Use full path to scripts
parent
5a00d7bf75
commit
12fc1f50f7
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@ -64,7 +64,7 @@ function run() {
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// default and local case
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default:
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core.info('Building locally');
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platform_setup_1.default.setup(buildParameters);
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platform_setup_1.default.setup(buildParameters, actionFolder);
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if (process.platform === 'darwin') {
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mac_builder_1.default.run(actionFolder, workspace, buildParameters);
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}
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@ -1276,7 +1276,7 @@ Object.defineProperty(exports, "__esModule", ({ value: true }));
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const platform_setup_1 = __webpack_require__(2014);
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const validate_windows_1 = __importDefault(__webpack_require__(41563));
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class PlatformSetup {
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static setup(buildParameters) {
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static setup(buildParameters, actionFolder) {
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return __awaiter(this, void 0, void 0, function* () {
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switch (process.platform) {
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case 'win32':
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@ -1284,7 +1284,7 @@ class PlatformSetup {
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platform_setup_1.SetupWindows.setup(buildParameters);
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break;
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case 'darwin':
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platform_setup_1.SetupMac.setup(buildParameters);
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platform_setup_1.SetupMac.setup(buildParameters, actionFolder);
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break;
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//Add other baseOS's here
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}
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@ -1332,10 +1332,11 @@ Object.defineProperty(exports, "__esModule", ({ value: true }));
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const unity_changeset_1 = __webpack_require__(4635);
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class SetupMac {
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//static unityHubPath = `/Applications/Unity\\\\ Hub.app/Contents/MacOS/Unity\\\\ Hub`;
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static setup(buildParameters) {
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static setup(buildParameters, actionFolder) {
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return __awaiter(this, void 0, void 0, function* () {
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const changeset = yield unity_changeset_1.getUnityChangeset(buildParameters.version).changeset;
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//Since we are using shell scripts on the host, we need to set the environment variables from here
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process.env.SCRIPT_DIRECTORY = `${actionFolder}/platforms/mac/`;
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process.env.UNITY_VERSION = buildParameters.version;
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process.env.UNITY_CHANGESET = changeset;
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process.env.UNITY_SERIAL = buildParameters.unitySerial;
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File diff suppressed because one or more lines are too long
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@ -3,10 +3,10 @@
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#
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# Run steps
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#
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source /steps/setup.sh
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source /steps/activate.sh
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source /steps/build.sh
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source /steps/return_license.sh
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source $SCRIPT_DIRECTORY/steps/setup.sh
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source $SCRIPT_DIRECTORY/steps/activate.sh
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source $SCRIPT_DIRECTORY/steps/build.sh
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source $SCRIPT_DIRECTORY/steps/return_license.sh
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#
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# Instructions for debugging
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@ -28,7 +28,7 @@ async function run() {
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// default and local case
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default:
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core.info('Building locally');
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PlatformSetup.setup(buildParameters);
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PlatformSetup.setup(buildParameters, actionFolder);
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if (process.platform === 'darwin') {
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MacBuilder.run(actionFolder, workspace, buildParameters);
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} else {
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@ -3,14 +3,14 @@ import { SetupWindows, SetupMac } from './platform-setup/';
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import ValidateWindows from './platform-validation/validate-windows';
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class PlatformSetup {
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static async setup(buildParameters: BuildParameters) {
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static async setup(buildParameters: BuildParameters, actionFolder: string) {
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switch (process.platform) {
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case 'win32':
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ValidateWindows.validate(buildParameters);
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SetupWindows.setup(buildParameters);
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break;
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case 'darwin':
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SetupMac.setup(buildParameters);
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SetupMac.setup(buildParameters, actionFolder);
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break;
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//Add other baseOS's here
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}
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@ -4,9 +4,10 @@ import { getUnityChangeset } from 'unity-changeset';
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class SetupMac {
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//static unityHubPath = `/Applications/Unity\\\\ Hub.app/Contents/MacOS/Unity\\\\ Hub`;
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public static async setup(buildParameters: BuildParameters) {
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public static async setup(buildParameters: BuildParameters, actionFolder: string) {
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const changeset = await getUnityChangeset(buildParameters.version).changeset;
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//Since we are using shell scripts on the host, we need to set the environment variables from here
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process.env.SCRIPT_DIRECTORY = `${actionFolder}/platforms/mac/`;
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process.env.UNITY_VERSION = buildParameters.version;
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process.env.UNITY_CHANGESET = changeset;
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process.env.UNITY_SERIAL = buildParameters.unitySerial;
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