初始化仓库
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//------------------------------------------------------------
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// Game Framework
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// Copyright © 2013-2021 Jiang Yin. All rights reserved.
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// Homepage: https://gameframework.cn/
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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using System.Collections.Generic;
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using UnityEditor;
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namespace UnityGameFramework.Editor
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{
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/// <summary>
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/// 脚本宏定义。
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/// </summary>
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public static class ScriptingDefineSymbols
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{
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private static readonly BuildTargetGroup[] BuildTargetGroups = new BuildTargetGroup[]
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{
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BuildTargetGroup.Standalone,
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BuildTargetGroup.iOS,
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BuildTargetGroup.Android,
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BuildTargetGroup.WSA,
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BuildTargetGroup.WebGL
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};
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/// <summary>
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/// 检查指定平台是否存在指定的脚本宏定义。
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/// </summary>
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/// <param name="buildTargetGroup">要检查脚本宏定义的平台。</param>
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/// <param name="scriptingDefineSymbol">要检查的脚本宏定义。</param>
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/// <returns>指定平台是否存在指定的脚本宏定义。</returns>
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public static bool HasScriptingDefineSymbol(BuildTargetGroup buildTargetGroup, string scriptingDefineSymbol)
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{
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if (string.IsNullOrEmpty(scriptingDefineSymbol))
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{
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return false;
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}
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string[] scriptingDefineSymbols = GetScriptingDefineSymbols(buildTargetGroup);
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foreach (string i in scriptingDefineSymbols)
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{
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if (i == scriptingDefineSymbol)
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{
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// 为指定平台增加指定的脚本宏定义。
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/// </summary>
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/// <param name="buildTargetGroup">要增加脚本宏定义的平台。</param>
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/// <param name="scriptingDefineSymbol">要增加的脚本宏定义。</param>
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public static void AddScriptingDefineSymbol(BuildTargetGroup buildTargetGroup, string scriptingDefineSymbol)
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{
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if (string.IsNullOrEmpty(scriptingDefineSymbol))
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{
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return;
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}
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if (HasScriptingDefineSymbol(buildTargetGroup, scriptingDefineSymbol))
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{
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return;
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}
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List<string> scriptingDefineSymbols = new List<string>(GetScriptingDefineSymbols(buildTargetGroup))
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{
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scriptingDefineSymbol
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};
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SetScriptingDefineSymbols(buildTargetGroup, scriptingDefineSymbols.ToArray());
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}
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/// <summary>
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/// 为指定平台移除指定的脚本宏定义。
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/// </summary>
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/// <param name="buildTargetGroup">要移除脚本宏定义的平台。</param>
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/// <param name="scriptingDefineSymbol">要移除的脚本宏定义。</param>
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public static void RemoveScriptingDefineSymbol(BuildTargetGroup buildTargetGroup, string scriptingDefineSymbol)
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{
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if (string.IsNullOrEmpty(scriptingDefineSymbol))
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{
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return;
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}
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if (!HasScriptingDefineSymbol(buildTargetGroup, scriptingDefineSymbol))
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{
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return;
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}
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List<string> scriptingDefineSymbols = new List<string>(GetScriptingDefineSymbols(buildTargetGroup));
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while (scriptingDefineSymbols.Contains(scriptingDefineSymbol))
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{
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scriptingDefineSymbols.Remove(scriptingDefineSymbol);
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}
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SetScriptingDefineSymbols(buildTargetGroup, scriptingDefineSymbols.ToArray());
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}
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/// <summary>
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/// 为所有平台增加指定的脚本宏定义。
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/// </summary>
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/// <param name="scriptingDefineSymbol">要增加的脚本宏定义。</param>
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public static void AddScriptingDefineSymbol(string scriptingDefineSymbol)
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{
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if (string.IsNullOrEmpty(scriptingDefineSymbol))
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{
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return;
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}
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foreach (BuildTargetGroup buildTargetGroup in BuildTargetGroups)
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{
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AddScriptingDefineSymbol(buildTargetGroup, scriptingDefineSymbol);
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}
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}
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/// <summary>
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/// 为所有平台移除指定的脚本宏定义。
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/// </summary>
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/// <param name="scriptingDefineSymbol">要移除的脚本宏定义。</param>
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public static void RemoveScriptingDefineSymbol(string scriptingDefineSymbol)
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{
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if (string.IsNullOrEmpty(scriptingDefineSymbol))
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{
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return;
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}
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foreach (BuildTargetGroup buildTargetGroup in BuildTargetGroups)
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{
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RemoveScriptingDefineSymbol(buildTargetGroup, scriptingDefineSymbol);
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}
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}
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/// <summary>
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/// 获取指定平台的脚本宏定义。
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/// </summary>
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/// <param name="buildTargetGroup">要获取脚本宏定义的平台。</param>
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/// <returns>平台的脚本宏定义。</returns>
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public static string[] GetScriptingDefineSymbols(BuildTargetGroup buildTargetGroup)
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{
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return PlayerSettings.GetScriptingDefineSymbolsForGroup(buildTargetGroup).Split(';');
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}
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/// <summary>
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/// 设置指定平台的脚本宏定义。
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/// </summary>
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/// <param name="buildTargetGroup">要设置脚本宏定义的平台。</param>
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/// <param name="scriptingDefineSymbols">要设置的脚本宏定义。</param>
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public static void SetScriptingDefineSymbols(BuildTargetGroup buildTargetGroup, string[] scriptingDefineSymbols)
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{
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PlayerSettings.SetScriptingDefineSymbolsForGroup(buildTargetGroup, string.Join(";", scriptingDefineSymbols));
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}
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}
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}
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