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								using System;
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								using System.Linq;
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								using System.Reflection;
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								using UnityBuilderAction.Input;
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								using UnityBuilderAction.Reporting;
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								using UnityBuilderAction.Versioning;
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								using UnityEditor;
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								using UnityEditor.Build.Reporting;
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								using UnityEngine;
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								namespace UnityBuilderAction
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								{
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								  static class Builder
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								  {
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								    public static void BuildProject()
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								    {
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								      // Gather values from args
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								      var options = ArgumentsParser.GetValidatedOptions();
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								      // Gather values from project
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								      var scenes = EditorBuildSettings.scenes.Where(scene => scene.enabled).Select(s => s.path).ToArray();
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								      // Get all buildOptions from options
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								      BuildOptions buildOptions = BuildOptions.None;
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								      foreach (string buildOptionString in Enum.GetNames(typeof(BuildOptions))) {
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								        if (options.ContainsKey(buildOptionString)) {
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								          BuildOptions buildOptionEnum = (BuildOptions) Enum.Parse(typeof(BuildOptions), buildOptionString);
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								          buildOptions |= buildOptionEnum;
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								        }
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								      }
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								      // Define BuildPlayer Options
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								      var buildPlayerOptions = new BuildPlayerOptions {
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								        scenes = scenes,
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								        locationPathName = options["customBuildPath"],
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								        target = (BuildTarget) Enum.Parse(typeof(BuildTarget), options["buildTarget"]),
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								        options = buildOptions
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								      };
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								      // Set version for this build
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								      VersionApplicator.SetVersion(options["buildVersion"]);
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								      VersionApplicator.SetAndroidVersionCode(options["androidVersionCode"]);
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								      // Apply Android settings
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								      if (buildPlayerOptions.target == BuildTarget.Android)
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								        AndroidSettings.Apply(options);
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								      // Execute default AddressableAsset content build, if the package is installed.
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								      // Version defines would be the best solution here, but Unity 2018 doesn't support that,
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								      // so we fall back to using reflection instead.
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								      var addressableAssetSettingsType = Type.GetType(
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								        "UnityEditor.AddressableAssets.Settings.AddressableAssetSettings,Unity.Addressables.Editor");
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								      if (addressableAssetSettingsType != null)
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								      {
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								        // ReSharper disable once PossibleNullReferenceException, used from try-catch
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								        try
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								        {
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								          addressableAssetSettingsType.GetMethod("CleanPlayerContent", BindingFlags.Static | BindingFlags.Public)
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								                .Invoke(null, new object[] {null});
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								          addressableAssetSettingsType.GetMethod("BuildPlayerContent", new Type[0]).Invoke(null, new object[0]);
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								        }
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								        catch (Exception e)
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								        {
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								          Debug.LogError($"Failed to run default addressables build:\n{e}");
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								        }
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								      }
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								      // Perform build
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								      BuildReport buildReport = BuildPipeline.BuildPlayer(buildPlayerOptions);
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								      // Summary
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								      BuildSummary summary = buildReport.summary;
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								      StdOutReporter.ReportSummary(summary);
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								      // Result
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								      BuildResult result = summary.result;
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								      StdOutReporter.ExitWithResult(result);
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								    }
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								  }
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								}
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