using System; using System.Linq; using System.Collections; using System.Collections.Generic; using UnityEditor.Build.Pipeline; using UnityEditor.Build.Pipeline.Interfaces; namespace UnityEditor.Build.Pipeline.Tasks { public static class SBPBuildTasks { public static IList Create(string builtInShaderBundleName) { var buildTasks = new List(); // Setup buildTasks.Add(new SwitchToBuildPlatform()); buildTasks.Add(new RebuildSpriteAtlasCache()); // Player Scripts buildTasks.Add(new BuildPlayerScripts()); buildTasks.Add(new PostScriptsCallback()); // Dependency buildTasks.Add(new CalculateSceneDependencyData()); #if UNITY_2019_3_OR_NEWER buildTasks.Add(new CalculateCustomDependencyData()); #endif buildTasks.Add(new CalculateAssetDependencyData()); buildTasks.Add(new StripUnusedSpriteSources()); #if TUANJIE_1_0_OR_NEWER buildTasks.Add(new CreateBuiltInShadersBundle(builtInShaderBundleName)); #else buildTasks.Add(new CreateBuiltInBundle(builtInShaderBundleName)); #endif buildTasks.Add(new PostDependencyCallback()); // Packing buildTasks.Add(new GenerateBundlePacking()); buildTasks.Add(new UpdateBundleObjectLayout()); buildTasks.Add(new GenerateBundleCommands()); buildTasks.Add(new GenerateSubAssetPathMaps()); buildTasks.Add(new GenerateBundleMaps()); buildTasks.Add(new PostPackingCallback()); // Writing buildTasks.Add(new WriteSerializedFiles()); buildTasks.Add(new ArchiveAndCompressBundles()); buildTasks.Add(new AppendBundleHash()); buildTasks.Add(new GenerateLinkXml()); buildTasks.Add(new PostWritingCallback()); return buildTasks; } } }