Aetheria/Assets/Wwise/Editor/WwiseSetupWizard/AkBuildPreprocessor.cs
Reinier Vens db8c3c7779 Initial Wwise Integration
Created wwise project
Integrated inventory UI sounds
Improved projectile weapon behavior (randomized start position, stopped them from self-destructing at target range when airburst is disabled)
2021-02-27 20:53:36 +00:00

126 lines
No EOL
4.2 KiB
C#

#if UNITY_EDITOR
using System.Collections.Generic;
public partial class AkBuildPreprocessor
{
/// <summary>
/// User hook called to retrieve the custom platform name used to determine the base path. Do not modify platformName
/// to use default platform names.
/// </summary>
/// <param name="platformName">The custom platform name.</param>
static partial void GetCustomPlatformName(ref string platformName, UnityEditor.BuildTarget target);
public static Dictionary<UnityEditor.BuildTarget, string> BuildTargetToPlatformName = new Dictionary<UnityEditor.BuildTarget, string>();
private static string GetPlatformName(UnityEditor.BuildTarget target)
{
var platformSubDir = string.Empty;
GetCustomPlatformName(ref platformSubDir, target);
if (!string.IsNullOrEmpty(platformSubDir))
return platformSubDir;
if (BuildTargetToPlatformName.ContainsKey(target))
{
return BuildTargetToPlatformName[target];
}
return target.ToString();
}
}
#if UNITY_2018_1_OR_NEWER
public partial class AkBuildPreprocessor : UnityEditor.Build.IPreprocessBuildWithReport, UnityEditor.Build.IPostprocessBuildWithReport
#else
public partial class AkBuildPreprocessor : UnityEditor.Build.IPreprocessBuild, UnityEditor.Build.IPostprocessBuild
#endif
{
public int callbackOrder
{
get { return 0; }
}
private string destinationSoundBankFolder = string.Empty;
public static bool CopySoundbanks(bool generate, string platformName, ref string destinationFolder)
{
if (string.IsNullOrEmpty(platformName))
{
UnityEngine.Debug.LogErrorFormat("WwiseUnity: Could not determine platform name for <{0}> platform", platformName);
return false;
}
if (generate)
{
var platforms = new System.Collections.Generic.List<string> { platformName };
AkUtilities.GenerateSoundbanks(platforms);
}
string sourceFolder;
if (!AkBasePathGetter.GetSoundBankPaths(platformName, out sourceFolder, out destinationFolder))
return false;
if (!AkUtilities.DirectoryCopy(sourceFolder, destinationFolder, true))
{
destinationFolder = null;
UnityEngine.Debug.LogErrorFormat("WwiseUnity: Could not copy SoundBank folder for <{0}> platform", platformName);
return false;
}
UnityEngine.Debug.LogFormat("WwiseUnity: Copied SoundBank folder to streaming assets folder <{0}> for <{1}> platform build", destinationFolder, platformName);
return true;
}
public static void DeleteSoundbanks(string destinationFolder)
{
if (string.IsNullOrEmpty(destinationFolder))
return;
System.IO.Directory.Delete(destinationFolder, true);
UnityEngine.Debug.LogFormat("WwiseUnity: Deleting streaming assets folder <{0}>", destinationFolder);
}
public void OnPreprocessBuildInternal(UnityEditor.BuildTarget target, string path)
{
if (AkWwiseEditorSettings.Instance.CopySoundBanksAsPreBuildStep)
{
var platformName = GetPlatformName(target);
if (!CopySoundbanks(AkWwiseEditorSettings.Instance.GenerateSoundBanksAsPreBuildStep, platformName, ref destinationSoundBankFolder))
{
UnityEngine.Debug.LogErrorFormat("WwiseUnity: SoundBank folder has not been copied for <{0}> target at <{1}>. This will likely result in a build without sound!!!", target, path);
}
}
// @todo sjl - only update for target platform
AkPluginActivator.Update(true);
AkPluginActivator.ActivatePluginsForDeployment(target, true);
}
public void OnPostprocessBuildInternal(UnityEditor.BuildTarget target, string path)
{
AkPluginActivator.ActivatePluginsForDeployment(target, false);
DeleteSoundbanks(destinationSoundBankFolder);
destinationSoundBankFolder = string.Empty;
}
#if UNITY_2018_1_OR_NEWER
public void OnPreprocessBuild(UnityEditor.Build.Reporting.BuildReport report)
{
OnPreprocessBuildInternal(report.summary.platform, report.summary.outputPath);
}
public void OnPostprocessBuild(UnityEditor.Build.Reporting.BuildReport report)
{
OnPostprocessBuildInternal(report.summary.platform, report.summary.outputPath);
}
#else
public void OnPreprocessBuild(UnityEditor.BuildTarget target, string path)
{
OnPreprocessBuildInternal(target, path);
}
public void OnPostprocessBuild(UnityEditor.BuildTarget target, string path)
{
OnPostprocessBuildInternal(target, path);
}
#endif
}
#endif // #if UNITY_EDITOR