@@ -15,34 +15,45 @@ public abstract class BuildConfig : BuildConfigBase
1515 /// <summary>
1616 /// 예시) com.CompanyName.ProductName
1717 /// </summary>
18- public string applicationIdentifier ;
18+ [ SerializeField ]
19+ protected string applicationIdentifier ;
1920
2021 /// <summary>
2122 /// 설치한 디바이스에 표기될 이름
2223 /// </summary>
23- public string productName ;
24+ [ SerializeField ]
25+ protected string productName ;
26+ public string GetProductName ( ) => productName ;
2427
25- public string defineSymbol ;
28+ [ SerializeField ]
29+ protected string defineSymbol ;
30+ public string GetDefineSymbol ( ) => defineSymbol ;
2631
2732 /// <summary>
2833 /// 빌드에 포함할 씬들, 확장자는 안쓰셔도 됩니다.
2934 /// <para>예시) ["Assets/SomethingScene_1", "Assets/SomethingScene_1"]</para>
3035 /// </summary>
31- public string [ ] buildSceneNames ;
36+ [ SerializeField ]
37+ protected string [ ] buildSceneNames ;
38+ public string [ ] GetBuildSceneNames ( ) => buildSceneNames ;
3239
33- public string bundleVersion ;
40+ [ SerializeField ]
41+ protected string bundleVersion ;
3442
3543 // 출력할 폴더 및 파일은 Jenkins에서 처리할 예정이였으나,
3644 // IL2CPP의 경우 같은 장소에 빌드해놓으면 더 빠르다는 메뉴얼로 인해 일단 보류
3745 // https://docs.unity3d.com/kr/2020.2/Manual/IL2CPP-OptimizingBuildTimes.html
3846 [ Tooltip ( "relative Path - UnityProject/Assets/" ) ]
3947 [ Multiline ]
40- public string buildPath ;
41-
42- public bool developmentBuild ;
43- public bool autoRunPlayer ;
44- public bool openBuildFolder ;
48+ [ SerializeField ]
49+ protected string buildPath ;
4550
51+ [ SerializeField ]
52+ protected bool developmentBuild ;
53+ [ SerializeField ]
54+ protected bool autoRunPlayer ;
55+ [ SerializeField ]
56+ protected bool openBuildFolder ;
4657
4758 // List<BuildConfigBase>
4859
@@ -51,6 +62,13 @@ void Reset()
5162 ResetSetting ( this ) ;
5263 }
5364
65+ public void AddBuildPath ( string addLine )
66+ {
67+ buildPath += addLine ;
68+ }
69+
70+
71+
5472 public override string GetBuildPath ( )
5573 {
5674 DateTime now = DateTime . Now ;
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