Vollständige Bot-Partien sichtbar in Unity, gleich der Partie des Kerns (Vertical Function Test vor dem vollständigen Asset-Import). - VerticalFunctionTests (PlayMode): Seed 2 von Runde 1 bis zum Fall des Blau-Ancient (9 Runden; Türme fallen ab Runde 7, Grottenboss in Runde 8 gewonnen und in Runde 9 auf der Bot-Lane eingesetzt, bis zu 4 Helden) und Seed 9 ab Runde 21 mit der Fixture des Golden-Szenarios high_wave_21 (bis zu 125 Einheiten, 6 Helden, Fall des Rot-Ancient). Beide Fingerabdrücke gleich dem Kernlauf; 14 Bilder der Schlüsselmomente. - macOS-Player-Build (LunePlayerBuild) und LuneBenchmark: 1080p, VSync aus, 116 Einheiten: 161-199 fps, Hauptthread 1,3 ms, Simulation unter 0,1 ms; Ausreißer beim Present (p95 18-26 ms) analysiert und für U5 vorgemerkt. - Dokumentation: U2-WORLD (U2D, Abnahme), PORT-STATUS, PORT-QA, KNOWN-BEHAVIOR-DIFFERENCES (U2 ändert kein Verhalten), README. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
32 lines
1.4 KiB
C#
32 lines
1.4 KiB
C#
using System.IO;
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using UnityEditor;
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using UnityEditor.Build.Reporting;
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using UnityEngine;
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namespace Luneraria.EditorTools
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{
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/// <summary>
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/// Player builds (U2D). Only macOS is possible on this machine; Windows and Linux need the build
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/// modules listed in docs/port/U1.5-UNITY.md. Output goes to Builds/ (ignored by git).
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/// Unity -batchmode -projectPath . -executeMethod Luneraria.EditorTools.LunePlayerBuild.BuildMac -logFile -
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/// </summary>
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public static class LunePlayerBuild
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{
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public static void BuildMac()
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{
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string path = Path.Combine(Path.GetDirectoryName(Application.dataPath), "Builds/macOS/Luneraria.app");
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// CPU and GPU frame timings for the benchmark (FrameTimingManager).
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PlayerSettings.enableFrameTimingStats = true;
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var options = new BuildPlayerOptions
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{
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scenes = new[] { LuneWorldBuilder.ScenePath },
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locationPathName = path,
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target = BuildTarget.StandaloneOSX,
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options = BuildOptions.None,
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};
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BuildReport report = BuildPipeline.BuildPlayer(options);
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Debug.Log(string.Format("LUNE_BUILD {0}: {1}, {2:0.0} MB, {3:0.0} s", report.summary.result, path, report.summary.totalSize / 1048576.0, report.summary.totalTime.TotalSeconds));
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EditorApplication.Exit(report.summary.result == BuildResult.Succeeded ? 0 : 1);
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}
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}
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}
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