161 lines
5.4 KiB
C#
161 lines
5.4 KiB
C#
// Copyright 2017 Google Inc. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0(the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// Only invoke custom build processor when building for Android.
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#if UNITY_ANDROID
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namespace GoogleVR.Demos
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{
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using System;
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using UnityEditor;
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using UnityEditor.Build;
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using UnityEditorInternal.VR;
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#if UNITY_2018_1_OR_NEWER
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using UnityEditor.Build.Reporting;
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#endif
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#if UNITY_2018_1_OR_NEWER
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class PermissionsDemoBuildProcessor : IPreprocessBuildWithReport, IPostprocessBuildWithReport
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#else
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class PermissionsDemoBuildProcessor : IPreprocessBuild, IPostprocessBuild
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#endif
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{
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private const string SCENE_NAME_PERMISSIONS_DEMO = "PermissionsDemo";
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private bool m_cardboardAddedFromCode = false;
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public int callbackOrder
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{
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get { return 0; }
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}
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#if UNITY_2018_1_OR_NEWER
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public void OnPreprocessBuild(BuildReport report)
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{
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OnPreprocessBuild(report.summary.platform, report.summary.outputPath);
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}
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#endif
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// OnPreprocessBuild() is called right before the build process begins. If it
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// detects that the first enabled scene in the build arrays is the PermissionsDemo,
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// and Daydream is in the VR SDKs, it will add Cardboard to the VR SDKs. Because
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// the PermissionsDemo needs a perm statement in the Manifest while other demos don't.
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// Adding Cardboard to VR SDKs will merge in the Manifest-Cardboard which has perm
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// statement in it.
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public void OnPreprocessBuild(BuildTarget target, string path)
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{
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m_cardboardAddedFromCode = false;
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string[] androidVrSDKs = VREditor.GetVREnabledDevicesOnTargetGroup(BuildTargetGroup.Android);
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EditorBuildSettingsScene[] scenes = EditorBuildSettings.scenes;
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// See if PermissionsDemo is the first enabled scene in the array of scenes to build.
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for (int i = 0; i < scenes.Length; i++)
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{
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if (scenes[i].path.Contains(SCENE_NAME_PERMISSIONS_DEMO))
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{
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if (!scenes[i].enabled)
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{
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return;
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}
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else
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{
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break;
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}
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}
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else
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{
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if (scenes[i].enabled)
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{
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return;
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}
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}
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}
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bool hasCardboard = Array.Exists<string>(androidVrSDKs,
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element => element.Equals(GvrSettings.VR_SDK_CARDBOARD));
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if (hasCardboard)
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{
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return;
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}
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bool hasDaydream = Array.Exists<string>(androidVrSDKs,
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element => element.Equals(GvrSettings.VR_SDK_DAYDREAM));
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if (!hasDaydream)
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{
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return;
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}
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string[] androidVrSDKsAppended = new string[androidVrSDKs.Length+1];
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for (int i = 0; i < androidVrSDKs.Length; i++)
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{
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androidVrSDKsAppended[i] = androidVrSDKs[i];
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}
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androidVrSDKsAppended[androidVrSDKsAppended.Length - 1] = GvrSettings.VR_SDK_CARDBOARD;
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VREditor.SetVREnabledOnTargetGroup(
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BuildTargetGroup.Android, true);
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VREditor.SetVREnabledDevicesOnTargetGroup(
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BuildTargetGroup.Android,
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androidVrSDKsAppended);
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m_cardboardAddedFromCode = true;
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}
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#if UNITY_2018_1_OR_NEWER
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public void OnPostprocessBuild(BuildReport report)
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{
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OnPostprocessBuild(report.summary.platform, report.summary.outputPath);
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}
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#endif
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// OnPostprocessBuild() is called after the build process. It does appropriate cleanup
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// so that this script only affects build process for PermissionsDemo, not others.
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public void OnPostprocessBuild(BuildTarget target, string path)
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{
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if (!m_cardboardAddedFromCode)
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return;
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string[] androidVrSDKs = VREditor.GetVREnabledDevicesOnTargetGroup(BuildTargetGroup.Android);
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// The enabled devices are modified somehow, which shouldn't happen. Abort the post build process.
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if (androidVrSDKs.Length == 0 || androidVrSDKs[androidVrSDKs.Length - 1] != GvrSettings.VR_SDK_CARDBOARD)
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{
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return;
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}
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string[] androidVrSDKsShortened = new string[androidVrSDKs.Length - 1];
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for (int i = 0; i < androidVrSDKsShortened.Length; i++)
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{
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androidVrSDKsShortened[i] = androidVrSDKs[i];
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}
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VREditor.SetVREnabledOnTargetGroup(
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BuildTargetGroup.Android, true);
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VREditor.SetVREnabledDevicesOnTargetGroup(
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BuildTargetGroup.Android,
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androidVrSDKsShortened);
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m_cardboardAddedFromCode = false;
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}
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}
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}
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#endif // UNITY_ANDROID
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