using UnityEditor;
using UnityEngine;
using System.IO;
public class MyBuildScript
{
[MenuItem("Build/Build Windows")]
public static void BuildWindows()
{
string buildFolderPath = "../LocalF4Client/F4_LOCAL/";
if (Directory.Exists(buildFolderPath))
{
Directory.Delete(buildFolderPath, true);
}
Directory.CreateDirectory(buildFolderPath);
string[] scenes = {
"Assets/InGame/Scenes/LocalMode.unity",
"Assets/InGame/Scenes/InGameScene.unity",
"Assets/Graphics/Stage/Stage00/Stage00.unity",
"Assets/Graphics/Stage/Stage01/Stage01.unity",
"Assets/Graphics/Stage/Stage02/Stage02.unity",
"Assets/Graphics/Stage/Stage03/Stage03.unity",
"Assets/Graphics/Stage/Stage04/Stage04.unity",
"Assets/Graphics/Stage/Stage05/Stage05.unity"
};
string buildPath = buildFolderPath + "Men.exe";
BuildPlayerOptions buildOptions = new BuildPlayerOptions
{
scenes = scenes,
locationPathName = buildPath,
target = BuildTarget.StandaloneWindows64,
options = BuildOptions.None
};
BuildPipeline.BuildPlayer(buildOptions);
Directory.Delete(buildFolderPath + "Men_BackUpThisFolder_ButDontShipItWithYourGame", true);
Directory.Delete(buildFolderPath + "Men_BurstDebugInformation_DoNotShip", true);
}
}