BuildManifestObject
is a ScriptableObject you can use to access the values in the Build manifest via script, without needing to manually load the UnityCloudBuildManifest.json TextAsset.
It is an optional parameter to the pre-export invoked by Cloud Build, if the UnityCloudBuildManifest.json TextAsset has not been written. For more information, see Manifest as JSON.
The following example C# code demonstrates a pre-export method that updates the bundleVersion
in PlayerSettings
based on the buildNumber
provided in the manifest. For more information on pre-export methods, see Pre- and Post-export methods.
using UnityEngine;
using UnityEditor;
using System;
public class CloudBuildHelper : MonoBehaviour
{
public static void PreExport(UnityEngine.CloudBuild.BuildManifestObject manifest)
{
PlayerSettings.bundleVersion = String.Format("1.0.{0}", manifest.GetValue("buildNumber", "unknown"));
}
}
这是 BuildManifestObject
类的公有接口:
namespace UnityEngine.CloudBuild
{
public class BuildManifestObject : ScriptableObject
{
// 尝试获取清单值 - 如果找到键并且可以转换为类型 T,则返回 true,否则返回 false。
public bool TryGetValue<T>(string key, out T result);
//检索清单值,如果找不到给定的键,则抛出异常。
public T GetValue<T>(string key);
//设置给定键的值。
public void SetValue(string key, object value);
//从字典复制值。在保存字典值之前将对字典值调用 ToString()。
public void SetValues(Dictionary<string, object> sourceDict);
//删除所有键/值对。
public void ClearValues();
//返回代表当前 BuildManifestObject 的字典。
public Dictionary<string, object> ToDictionary();
//返回代表当前 BuildManifestObject 的 JSON 格式字符串
public string ToJson();
// 返回代表当前 BuildManifestObject 的 INI 格式字符串
public override string ToString();
}
}