C# Class UnityEditor.BuildPipeline

Mostrar archivo Open project: CarlosHBC/UnityDecompiled Class Usage Examples

Public Methods

Method Description
BuildAssetBundles ( string outputPath, AssetBundleBuild builds, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform ) : AssetBundleManifest

Build AssetBundles from a building map.

BuildAssetBundles ( string outputPath, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform ) : AssetBundleManifest

Build all AssetBundles specified in the editor.

BuildPlayer ( BuildPlayerOptions buildPlayerOptions ) : string

Builds a player.

BuildPlayer ( EditorBuildSettingsScene levels, string locationPathName, BuildTarget target, BuildOptions options ) : string

Builds a player. These overloads are still supported, but will be replaces by BuildPlayer (BuildPlayerOptions). Please use it instead.

BuildPlayer ( string levels, string locationPathName, BuildTarget target, BuildOptions options ) : string

Builds a player. These overloads are still supported, but will be replaces by BuildPlayer (BuildPlayerOptions). Please use it instead.

Private Methods

Method Description
BuildAssetBundle ( Object mainAsset, Object assets, string pathName ) : bool
BuildAssetBundle ( Object mainAsset, Object assets, string pathName, BuildAssetBundleOptions assetBundleOptions ) : bool
BuildAssetBundle ( Object mainAsset, Object assets, string pathName, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform ) : bool
BuildAssetBundle ( Object mainAsset, Object assets, string pathName, uint &crc ) : bool
BuildAssetBundle ( Object mainAsset, Object assets, string pathName, uint &crc, BuildAssetBundleOptions assetBundleOptions ) : bool
BuildAssetBundle ( Object mainAsset, Object assets, string pathName, uint &crc, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform ) : bool
BuildAssetBundleExplicitAssetNames ( Object assets, string assetNames, string pathName ) : bool
BuildAssetBundleExplicitAssetNames ( Object assets, string assetNames, string pathName, BuildAssetBundleOptions assetBundleOptions ) : bool
BuildAssetBundleExplicitAssetNames ( Object assets, string assetNames, string pathName, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform ) : bool
BuildAssetBundleExplicitAssetNames ( Object assets, string assetNames, string pathName, uint &crc ) : bool
BuildAssetBundleExplicitAssetNames ( Object assets, string assetNames, string pathName, uint &crc, BuildAssetBundleOptions assetBundleOptions ) : bool
BuildAssetBundleExplicitAssetNames ( Object assets, string assetNames, string pathName, uint &crc, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform ) : bool
BuildAssetBundleInternal ( Object mainAsset, Object assets, string assetNames, string pathName, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform, uint &crc ) : bool
BuildAssetBundles ( string outputPath ) : AssetBundleManifest
BuildAssetBundles ( string outputPath, AssetBundleBuild builds ) : AssetBundleManifest
BuildAssetBundles ( string outputPath, AssetBundleBuild builds, [ assetBundleOptions ) : AssetBundleManifest
BuildAssetBundles ( string outputPath, [ assetBundleOptions ) : AssetBundleManifest
BuildAssetBundlesInternal ( string outputPath, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform ) : AssetBundleManifest
BuildAssetBundlesWithInfoInternal ( string outputPath, AssetBundleBuild builds, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform ) : AssetBundleManifest
BuildPlayer ( string scenes, string locationPathName, string assetBundleManifestPath, BuildTarget target, BuildOptions options ) : string
BuildPlayerInternal ( string levels, string locationPathName, string assetBundleManifestPath, BuildTarget target, BuildOptions options ) : BuildReport
BuildPlayerInternalNoCheck ( string levels, string locationPathName, string assetBundleManifestPath, BuildTarget target, BuildOptions options, bool delayToAfterScriptReload ) : BuildReport
BuildStreamedSceneAssetBundle ( string levels, string locationPath, BuildTarget target ) : string
BuildStreamedSceneAssetBundle ( string levels, string locationPath, BuildTarget target, BuildOptions options ) : string
BuildStreamedSceneAssetBundle ( string levels, string locationPath, BuildTarget target, uint &crc ) : string
BuildStreamedSceneAssetBundle ( string levels, string locationPath, BuildTarget target, uint &crc, BuildOptions options ) : string
GetBuildTargetAdvancedLicenseName ( BuildTarget target ) : string
GetBuildTargetByName ( string platform ) : BuildTarget
GetBuildTargetGroup ( BuildTarget platform ) : BuildTargetGroup
GetBuildTargetGroupByName ( string platform ) : BuildTargetGroup
GetBuildTargetGroupDisplayName ( BuildTargetGroup targetPlatformGroup ) : string
GetBuildTargetGroupName ( BuildTarget target ) : string
GetBuildTargetName ( BuildTarget targetPlatform ) : string
GetBuildToolsDirectory ( BuildTarget target ) : string
GetCRCForAssetBundle ( string targetPath, uint &crc ) : bool
GetEditorTargetName ( ) : string
GetHashForAssetBundle ( string targetPath, Hash128 &hash ) : bool
GetMonoBinDirectory ( BuildTarget target ) : string
GetMonoLibDirectory ( BuildTarget target ) : string
GetMonoProfileLibDirectory ( BuildTarget target, string profile ) : string
GetPlaybackEngineDirectory ( BuildTarget target, BuildOptions options ) : string
IsBuildTargetCompatibleWithOS ( BuildTarget target ) : bool
IsBuildTargetSupported ( BuildTarget target ) : bool
IsUnityScriptEvalSupported ( BuildTarget target ) : bool
LicenseCheck ( BuildTarget target ) : bool
LogBuildExceptionAndExit ( string buildFunctionName, Exception exception ) : void
PopAssetDependencies ( ) : void
PushAssetDependencies ( ) : void
SetPlaybackEngineDirectory ( BuildTarget target, BuildOptions options, string playbackEngineDirectory ) : void
WebPlayerAssetBundlesAreNoLongerSupported ( ) : bool

