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11 Commits
v0.7 ... v0.9

Author SHA1 Message Date
Webber
6bff9d7c68 Update readme for 0.9 (custom parameters) 2020-01-27 20:42:52 +01:00
Webber
7d51d12262 Allow custom parameters 2020-01-27 20:42:52 +01:00
Webber
b382ae9023 Remove duplicate restore key 2020-01-26 01:34:34 +01:00
Webber
4c8f96d75c Add caching step in workflow 2020-01-26 01:34:34 +01:00
Webber
afddcfa5fd Move static tests to main workflow 2020-01-26 01:34:34 +01:00
Webber
ca2bcea3ad Minor cleanup 2020-01-26 01:34:34 +01:00
Webber
d5552eaa01 Further simplify activation and complete feedback to user 2020-01-21 21:59:49 +01:00
Webber
32081adc59 Remove debugging, switch -ne to -eq 2020-01-21 21:59:49 +01:00
Webber
ad034dd2a5 Simplify and fail faster for activation process 2020-01-21 21:59:49 +01:00
Webber
cad4a8a0e5 Simplify build-method implementation 2020-01-21 21:59:49 +01:00
Webber
1d1f81c0bb Refactor models to allow for build parameters...
Build parameters have to be parsed because they can no longer be implicitly passed, as they need to be interpreted for detecting extensions.
2020-01-21 00:28:05 +01:00
15 changed files with 270 additions and 153 deletions

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@@ -14,5 +14,8 @@ trim_trailing_whitespace = true
max_line_length = off
trim_trailing_whitespace = false
[*.{yml,yaml}]
max_line_length = off
[COMMIT_EDITMSG]
max_line_length = 0
max_line_length = off

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@@ -8,6 +8,20 @@ env:
UNITY_LICENSE: "<?xml version=\"1.0\" encoding=\"UTF-8\"?><root>\n <License id=\"Terms\">\n <MachineBindings>\n <Binding Key=\"1\" Value=\"d39b8e2f4d364b2e98b06afa0c6e08c5\"/>\n <Binding Key=\"2\" Value=\"d39b8e2f4d364b2e98b06afa0c6e08c5\"/>\n </MachineBindings>\n <MachineID Value=\"Xxo1ZKbdPu/IATrc0mPBYANJFF0=\"/>\n <SerialHash Value=\"1efd68fa935192b6090ac03c77d289a9f588c55a\"/>\n <Features>\n <Feature Value=\"33\"/>\n <Feature Value=\"1\"/>\n <Feature Value=\"12\"/>\n <Feature Value=\"2\"/>\n <Feature Value=\"24\"/>\n <Feature Value=\"3\"/>\n <Feature Value=\"36\"/>\n <Feature Value=\"17\"/>\n <Feature Value=\"19\"/>\n <Feature Value=\"62\"/>\n </Features>\n <DeveloperData Value=\"AQAAAEY0LUg2WFMtUE00NS1SM0M4LUUyWlotWkdWOA==\"/>\n <SerialMasked Value=\"F4-H6XS-PM45-R3C8-E2ZZ-XXXX\"/>\n <StartDate Value=\"2018-05-02T00:00:00\"/>\n <UpdateDate Value=\"2019-11-25T18:23:38\"/>\n <InitialActivationDate Value=\"2018-05-02T14:21:28\"/>\n <LicenseVersion Value=\"6.x\"/>\n <ClientProvidedVersion Value=\"2019.2.11f1\"/>\n <AlwaysOnline Value=\"false\"/>\n <Entitlements>\n <Entitlement Ns=\"unity_editor\" Tag=\"UnityPersonal\" Type=\"EDITOR\" ValidTo=\"9999-12-31T00:00:00\"/>\n </Entitlements>\n </License>\n<Signature xmlns=\"http://www.w3.org/2000/09/xmldsig#\"><SignedInfo><CanonicalizationMethod Algorithm=\"http://www.w3.org/TR/2001/REC-xml-c14n-20010315#WithComments\"/><SignatureMethod Algorithm=\"http://www.w3.org/2000/09/xmldsig#rsa-sha1\"/><Reference URI=\"#Terms\"><Transforms><Transform