blame
parent
75f0c5a085
commit
d683bd1bbe
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@ -142,9 +142,6 @@ internal class BatchBuild
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{
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try
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{
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#if !UNITY_WEBGL
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var playerSettings = BuildPlayerWindow.DefaultBuildMethods.GetBuildPlayerOptions(new());
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#endif
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// 判断本地是否有define_list.txt文件
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var defineListPath = Application.dataPath + "/../define_list.txt";
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var appendDefineList = new List<string>();
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@ -7,17 +7,6 @@ if [ "$#" -eq 0 ]; then
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fi
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text="$1"
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#text=" at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.GetBuildPlayerOptions (UnityEditor.BuildPlayerOptions defaultBuildPlayerOptions) [0x00001] in /Volumes/jenkins1/sharedspace/ra_2022.3/Editor/Mono/BuildPlayerWindowBuildMethods.cs:209
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# at BatchBuild.BuildContentAndPlayer () [0x00000] in /Users/mayuanzheng/.jenkins/workspace/NLD_android_debug/ProjectNLD/Assets/Editor/Common/BuildLauncher.cs:146
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# UnityEngine.StackTraceUtility:ExtractStackTrace () (at /Volumes/jenkins1/sharedspace/ra_2022.3/Runtime/Export/Scripting/StackTrace.cs:37)
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# UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
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# UnityEngine.Logger:Log (UnityEngine.LogType,object)
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# UnityEngine.Debug:LogError (object)
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# BatchBuild:BuildContentAndPlayer () (at Assets/Editor/Common/BuildLauncher.cs:195)
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#
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# (Filename: Assets/Editor/Common/BuildLauncher.cs Line: 195)
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#
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# BuildMethodException"
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echo "blame start $text"
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if [[ $text =~ (ProjectNLD\/[^:]+)\/([^:]+\.cs):([0-9]+) ]]; then
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path="${BASH_REMATCH[1]}"
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