Method Details

BuildAssetBundles() public static method

Build AssetBundles from a building map.

public static BuildAssetBundles ( string outputPath, AssetBundleBuild builds, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform ) : AssetBundleManifest
outputPath string Output path for the AssetBundles.
builds AssetBundleBuild AssetBundle building map.
assetBundleOptions BuildAssetBundleOptions AssetBundle building options.
targetPlatform BuildTarget Target build platform.
return UnityEngine.AssetBundleManifest

BuildAssetBundles() public static method

Build all AssetBundles specified in the editor.

public static BuildAssetBundles ( string outputPath, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform ) : AssetBundleManifest
outputPath string Output path for the AssetBundles.
assetBundleOptions BuildAssetBundleOptions AssetBundle building options.
targetPlatform BuildTarget Chosen target build platform.
return UnityEngine.AssetBundleManifest

BuildPlayer() public static method

Builds a player.

public static BuildPlayer ( BuildPlayerOptions buildPlayerOptions ) : string
buildPlayerOptions BuildPlayerOptions Provide various options to control the behavior of BuildPipeline.BuildPlayer.
return string

BuildPlayer() public static method

Builds a player. These overloads are still supported, but will be replaces by BuildPlayer (BuildPlayerOptions). Please use it instead.

public static BuildPlayer ( EditorBuildSettingsScene levels, string locationPathName, BuildTarget target, BuildOptions options ) : string
levels EditorBuildSettingsScene The scenes to be included in the build. If empty, the currently open scene will be built. Paths are relative to the project folder (AssetsMyLevelsMyScene.unity).
locationPathName string The path where the application will be built.
target BuildTarget The BuildTarget to build.
options BuildOptions Additional BuildOptions, like whether to run the built player.
return string

BuildPlayer() public static method

Builds a player. These overloads are still supported, but will be replaces by BuildPlayer (BuildPlayerOptions). Please use it instead.

public static BuildPlayer ( string levels, string locationPathName, BuildTarget target, BuildOptions options ) : string
levels string The scenes to be included in the build. If empty, the currently open scene will be built. Paths are relative to the project folder (AssetsMyLevelsMyScene.unity).
locationPathName string The path where the application will be built.
target BuildTarget The BuildTarget to build.
options BuildOptions Additional BuildOptions, like whether to run the built player.
return string