Algorithm=\"http://www.w3.org/2000/09/xmldsig#enveloped-signature\"/></Transforms><DigestMethod Algorithm=\"http://www.w3.org/2000/09/xmldsig#sha1\"/><DigestValue>JHdOBFmBNq2H8BrGFzir/StLoYo=</DigestValue></Reference></SignedInfo><SignatureValue>aENLHd37a51RtP2/g7YU0Pexf5mx0/ENXYGtrPzqwZ8NQt2AsSdxGnl0CUB45/GuNXfJVDt2HWot\ncNYZB2OylVBn1WHQbKZlPmm8gEAMz0MYbr4Isb5i5buryBrZlmbEOjnRI+pEg1CBwlgMo6xdtjjE\n/d7cC293QIUO91kdzRXftYou1dNaUyuPL9ZH65vdB2pDXGRNxgUVD+GnnqZA7b5L2HXqNQclcWAK\n5Yd1BeF3VzR1iLw9G/SmH5oOhnpXSmqbL4qk7LVP2/mgXpFk5kP4X8VC3z47obNhBIGq40dwWyEe\nUYk5/nRAOkZawDT+tcu96e06gPC9Cxk5PdbRbA==</SignatureValue></Signature></root>"
jobs:
tests:
name: Tests
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v1
- uses: actions/setup-node@v1
with:
node-version: 12.x
- run: yarn
- run: yarn lint
- run: yarn test
- run: yarn build || { echo "build command should always succeed" ; exit 61; }
- run: yarn build --quiet && git diff --quiet builder || { echo "builder should be auto generated" ; exit 62; }
buildForAllPlatforms:
name: Build for ${{ matrix.targetPlatform }} on version ${{ matrix.unityVersion }}
runs-on: ubuntu-latest
@@ -35,6 +49,13 @@ jobs:
steps:
- uses: actions/checkout@v1
- uses: actions/cache@v1.1.0
with:
path: ${{ matrix.projectPath }}/Library
key: Library-${{ matrix.projectPath }}-${{ matrix.targetPlatform }}
restore-keys: |
Library-${{ matrix.projectPath }}-
Library-
- uses: ./
with:
projectPath: ${{ matrix.projectPath }}

View File

@@ -1,19 +0,0 @@
name: Test Action
on:
pull_request: {}
push: { branches: [master] }
jobs:
build:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v1
- uses: actions/setup-node@v1
with:
node-version: 12.x
- run: yarn
- run: yarn lint
- run: yarn test
- run: yarn build || { echo "build command should always succeed" ; exit 61; }
- run: yarn build --quiet && git diff --quiet builder || { echo "builder should be auto generated" ; exit 62; }

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@@ -34,7 +34,7 @@ collection repository for workflow documentation and reference implementation.
Create or edit the file called `.github/workflows/main.yml` and add a job to it.
```yaml
- uses: webbertakken/unity-builder@v0.5
- uses: webbertakken/unity-builder@v0.9
env:
UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
with:
@@ -82,7 +82,7 @@ jobs:
- Switch # Build a Nintendo Switch player.
steps:
- uses: actions/checkout@v1
- uses: webbertakken/unity-builder@v0.5
- uses: webbertakken/unity-builder@v0.9
with:
projectPath: ${{ matrix.projectPath }}
unityVersion: ${{ matrix.unityVersion }}
@@ -127,10 +127,10 @@ _**required:** `true`_
#### buildName
Name of the build.
Name of the build. Also the folder in which the build will be stored within `buildsPath`.
_**required:** `false`_
_**default:** `testBuild`_
_**default:** `<build_target>`_
#### buildsPath
@@ -161,6 +161,25 @@ _**example:**_
_**required:** `false`_
_**default:** Built-in script that will run a build out of the box._
#### customParameters
Custom parameters to configure the build.
