Remove minigame publish result dialogs
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@@ -192,12 +192,10 @@ namespace XGame.Editor
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foreach (var kv in outClients)
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foreach (var kv in outClients)
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sb.AppendLine($"客户端[{kv.Key}]: " + Path.Combine(cdnVerDir, kv.Key));
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sb.AppendLine($"客户端[{kv.Key}]: " + Path.Combine(cdnVerDir, kv.Key));
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Debug.Log("[MiniGamePublish] " + sb);
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Debug.Log("[MiniGamePublish] " + sb);
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EditorUtility.DisplayDialog("生成小游戏更新", sb.ToString(), "OK");
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}
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}
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catch (Exception e)
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catch (Exception e)
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{
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{
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Debug.LogError("[MiniGamePublish] 失败: " + e);
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Debug.LogError("[MiniGamePublish] 失败: " + e);
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EditorUtility.DisplayDialog("生成小游戏更新失败", e.Message, "OK");
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}
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}
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finally
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finally
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{
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{
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@@ -0,0 +1,19 @@
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using System.IO;
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using System.Text.RegularExpressions;
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using NUnit.Framework;
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public sealed class MiniGamePublishPipelineTests
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{
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[Test]
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public void Run_DoesNotShowModalResultDialogs()
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{
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string source = File.ReadAllText("Assets/Editor/MiniGamePublishPipeline.cs");
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Assert.IsFalse(
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Regex.IsMatch(source, @"EditorUtility\.DisplayDialog\([^\n;]*sb\.ToString\(\)[^\n;]*\)"),
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"Successful publish results should be written to the Unity log instead of a modal dialog.");
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Assert.IsFalse(
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Regex.IsMatch(source, @"EditorUtility\.DisplayDialog\([^\n;]*e\.Message[^\n;]*\)"),
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"Failed publish results should be written to the Unity log instead of a modal dialog.");
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 7cddb2952e1d0d946ad2f6feb0522f94
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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