144 lines
4.5 KiB
C#
144 lines
4.5 KiB
C#
// Copyright (c) Wojciech Figat. All rights reserved.
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using System;
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using System.Collections.Generic;
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using FlaxEngine;
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namespace FlaxEditor
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{
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partial class GameCooker
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{
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/// <summary>
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/// Build options data.
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/// </summary>
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public struct Options
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{
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/// <summary>
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/// The platform.
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/// </summary>
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public BuildPlatform Platform;
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/// <summary>
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/// The build configuration.
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/// </summary>
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public BuildConfiguration Configuration;
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/// <summary>
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/// The options.
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/// </summary>
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public BuildOptions Flags;
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/// <summary>
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/// The output path (normalized, absolute).
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/// </summary>
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public string OutputPath;
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}
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/// <summary>
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/// Building event type.
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/// </summary>
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public enum EventType
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{
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/// <summary>
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/// The build started.
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/// </summary>
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BuildStarted = 0,
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/// <summary>
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/// The build failed.
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/// </summary>
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BuildFailed = 1,
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/// <summary>
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/// The build done.
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/// </summary>
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BuildDone = 2,
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}
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/// <summary>
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/// Game building event delegate.
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/// </summary>
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/// <param name="type">The type.</param>
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public delegate void BuildEventDelegate(EventType type);
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/// <summary>
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/// Game building progress reporting delegate type.
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/// </summary>
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/// <param name="info">The information text.</param>
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/// <param name="totalProgress">The total progress percentage (normalized to 0-1).</param>
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public delegate void BuildProgressDelegate(string info, float totalProgress);
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/// <summary>
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/// Occurs when building event rises.
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/// </summary>
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public static event BuildEventDelegate Event;
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/// <summary>
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/// Occurs when building game progress fires.
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/// </summary>
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public static event BuildProgressDelegate Progress;
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/// <summary>
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/// Occurs when building collects assets to cook.
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/// </summary>
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public static event Action<List<Guid>> CollectAssets;
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/// <summary>
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/// Gets the type of the platform from the game build platform type.
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/// </summary>
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/// <param name="buildPlatform">The build platform.</param>
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/// <returns>The run-type platform type.</returns>
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public static PlatformType GetPlatformType(BuildPlatform buildPlatform)
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{
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switch (buildPlatform)
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{
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case BuildPlatform.Windows32:
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case BuildPlatform.Windows64: return PlatformType.Windows;
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case BuildPlatform.UWPx86:
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case BuildPlatform.UWPx64: return PlatformType.UWP;
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case BuildPlatform.XboxOne: return PlatformType.XboxOne;
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case BuildPlatform.LinuxX64: return PlatformType.Linux;
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case BuildPlatform.PS4: return PlatformType.PS4;
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case BuildPlatform.PS5: return PlatformType.PS5;
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case BuildPlatform.AndroidARM64: return PlatformType.Android;
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case BuildPlatform.XboxScarlett: return PlatformType.XboxScarlett;
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case BuildPlatform.Switch: return PlatformType.Switch;
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case BuildPlatform.MacOSARM64:
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case BuildPlatform.MacOSx64: return PlatformType.Mac;
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case BuildPlatform.iOSARM64: return PlatformType.iOS;
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default: throw new ArgumentOutOfRangeException(nameof(buildPlatform), buildPlatform, null);
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}
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}
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internal static void Internal_OnEvent(EventType type)
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{
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Event?.Invoke(type);
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}
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internal static void Internal_OnProgress(string info, float totalProgress)
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{
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Progress?.Invoke(info, totalProgress);
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}
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internal static Guid[] Internal_OnCollectAssets()
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{
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var list = new List<Guid>();
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// Custom assets
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CollectAssets?.Invoke(list);
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// Plugin assets
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foreach (var plugin in PluginManager.GamePlugins)
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{
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var pluginRefs = plugin.GetReferences();
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if (pluginRefs != null)
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list.AddRange(pluginRefs);
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}
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if (list.Count == 0)
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return null;
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return list.ToArray();
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}
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}
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}
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