Apply AndroidSettings based on input setting parameters

pull/418/head
Dal Rupnik 2022-07-28 10:34:30 +02:00 committed by GitHub
parent ccf834321b
commit 539d5fe195
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1 changed files with 22 additions and 2 deletions

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