Parameters must start with a hyphen (`-`) and may be followed by a value (without hyphen).
Parameters without a value will be considered booleans (with a value of true).
_**example:**_
```yaml
- uses: webbertakken/unity-builder@master
with:
customParameters: -profile SomeProfile -someBoolean -someValue exampleValue
```
_**required:** `false`_
_**default:** ""_
## More actions
Visit

File diff suppressed because one or more lines are too long

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@@ -6,11 +6,11 @@ if [[ -n "$UNITY_LICENSE" ]]; then
#
# This will activate Unity, using a license file
#
# Note that this is the ONLY WAY for PERSONAL LICENSES in 2019.
# Note that this is the ONLY WAY for PERSONAL LICENSES in 2020.
# * See for more details: https://gitlab.com/gableroux/unity3d-gitlab-ci-example/issues/5#note_72815478
#
# The license file can be acquired using `webbertakken/request-manual-activation-file` action.
LICENSE_MODE="personal"
echo "Requesting activation (personal license)"
# Set the license file path
FILE_PATH=UnityLicenseFile.ulf
@@ -18,12 +18,7 @@ if [[ -n "$UNITY_LICENSE" ]]; then
# Copy license file from Github variables
echo "$UNITY_LICENSE" | tr -d '\r' > $FILE_PATH
#
# Activate license
#
# This is expected to always exit with code 1 (both success and failure).
#
echo "Requesting activation"
ACTIVATION_OUTPUT=$(xvfb-run --auto-servernum --server-args='-screen 0 640x480x24' \
/opt/Unity/Editor/Unity \
-batchmode \
@@ -31,17 +26,23 @@ if [[ -n "$UNITY_LICENSE" ]]; then
-logFile /dev/stdout \
-quit \
-manualLicenseFile $FILE_PATH)
# Convert to exit code 0 by echoing the current exit code.
echo $?
# Exit code is now 0
# TODO - remove debugging
echo $ACTIVATION_OUTPUT
echo $ACTIVATION_OUTPUT | grep 'config is NOT valid, switching to default'
echo $ACTIVATION_OUTPUT | grep 'config is NOT valid, switching to default' | wc -l
# Store the exit code from the verify command
UNITY_EXIT_CODE=$?
# TODO - Derive exit code by grepping success statement
UNITY_EXIT_CODE=$(echo $ACTIVATION_OUTPUT | grep 'config is NOT valid, switching to default' | wc -l)
# The exit code for personal activation is always 1;
# Determine whether activation was successful.
#
# Successful output should include the following:
#
# "LICENSE SYSTEM [2020120 18:51:20] Next license update check is after 2019-11-25T18:23:38"
#
ACTIVATION_SUCCESSFUL=$(echo $ACTIVATION_OUTPUT | grep 'Next license update check is after' | wc -l)
# Set exit code to 0 if activation was successful
if [[ $ACTIVATION_SUCCESSFUL -eq 1 ]]; then
UNITY_EXIT_CODE=0
fi;
# Remove license file
rm -f $FILE_PATH
@@ -54,8 +55,9 @@ elif [[ -n "$UNITY_SERIAL" && -n "$UNITY_EMAIL" && -n "$UNITY_PASSWORD" ]]; then
#
# Note: This is the preferred way for PROFESSIONAL LICENSES.
#
LICENSE_MODE="professional"
echo "Requesting activation (professional license)"
# Activate license
xvfb-run --auto-servernum --server-args='-screen 0 640x480x24' \
/opt/Unity/Editor/Unity \
-batchmode \
@@ -71,16 +73,18 @@ elif [[ -n "$UNITY_SERIAL" && -n "$UNITY_EMAIL" && -n "$UNITY_PASSWORD" ]]; then
else
#
# LICENSE ACTIVATION FAILED
# NO LICENSE ACTIVATION STRATEGY MATCHED
#
# This will exit since both personal and professional activation modes failed
# This will exit since no activation strategies could be matched.
#
echo "No personal or professional licenses provided!"
echo "Please ensure you have setup one of these licensing methods:"
echo " - Personal: Set the UNITY_LICENSE environment variable."
echo " - Professional: Set the UNITY_EMAIL, UNITY_PASSWORD and UNITY_SERIAL environment variables."
echo "See https://github.com/webbertakken/unity-builder#usage for details."
echo "License activation strategy could not be determined."
echo ""
echo "Visit https://github.com/webbertakken/unity-builder#usage for more"
echo "details on how to set up one of the possible activation strategies."
