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AIC-Project/Client/PackageLocal/com.unity.pipeline@0.4.0-exp.1/Editor/Commands/ProjectSettings/PlayerSettingsCommands.cs
T

123 lines
6.2 KiB
C#

using System.Collections.Generic;
using Unity.Pipeline.Commands;
using UnityEditor;
using UnityEditor.Build;
namespace Unity.Pipeline.Editor.Commands.ProjectSettings
{
/// <summary>
/// Get/set a representative slice of <see cref="PlayerSettings"/> (CLI-202): identity
/// (company/product/version) and the two domain-reload-triggering toggles — scripting backend and
/// API compatibility level. Scripting-backend / API-level changes are read and written against the
/// active build target's <see cref="NamedBuildTarget"/>.
///
/// Icons and splash are intentionally out of this MVP set: they take <c>Texture2D</c> assets, not
/// scalar JSON, so they need a dedicated asset-reference convention.
/// </summary>
public static class PlayerSettingsCommands
{
const string Group = "player";
[CliCommand("get_player_settings", "Read PlayerSettings (company/product/version, scripting backend, API level).", MainThreadRequired = true)]
public static ProjectSettingsResponse Get() => ProjectSettingsCommand.Get(Group, Read);
[CliCommand("set_player_settings", "Change PlayerSettings. Requires confirm=true; use dry_run to preview. Not undoable via Ctrl+Z. Scripting backend / API level changes trigger a domain reload.", MainThreadRequired = true)]
public static ProjectSettingsResponse Set(
[CliArg("settings", "Fields to change; omitted fields are left unchanged.")] PlayerSettingsInput settings = null,
[CliArg("confirm", "Apply the change. Without it the call is refused.")] bool confirm = false,
[CliArg("dry_run", "Preview the change without applying it.")] bool dryRun = false)
{
if (settings == null)
return ProjectSettingsResponse.Fail(Group, "No 'settings' object provided.");
var target = NamedBuildTarget.FromBuildTargetGroup(EditorUserBuildSettings.selectedBuildTargetGroup);
var changes = new List<string>();
var reload = false;
if (settings.CompanyName != null && settings.CompanyName != PlayerSettings.companyName)
changes.Add($"companyName '{PlayerSettings.companyName}' -> '{settings.CompanyName}'");
if (settings.ProductName != null && settings.ProductName != PlayerSettings.productName)
changes.Add($"productName '{PlayerSettings.productName}' -> '{settings.ProductName}'");
if (settings.BundleVersion != null && settings.BundleVersion != PlayerSettings.bundleVersion)
changes.Add($"bundleVersion '{PlayerSettings.bundleVersion}' -> '{settings.BundleVersion}'");
if (settings.ScriptingBackend.HasValue)
{
var current = PlayerSettings.GetScriptingBackend(target);
if (settings.ScriptingBackend.Value != current)
{
changes.Add($"scriptingBackend {current} -> {settings.ScriptingBackend.Value} (domain reload)");
reload = true;
}
}
if (settings.ApiCompatibilityLevel.HasValue)
{
var current = PlayerSettings.GetApiCompatibilityLevel(target);
if (settings.ApiCompatibilityLevel.Value != current)
{
changes.Add($"apiCompatibilityLevel {current} -> {settings.ApiCompatibilityLevel.Value} (domain reload)");
reload = true;
}
}
if (changes.Count == 0)
return NoChanges();
var planText = "Set player settings: " + string.Join("; ", changes);
void Apply()
{
if (settings.CompanyName != null) PlayerSettings.companyName = settings.CompanyName;
if (settings.ProductName != null) PlayerSettings.productName = settings.ProductName;
if (settings.BundleVersion != null) PlayerSettings.bundleVersion = settings.BundleVersion;
if (settings.ScriptingBackend.HasValue) PlayerSettings.SetScriptingBackend(target, settings.ScriptingBackend.Value);
if (settings.ApiCompatibilityLevel.HasValue) PlayerSettings.SetApiCompatibilityLevel(target, settings.ApiCompatibilityLevel.Value);
AssetDatabase.SaveAssets();
}
return ProjectSettingsCommand.Apply(Group, confirm, dryRun, settings, () => planText, Apply, Read, requiresDomainReload: reload);
}
static ProjectSettingsResponse NoChanges()
{
var response = ProjectSettingsCommand.Get(Group, Read);
response.Message = "No changes specified; nothing to apply.";
return response;
}
static Dictionary<string, object> Read()
{
var target = NamedBuildTarget.FromBuildTargetGroup(EditorUserBuildSettings.selectedBuildTargetGroup);
return new Dictionary<string, object>
{
["companyName"] = PlayerSettings.companyName,
["productName"] = PlayerSettings.productName,
["bundleVersion"] = PlayerSettings.bundleVersion,
["buildTarget"] = target.TargetName,
["scriptingBackend"] = PlayerSettings.GetScriptingBackend(target).ToString(),
["apiCompatibilityLevel"] = PlayerSettings.GetApiCompatibilityLevel(target).ToString()
};
}
}
/// <summary>Player settings to change. Null/omitted fields are left unchanged.</summary>
public class PlayerSettingsInput : IStructuredCommandInput
{
[CliArg("companyName", "Company name.")]
public string CompanyName { get; set; }
[CliArg("productName", "Product name.")]
public string ProductName { get; set; }
[CliArg("bundleVersion", "Bundle/application version string.")]
public string BundleVersion { get; set; }
[CliArg("scriptingBackend", "Scripting backend (e.g. Mono2x, IL2CPP). Triggers a domain reload.")]
public ScriptingImplementation? ScriptingBackend { get; set; }
[CliArg("apiCompatibilityLevel", "API compatibility level (e.g. NET_Standard_2_0, NET_Unity_4_8). Triggers a domain reload.")]
public ApiCompatibilityLevel? ApiCompatibilityLevel { get; set; }
}
}