Apply AndroidSettings based on input setting parameters
parent
ccf834321b
commit
539d5fe195
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@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEditor;
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@ -8,7 +8,27 @@ namespace UnityBuilderAction.Input
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{
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{
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public static void Apply(Dictionary<string, string> options)
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public static void Apply(Dictionary<string, string> options)
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{
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{
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EditorUserBuildSettings.buildAppBundle = options["customBuildPath"].EndsWith(".aab");
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if (options.TryGetValue("androidAppBundle", out string androidAppBundle) || options["customBuildPath"].EndsWith(".aab"))
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{
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EditorUserBuildSettings.buildAppBundle = androidAppBundle == "true" || androidAppBundle == string.Empty;
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Console.WriteLine("Set Android App Bundle: " + EditorUserBuildSettings.buildAppBundle);
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}
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else
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{
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EditorUserBuildSettings.buildAppBundle = false;
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}
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if (options.TryGetValue("exportAsGoogleAndroidProject", out string exportAsGoogleAndroidProject))
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{
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EditorUserBuildSettings.exportAsGoogleAndroidProject = exportAsGoogleAndroidProject == "true" || exportAsGoogleAndroidProject == string.Empty;
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Console.WriteLine("Set Export as Google Project: " + EditorUserBuildSettings.exportAsGoogleAndroidProject);
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}
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else
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{
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EditorUserBuildSettings.exportAsGoogleAndroidProject = false;
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}
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if (options.TryGetValue("androidKeystoreName", out string keystoreName) && !string.IsNullOrEmpty(keystoreName))
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if (options.TryGetValue("androidKeystoreName", out string keystoreName) && !string.IsNullOrEmpty(keystoreName))
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{
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{
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PlayerSettings.Android.useCustomKeystore = true;
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PlayerSettings.Android.useCustomKeystore = true;
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