
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