SBPBuildTasks.cs 1.5 KB

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  1. using System;
  2. using System.Linq;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using UnityEditor.Build.Pipeline;
  6. using UnityEditor.Build.Pipeline.Interfaces;
  7. namespace UnityEditor.Build.Pipeline.Tasks
  8. {
  9. public static class SBPBuildTasks
  10. {
  11. public static IList<IBuildTask> Create(string builtInShaderBundleName)
  12. {
  13. var buildTasks = new List<IBuildTask>();
  14. // Setup
  15. buildTasks.Add(new SwitchToBuildPlatform());
  16. buildTasks.Add(new RebuildSpriteAtlasCache());
  17. // Player Scripts
  18. buildTasks.Add(new BuildPlayerScripts());
  19. buildTasks.Add(new PostScriptsCallback());
  20. // Dependency
  21. buildTasks.Add(new CalculateSceneDependencyData());
  22. #if UNITY_2019_3_OR_NEWER
  23. buildTasks.Add(new CalculateCustomDependencyData());
  24. #endif
  25. buildTasks.Add(new CalculateAssetDependencyData());
  26. buildTasks.Add(new StripUnusedSpriteSources());
  27. buildTasks.Add(new CreateBuiltInShadersBundle(builtInShaderBundleName));
  28. buildTasks.Add(new PostDependencyCallback());
  29. // Packing
  30. buildTasks.Add(new GenerateBundlePacking());
  31. buildTasks.Add(new UpdateBundleObjectLayout());
  32. buildTasks.Add(new GenerateBundleCommands());
  33. buildTasks.Add(new GenerateSubAssetPathMaps());
  34. buildTasks.Add(new GenerateBundleMaps());
  35. buildTasks.Add(new PostPackingCallback());
  36. // Writing
  37. buildTasks.Add(new WriteSerializedFiles());
  38. buildTasks.Add(new ArchiveAndCompressBundles());
  39. buildTasks.Add(new AppendBundleHash());
  40. buildTasks.Add(new GenerateLinkXml());
  41. buildTasks.Add(new PostWritingCallback());
  42. return buildTasks;
  43. }
  44. }
  45. }