# Immediately exit as no UNITY_EXIT_CODE can be derrived.
exit 1;
fi
#
@@ -88,10 +92,10 @@ fi
#
if [ $UNITY_EXIT_CODE -eq 0 ]; then
# Activation was a success
echo "Activation ($LICENSE_MODE) complete."
echo "Activation complete."
else
# Activation failed so exit with the code from the license verification step
echo "Unclassified error occured while trying to activate ($LICENSE_MODE) license."
echo "Unclassified error occured while trying to activate license."
echo "Exit code was: $UNITY_EXIT_CODE"
exit $UNITY_EXIT_CODE
fi

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@@ -4,53 +4,28 @@
# Set project path
#
UNITY_PROJECT_PATH=$GITHUB_WORKSPACE/$PROJECT_PATH
UNITY_PROJECT_PATH="$GITHUB_WORKSPACE/$PROJECT_PATH"
echo "Using project path \"$UNITY_PROJECT_PATH\"."
#
# Set the name for the build
# Display the name for the build, doubles as the output name
#
if [ -z "$BUILD_NAME" ]; then
BUILD_NAME="build-$(date '+%F-%H%M')"
fi
echo "Using build name \"$BUILD_NAME\"."
#
# Set the builds target platform;
#
# Web: WebGL
# Desktop: StandaloneOSX, StandaloneWindows, StandaloneWindows64, StandaloneLinux64
# Console: PS4, XboxOne, Switch
# Mobile: Android, iOS
# Other: tvOS, Lumin, BJM, WSAPlayer
#
# Default to WebGL (no particular reason)
# Display the build's target platform;
#
if [ -z "$BUILD_TARGET" ]; then
BUILD_TARGET=WebGL
fi
echo "Using build target \"$BUILD_TARGET\"."
#
# Set builds path
# Display build path and file
#
if [ -z "$BUILDS_PATH" ]; then
BUILDS_PATH=build
fi
BUILDS_FULL_PATH=$GITHUB_WORKSPACE/$BUILDS_PATH
# TODO - Cleanup
BUILD_FOLDER=$BUILD_TARGET-$UNITY_VERSION
CURRENT_BUILD_PATH=$BUILDS_PATH/$BUILD_FOLDER
CURRENT_BUILD_FULL_PATH=$BUILDS_FULL_PATH/$BUILD_FOLDER
# TODO - Determine the file or folder based on BUILD_TARGET
CUSTOM_BUILD_PATH=$BUILDS_FULL_PATH/$BUILD_FOLDER/$BUILD_TARGET
echo "Using build path \"$CURRENT_BUILD_PATH\"."
echo "Using build path \"$BUILD_PATH\" to save file \"$BUILD_FILE\"."
BUILD_PATH_FULL="$GITHUB_WORKSPACE/$BUILD_PATH"
CUSTOM_BUILD_PATH="$BUILD_PATH_FULL/$BUILD_FILE"
#
# Set the build method, must reference one of:
@@ -71,25 +46,26 @@ if [ -z "$BUILD_METHOD" ]; then
#
echo "Using built-in build method."
