using System.Collections.Generic; using Ubisoft.Hotel.Package.Editor; using Ubisoft.Hotel.PackageManager.Editor; namespace Ubisoft.Consumer.PackageManager.Editor { /// /// This class is meant to: /// 1)Illustrate consumers how to use some build properties. If you are a consumer feel free to copy code from this class into your ConsumerPackageBuilder.cs /// class to implement the desired use case in your game. /// 2)Let contributors know when changing a build property may break consumer's code. /// public class ConsumerPackageSuiteBuilderHelper { #region SchemeProperty public static void SchemeProperty_SetupDebug(SchemeProperty property) { property.IsDevelopmentBuild = PackageProperty.EBoolean.True; property.IsConnectProfilerEnabled = PackageProperty.EBoolean.False; property.UseCheats = true; } public static void SchemeProperty_SetupProfiler(SchemeProperty property) { property.IsDevelopmentBuild = PackageProperty.EBoolean.True; property.IsConnectProfilerEnabled = PackageProperty.EBoolean.True; property.UseCheats = true; } public static void SchemeProperty_SetupPrerelease(SchemeProperty property) { property.IsDevelopmentBuild = PackageProperty.EBoolean.False; property.IsDevelopmentBuild = PackageProperty.EBoolean.False; property.UseCheats = true; } public static void SchemeProperty_SetupRelease(SchemeProperty property) { property.IsDevelopmentBuild = PackageProperty.EBoolean.False; property.IsDevelopmentBuild = PackageProperty.EBoolean.False; property.UseCheats = false; } public static void SchemeProperty_SetupHeadlessMode(SchemeProperty property, bool value) { property.EnableHeadlessMode = value ? PackageProperty.EBoolean.True : PackageProperty.EBoolean.False; } #endregion #region UnityBuildProperty public static void UnityBuildProperty_SetupSceneList(UnityBuildProperty property, List sceneList, string firstScene) { property.AddSceneList(sceneList); // You can set the first scene explicitly (typically if you have set a scene list in more than one UnityBuildProperty object) // Only one scene can be set as first scene. If you set two different scenes then an error will arise property.FirstScenePath = firstScene; } public static void UnityBuildProperty_SetupHeadlessMode(UnityBuildProperty property, bool value) { property.EnableHeadlessMode = value ? PackageProperty.EBoolean.True : PackageProperty.EBoolean.False; } #endregion } }