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UnityProject.swift
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//
// UnityProject.swift
//
// Copyright (c) 2017 Handsome
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
import Foundation
class UnityProject {
private let config: Config
private let fileManager = FileManager()
private lazy var shell = Shell()
init(config: Config) {
self.config = config
}
func create() -> Result {
guard UBKit.validatePath(config.unity.applicationPath, isDirectory: false) else {
return .failure(UBKitError.invalidFolder(config.unity.applicationPath))
}
print("Unity Project Path: \(config.unity.projectPath)\n")
let unityFolderResult = createUnityFolder()
guard unityFolderResult == .success else {
return unityFolderResult
}
print("Generating Unity project")
print("This may take some time to complete\n")
let projectGenerationResult = generateUnityProject()
guard projectGenerationResult == .success else {
return projectGenerationResult
}
print("Generating Unity Editor scripts")
let editorScriptsResult = createUnityEditorScripts()
guard editorScriptsResult == .success else {
return editorScriptsResult
}
print("\n----------")
print("⚙️ Initializing projects")
print("----------")
let initializationResult = runInitialProjectBuild()
guard initializationResult == .success else {
return initializationResult
}
return .success
}
}
private extension UnityProject {
func createUnityFolder() -> Result {
do {
try fileManager.createDirectory(
atPath: config.unity.projectPath,
withIntermediateDirectories: false,
attributes: nil)
} catch {
return .failure(error)
}
return .success
}
func generateUnityProject() -> Result {
let semaphore = DispatchSemaphore(value: 0)
let unityProjectPath = config.unity.projectPath.appending(config.unity.projectName)
var statusCode: Int32 = 0
shell.perform(
config.unity.applicationPath,
UnityCommandLine.Arguments.batchmode,
UnityCommandLine.Arguments.createProject,
unityProjectPath,
UnityCommandLine.Arguments.quit,
terminationHandler: { (process) in
statusCode = process.terminationStatus
semaphore.signal()
})
let timeout = semaphore.wait(timeout: DispatchTime.now()+60.0)
switch timeout {
case .success:
if statusCode == 0 {
return .success
} else {
return .failure(UBKitError.shellCommand("Generate Unity Project"))
}
case .timedOut:
return .failure(UBKitError.waitTimedOut)
}
}
func createUnityEditorScripts() -> Result {
let assetsFilePath = config.unity.projectPath.appending(config.unity.projectName).appending("/Assets/")
guard UBKit.validatePath(assetsFilePath, isDirectory: true) else {
return .failure(UBKitError.invalidFolder(assetsFilePath))
}
let editorFilePath = assetsFilePath.appending("Editor/")
let scenesFilePath = assetsFilePath.appending("Scenes/")
do {
try fileManager.createDirectory(atPath: editorFilePath, withIntermediateDirectories: false, attributes: nil)
try fileManager.createDirectory(atPath: scenesFilePath, withIntermediateDirectories: false, attributes: nil)
} catch {
return .failure(error)
}
guard fileManager.createFile(
atPath: editorFilePath.appending("iOSBuildScript.cs"),
contents: File.unityBuildScriptFile(iOSProjectFolderPath: config.iOS.projectPath, iOSProjectName: config.iOS.projectName),
attributes: nil) else {
return .failure(UBKitError.unableToCreateFile("Unity iOS Build Script"))
}
guard fileManager.createFile(
atPath: editorFilePath.appending("XcodeProjectRefresher.cs"),
contents: File.unityProjectScriptFile(iOSProjectName: config.iOS.projectName, iOSProjectPath: config.iOS.projectPath),
attributes: nil) else {
return .failure(UBKitError.unableToCreateFile("Unity Project Script"))
}
guard fileManager.createFile(
atPath: editorFilePath.appending("XcodeFrameworks.cs"),
contents: File.unityFrameworksScriptFile(iOSProjectName: config.iOS.projectName, iOSProjectPath: config.iOS.projectPath),
attributes: nil) else {
return .failure(UBKitError.unableToCreateFile("Xcode Frameworks Script"))
}
return .success
}
func runInitialProjectBuild() -> Result {
let semaphore = DispatchSemaphore(value: 0)
var statusCode: Int32 = 999
let projectPath = config.unity.projectPath.appending(config.unity.projectName)
let outputLocation = projectPath.appending("/").appending("ios_build")
// MARK: - Main
print("Initializing Unity scene \(config.unity.sceneNames[0]) for iOS...")
print("This will take some time to complete\n")
shell.perform(
config.unity.applicationPath,
UnityCommandLine.Arguments.batchmode,
UnityCommandLine.Arguments.projectPath,
projectPath,
UnityCommandLine.Arguments.outputLocation,
outputLocation,
UnityCommandLine.Arguments.sceneName,
config.unity.sceneNames[0],
UnityCommandLine.Arguments.executeMethod,
UnityCommandLine.buildAction,
UnityCommandLine.Arguments.quit,
terminationHandler: { (process) in
statusCode = process.terminationStatus
semaphore.signal()
})
let timeout = semaphore.wait(timeout: DispatchTime.now()+60.0)
switch timeout {
case .success:
if statusCode == 0 {
return .success
} else {
return .failure(UBKitError.shellCommand("Initializing Unity Project: \(statusCode)"))
}
case .timedOut:
return .failure(UBKitError.waitTimedOut)
}
}
}