# Create Editor directory if it does not exist
mkdir -p $UNITY_PROJECT_PATH/Assets/Editor/
mkdir -p "$UNITY_PROJECT_PATH/Assets/Editor/"
# Copy the build script of Unity Builder action
cp -r /UnityBuilderAction/Assets/Editor $UNITY_PROJECT_PATH/Assets/Editor/
cp -r "/UnityBuilderAction/Assets/Editor" "$UNITY_PROJECT_PATH/Assets/Editor/"
# Set the Build method to that of UnityBuilder Action
BUILD_METHOD="UnityBuilderAction.Builder.BuildProject"
# Verify recursive paths
ls -Ralph $UNITY_PROJECT_PATH/Assets/Editor/
ls -Ralph "$UNITY_PROJECT_PATH/Assets/Editor/"
#
else
# User has provided their own build method.
# Assume they also bring their own script.
#
echo "User set build method to $BUILD_METHOD."
echo "Using build method \"$BUILD_METHOD\"."
#
fi
# Set build method to execute as flag + argument
EXECUTE_BUILD_METHOD="-executeMethod $BUILD_METHOD"
#
# Display custom parameters
#
echo "Using custom parameters \"$CUSTOM_PARAMETERS\"."
# The build specification below may require Unity 2019.2.11f1 or later (not tested below).
# Reference: https://docs.unity3d.com/2019.3/Documentation/Manual/CommandLineArguments.html
@@ -98,25 +74,15 @@ EXECUTE_BUILD_METHOD="-executeMethod $BUILD_METHOD"
# Build info
#
echo ""
echo "###########################"
echo "# All builds dir #"
echo "###########################"
echo ""
echo "Creating \"$BUILDS_FULL_PATH\" if it does not exist."
mkdir -p $BUILDS_FULL_PATH
ls -alh $BUILDS_FULL_PATH
echo ""
echo "###########################"
echo "# Current build dir #"
echo "###########################"
echo ""
echo "Creating \"$CURRENT_BUILD_FULL_PATH\" if it does not exist."exist."
mkdir -p $CURRENT_BUILD_FULL_PATH
ls -alh $CURRENT_BUILD_FULL_PATH
echo "Creating \"$BUILD_PATH_FULL\" if it does not exist."
mkdir -p "$BUILD_PATH_FULL"
ls -alh "$BUILD_PATH_FULL"
echo ""
echo "###########################"
@@ -142,7 +108,8 @@ xvfb-run --auto-servernum --server-args='-screen 0 640x480x24' \
-buildTarget "$BUILD_TARGET" \
-customBuildTarget "$BUILD_TARGET" \
-customBuildPath "$CUSTOM_BUILD_PATH" \
$EXECUTE_BUILD_METHOD
-executeMethod "$BUILD_METHOD" \
"$CUSTOM_PARAMETERS"
# Catch exit code
BUILD_EXIT_CODE=$?
@@ -164,4 +131,4 @@ echo "# Build directory #"
echo "###########################"
echo ""
ls -alh $CURRENT_BUILD_FULL_PATH
ls -alh "$BUILD_PATH_FULL"

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@@ -1,7 +1,4 @@
import Action from './model/action';
import Docker from './model/docker';
import ImageTag from './model/image-tag';
import Input from './model/input';
import { Action, Docker, Input, ImageTag, BuildParameters } from './model';
const core = require('@actions/core');
@@ -9,12 +6,14 @@ async function action() {
Action.checkCompatibility();
const { dockerfile, workspace, builderFolder } = Action;
const { version, platform, projectPath, buildName, buildsPath, method } = Input.getFromUser();
const buildParameters = BuildParameters.create(Input.getFromUser());
const baseImage = new ImageTag(buildParameters);
const baseImage = new ImageTag({ version, platform });
// Build docker image
const builtImage = await Docker.build({ path: builderFolder, dockerfile, baseImage });
await Docker.run(builtImage, { workspace, platform, projectPath, buildName, buildsPath, method });
// Run docker image
await Docker.run(builtImage, { workspace, ...buildParameters });
}
action().catch(error => {

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@@ -1,6 +1,6 @@
import path from 'path';
export default class Action {
class Action {
static get supportedPlatforms() {
return ['linux'];
}
