BuildReportTool.BuildInfo.SetBuildTargetUsed C# (CSharp) Method

SetBuildTargetUsed() public method

public SetBuildTargetUsed ( BuildTarget val ) : void
val BuildTarget
return void
        public void SetBuildTargetUsed(BuildTarget val)
        {
            _buildTarget = val;
        }

Usage Example

	// get and store data that are only allowed to be accessed
	// from the main thread here so it won't generate errors
	// when we access them from threads.
	//
	// which means this function has to be called from the main
	// thread
	public static void Init(ref BuildInfo buildInfo)
	{
		if (buildInfo == null)
		{
			buildInfo = CreateNewBuildInfo();
		}

		//Debug.Log("BuildTargetOfLastBuild: " + BuildReportTool.Util.BuildTargetOfLastBuild);

		buildInfo.TimeGot = DateTime.Now;
		buildInfo.TimeGotReadable = buildInfo.TimeGot.ToString(TIME_OF_BUILD_FORMAT);

		buildInfo.EditorAppContentsPath = EditorApplication.applicationContentsPath;
		buildInfo.ProjectAssetsPath = Application.dataPath;


		buildInfo.SetBuildTargetUsed(BuildReportTool.Util.BuildTargetOfLastBuild);

		buildInfo.ScenesIncludedInProject = BuildReportTool.Util.GetAllScenesUsedInProject();

		//for (int n = 0, len = buildInfo.ScenesIncludedInProject.Length; n < len; ++n)
		//{
		//	Debug.Log("scene " + n + ": " + buildInfo.ScenesIncludedInProject[n]);
		//}

		buildInfo.UnityVersion = "Unity " + Application.unityVersion;

		buildInfo.IncludedSvnInUnused = BuildReportTool.Options.IncludeSvnInUnused;
		buildInfo.IncludedGitInUnused = BuildReportTool.Options.IncludeGitInUnused;

		buildInfo.UnusedAssetsEntriesPerBatch = BuildReportTool.Options.UnusedAssetsEntriesPerBatch;

		buildInfo.MonoLevel = PlayerSettings.apiCompatibilityLevel;
		buildInfo.CodeStrippingLevel = PlayerSettings.strippingLevel;

		if (BuildReportTool.Options.GetProjectSettings)
		{
			buildInfo.HasUnityBuildSettings = true;
			buildInfo.UnityBuildSettings = new UnityBuildSettings();
			UnityBuildSettingsUtility.Populate(buildInfo.UnityBuildSettings);
		}
		else
		{
			buildInfo.HasUnityBuildSettings = false;
			buildInfo.UnityBuildSettings = null;
		}






		if (!string.IsNullOrEmpty(_lastPathToBuiltProject))
		{
			buildInfo.BuildFilePath = _lastPathToBuiltProject;
		}
		else
		{
			buildInfo.BuildFilePath = EditorUserBuildSettings.GetBuildLocation(BuildReportTool.Util.BuildTargetOfLastBuild);
		}


#if (UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6)
		buildInfo.AndroidUseAPKExpansionFiles = PlayerSettings.Android.useAPKExpansionFiles;
#endif
		buildInfo.AndroidCreateProject = buildInfo.BuildTargetUsed == BuildTarget.Android && Util.IsFileOfType(buildInfo.BuildFilePath, ".apk") == false;

		//Debug.Log("buildInfo.AndroidCreateProject: " + buildInfo.AndroidCreateProject);
		//Debug.Log("PlayerSettings.Android.useAPKExpansionFiles: " + PlayerSettings.Android.useAPKExpansionFiles);
		//Debug.Log("BuildOptions.AcceptExternalModificationsToPlayer: " + BuildOptions.AcceptExternalModificationsToPlayer);

		buildInfo.UsedAssetsIncludedInCreation = BuildReportTool.Options.IncludeUsedAssetsInReportCreation;
		buildInfo.UnusedAssetsIncludedInCreation = BuildReportTool.Options.IncludeUnusedAssetsInReportCreation;
		buildInfo.UnusedPrefabsIncludedInCreation = BuildReportTool.Options.IncludeUnusedPrefabsInReportCreation;

		_shouldCalculateBuildSize = BuildReportTool.Options.IncludeBuildSizeInReportCreation;

		// clear old values if any
		buildInfo.ProjectName = null;
		buildInfo.UsedAssets = null;
		buildInfo.UnusedAssets = null;

		//Debug.Log("getting _lastEditorLogPath");
		_lastEditorLogPath = BuildReportTool.Util.UsedEditorLogPath;
		_lastSavePath = BuildReportTool.Options.BuildReportSavePath;
	}
All Usage Examples Of BuildReportTool.BuildInfo::SetBuildTargetUsed