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using UnityEngine; | |
using UnityEditor; | |
using UnityEditor.Callbacks; | |
using System; | |
using System.IO; | |
public static class CopyFilesBuildPostProcessor | |
{ | |
private const string PathToCopy = "PathToFiles"; | |
[PostProcessBuild] | |
public static void OnPostProcessBuild(BuildTarget target, string pathToBuiltProject) | |
{ | |
// Copy all files from the Unity Assets/{PathToCopy} directory to a directory | |
// called {PathToCopy} under the build's output directory. | |
var sourceFullPath = Path.Combine(Application.dataPath, PathToCopy); | |
var destinationFullPath = Path.Combine(pathToBuiltProject, PathToCopy); | |
CopyFiles(sourceFullPath, destinationFullPath); | |
} | |
private static void CopyFiles(string source, string destination) | |
{ | |
var files = Directory.GetFiles(source); | |
foreach (var sourceFile in files) | |
{ | |
// Get just the filename for the file, so we can determine whether the file | |
// exists in the destination. | |
var filename = Path.GetFileName(sourceFile); | |
var destinationFile = Path.Combine(destination, filename); | |
var exists = File.Exists(destinationFile); | |
var doCopy = !exists; // If the file doesn't exist, we definitely need to copy it! | |
if (exists) | |
{ | |
// If the file exists at the destination and the source has been modified more | |
// recently than the destination file, we will copy the source file again. | |
var sourceTimestamp = File.GetLastWriteTime(sourceFile); | |
var destinationTimestamp = File.GetLastWriteTime(destinationFile); | |
doCopy = sourceTimestamp > destinationTimestamp; | |
} | |
if (doCopy) | |
{ | |
try | |
{ | |
File.Copy(sourceFile, destinationFile); | |
} | |
catch (Exception e) | |
{ | |
Debug.Log("Failed to copy file: " + e.Message); | |
} | |
} | |
} | |
} | |
} |
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