@@ -44,3 +44,5 @@ export default class Action {
}
}
}
export default Action;

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@@ -0,0 +1,40 @@
import Platform from './platform';
class BuildParameters {
static create(parameters) {
const {
unityVersion,
targetPlatform,
projectPath,
buildName,
buildsPath,
buildMethod,
customParameters,
} = parameters;
return {
version: unityVersion,
platform: targetPlatform,
projectPath,
buildName,
buildPath: `${buildsPath}/${targetPlatform}`,
buildFile: this.parseBuildFile(buildName, targetPlatform),
buildMethod,
customParameters,
};
}
static parseBuildFile(filename, platform) {
if (Platform.isWindows(platform)) {
return `${filename}.exe`;
}
if (Platform.isAndroid(platform)) {
return `${filename}.apk`;
}
return filename;
}
}
export default BuildParameters;

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@@ -1,7 +1,7 @@
import { exec } from '@actions/exec';
import ImageTag from './image-tag';
export default class Docker {
class Docker {
static async build(buildParameters, silent = false) {
const { path, dockerfile, baseImage } = buildParameters;
const { version, platform } = baseImage;
@@ -18,8 +18,17 @@ export default class Docker {
}
static async run(image, parameters, silent = false) {
const { workspace, platform, projectPath, buildName, buildsPath, method } = parameters;
const { version } = image;
const {
version,
workspace,
platform,
projectPath,
buildName,
buildPath,
buildFile,
buildMethod,
customParameters,
} = parameters;
const command = `docker run \
--workdir /github/workspace \
@@ -32,8 +41,10 @@ export default class Docker {
--env PROJECT_PATH=${projectPath} \
--env BUILD_TARGET=${platform} \
--env BUILD_NAME=${buildName} \
--env BUILDS_PATH=${buildsPath} \
--env BUILD_METHOD=${method} \
--env BUILD_PATH=${buildPath} \
--env BUILD_FILE=${buildFile} \
--env BUILD_METHOD=${buildMethod} \
--env CUSTOM_PARAMETERS=${customParameters} \
--env HOME=/github/home \
--env GITHUB_REF \
--env GITHUB_SHA \
@@ -59,3 +70,5 @@ export default class Docker {
await exec(command, null, { silent });
}
}
export default Docker;

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@@ -1,6 +1,7 @@
import { has, get, trimEnd, trimStart } from 'lodash-es';
import Platform from './platform';
export default class ImageTag {
class ImageTag {
constructor(imageProperties) {
const {
repository = 'gableroux',
@@ -13,14 +14,14 @@ export default class ImageTag {
throw new Error(`Invalid version "${version}".`);
}
if (!has(ImageTag.targetPlatformToBuilderPlatformMap, platform)) {
if (!has(ImageTag.targetPlatformToImageSuffixMap, platform)) {
throw new Error(`Platform "${platform}" is currently not supported.`);
}
const builderPlatform = get(
ImageTag.targetPlatformToBuilderPlatformMap,
ImageTag.targetPlatformToImageSuffixMap,
platform,
ImageTag.builderPlatforms.generic,
ImageTag.imageSuffixes.generic,
);
Object.assign(this, { repository, name, version, platform, builderPlatform });
@@ -30,7 +31,7 @@ export default class ImageTag {
return /^20\d{2}\.\d\.\w{3,4}|3$/;
}
static get builderPlatforms() {
static get imageSuffixes() {
return {
generic: '',
webgl: 'webgl',
@@ -42,31 +43,31 @@ export default class ImageTag {
};
}
static get targetPlatformToBuilderPlatformMap() {
const { generic, webgl, mac, windows, android, ios, facebook } = ImageTag.builderPlatforms;
static get targetPlatformToImageSuffixMap() {
const { generic, webgl, mac, windows, android, ios, facebook } = ImageTag.imageSuffixes;
// @see: https://docs.unity3d.com/ScriptReference/BuildTarget.html
return {
StandaloneOSX: mac,
