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
}
}