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using UnityEditor;
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using UnityEditor.Build.Reporting;
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using System.Linq;
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public static class BuildScript
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{
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public static void Windows() =>
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Build(BuildTarget.StandaloneWindows64, "Builds/Windows");
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public static void Android() =>
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Build(BuildTarget.Android, "Builds/Android");
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public static void Mac() =>
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Build(BuildTarget.StandaloneOSX, "Builds/Mac");
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public static void iOS() =>
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Build(BuildTarget.iOS, "Builds/iOS");
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private static void Build(BuildTarget target, string outputPath)
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{
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var scenes = EditorBuildSettings.scenes
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.Where(s => s.enabled)
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.Select(s => s.path)
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.ToArray();
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var report = BuildPipeline.BuildPlayer(
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scenes,
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outputPath,
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target,
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BuildOptions.None
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);
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if (report.summary.result != BuildResult.Succeeded)
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{
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throw new System.Exception("Build failed: " + report.summary.result);
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}
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}
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}
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