StandaloneWindows: windows,
StandaloneWindows64: windows,
StandaloneLinux64: windows,
iOS: ios,
Android: android,
WebGL: webgl,
WSAPlayer: windows,
PS4: windows,
XboxOne: windows,
tvOS: windows,
Switch: windows,
[Platform.types.StandaloneOSX]: mac,
[Platform.types.StandaloneWindows]: windows,
[Platform.types.StandaloneWindows64]: windows,
[Platform.types.StandaloneLinux64]: windows,
[Platform.types.iOS]: ios,
[Platform.types.Android]: android,
[Platform.types.WebGL]: webgl,
[Platform.types.WSAPlayer]: windows,
[Platform.types.PS4]: windows,
[Platform.types.XboxOne]: windows,
[Platform.types.tvOS]: windows,
[Platform.types.Switch]: windows,
// Unsupported
Lumin: windows,
BJM: windows,
Stadia: windows,
Facebook: facebook,
NoTarget: generic,
[Platform.types.Lumin]: windows,
[Platform.types.BJM]: windows,
[Platform.types.Stadia]: windows,
[Platform.types.Facebook]: facebook,
[Platform.types.NoTarget]: generic,
// Test specific
Test: generic,
[Platform.types.Test]: generic,
};
}
@@ -84,3 +85,5 @@ export default class ImageTag {
return `${image}:${tag}`;
}
}
export default ImageTag;

8
src/model/index.js Normal file
View File

@@ -0,0 +1,8 @@
import Action from './action';
import BuildParameters from './build-parameters';
import Docker from './docker';
import Input from './input';
import ImageTag from './image-tag';
import Platform from './platform';
export { Action, BuildParameters, Docker, Input, ImageTag, Platform };

View File

@@ -1,22 +1,28 @@
import Platform from './platform';
const core = require('@actions/core');
export default class Input {
class Input {
static getFromUser() {
// Input variables specified in workflows using "with" prop.
const version = core.getInput('unityVersion');
const platform = core.getInput('targetPlatform');
const projectPath = core.getInput('projectPath');
const buildName = core.getInput('buildName');
const buildsPath = core.getInput('buildsPath');
const buildMethod = core.getInput('buildMethod');
const unityVersion = core.getInput('unityVersion');
const targetPlatform = core.getInput('targetPlatform') || Platform.default;
const projectPath = core.getInput('projectPath') || '.';
const buildName = core.getInput('buildName') || targetPlatform;
const buildsPath = core.getInput('buildsPath') || 'build';
const buildMethod = core.getInput('buildMethod'); // processed in docker file
const customParameters = core.getInput('customParameters') || '';
return {
version,
platform,
unityVersion,
targetPlatform,
projectPath,
buildName,
buildsPath,
method: buildMethod,
buildMethod,
customParameters,
};
}
}
export default Input;

51
src/model/platform.js Normal file
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@@ -0,0 +1,51 @@
class Platform {
static get default() {
return Platform.types.StandaloneWindows64;
}
static get types() {
return {
StandaloneOSX: 'StandaloneOSX',
StandaloneWindows: 'StandaloneWindows',
StandaloneWindows64: 'StandaloneWindows64',
StandaloneLinux64: 'StandaloneLinux64',
iOS: 'iOS',
Android: 'Android',
WebGL: 'WebGL',
WSAPlayer: 'WSAPlayer',
PS4: 'PS4',
XboxOne: 'XboxOne',
tvOS: 'tvOS',
Switch: 'Switch',
// Unsupported
Lumin: 'Lumin',
BJM: 'BJM',
Stadia: 'Stadia',
Facebook: 'Facebook',
NoTarget: 'NoTarget',
// Test specific
Test: 'Test',
};
}
static isWindows(platform) {
switch (platform) {
case Platform.types.StandaloneWindows:
case Platform.types.StandaloneWindows64:
return true;
default:
return false;
}
}
static isAndroid(platform) {
switch (platform) {
case Platform.types.Android:
return true;
default:
return false;
}
}
}
export default Platform;