using System.IO; using UnityEditor.Build; using UnityEditor.Build.Reporting; using UnityEngine; namespace VEngine.Editor.Builds { public class PlayerBuildProcessor : IPreprocessBuildWithReport, IPostprocessBuildWithReport { public void OnPostprocessBuild(BuildReport report) { if(VEngine.Utility.buildPath != "Bundles") { var directory = Settings.BuildPlayerDataPath; if (!Directory.Exists(directory)) return; Directory.Delete(directory, true); if (Directory.GetFiles(Application.streamingAssetsPath).Length == 0) Directory.Delete(Application.streamingAssetsPath); } } public int callbackOrder => 0; public void OnPreprocessBuild(BuildReport report) { if (VEngine.Utility.buildPath != "Bundles") { BuildScript.CopyToStreamingAssets(); } } } }