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Update UnityProject/Assets/Editor/TestBuilder.cs
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UnityProject/Assets/Editor/TestBuilder.cs
CHANGED
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@@ -4,68 +4,59 @@ using System.IO;
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public class TestBuilder
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{
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// Path Input dan Output
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static readonly string RAW_PATH = "Assets/InputRaw";
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static readonly string OUTPUT_DIR = "Assets/Output";
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// KITA PAKAI FUNGSI INI SAJA (NATIVE UNITY)
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public static void ManualConvert()
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{
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Debug.Log("
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try
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{
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// 1. Refresh Asset Database
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AssetDatabase.Refresh();
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//
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string[] guids = AssetDatabase.FindAssets("t:Prefab", new[] { RAW_PATH });
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if (guids.Length == 0)
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{
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Debug.LogError("
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EditorApplication.Exit(1);
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return;
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}
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// Ambil path prefab
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string prefabPath = AssetDatabase.GUIDToAssetPath(guids[0]);
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Debug.Log($"
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//
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AssetImporter importer = AssetImporter.GetAtPath(prefabPath);
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if (importer == null)
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Debug.LogError("❌ Gagal load AssetImporter.");
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EditorApplication.Exit(1);
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}
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importer.assetBundleName = "repacked_item.zepeto";
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//
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if (!Directory.Exists(OUTPUT_DIR)) Directory.CreateDirectory(OUTPUT_DIR);
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// 5. BUILD MURNI (Target Windows64 paling stabil di Docker)
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BuildPipeline.BuildAssetBundles(
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OUTPUT_DIR,
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BuildAssetBundleOptions.ForceRebuildAssetBundle,
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BuildTarget.StandaloneWindows64
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);
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//
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{
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Debug.Log($"✅ SUKSES! File output: {expectedFile}");
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EditorApplication.Exit(0);
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}
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{
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Debug.LogError("❌ Gagal! File output tidak terbentuk.");
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EditorApplication.Exit(1);
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}
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}
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catch (System.Exception e)
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{
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Debug.LogError($"
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EditorApplication.Exit(1);
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}
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}
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public class TestBuilder
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{
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static readonly string RAW_PATH = "Assets/InputRaw";
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static readonly string OUTPUT_DIR = "Assets/Output";
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public static void ManualConvert()
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{
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Debug.Log("🚀 [NATIVE] Memulai Build AssetBundle...");
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try
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{
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AssetDatabase.Refresh();
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// 1. Cari Prefab
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string[] guids = AssetDatabase.FindAssets("t:Prefab", new[] { RAW_PATH });
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if (guids.Length == 0)
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{
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Debug.LogError("⌠Error: Tidak ada Prefab di Assets/InputRaw!");
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EditorApplication.Exit(1);
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return;
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}
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string prefabPath = AssetDatabase.GUIDToAssetPath(guids[0]);
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Debug.Log($"📄 Prefab ditemukan: {prefabPath}");
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// 2. Set AssetBundle Name
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AssetImporter importer = AssetImporter.GetAtPath(prefabPath);
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if (importer == null) {
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Debug.LogError("⌠Gagal load AssetImporter.");
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EditorApplication.Exit(1);
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}
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// Ubah ekstensi jadi .zepeto (trik native)
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importer.assetBundleName = "repacked_item.zepeto";
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// 3. Build AssetBundle
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if (!Directory.Exists(OUTPUT_DIR)) Directory.CreateDirectory(OUTPUT_DIR);
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BuildPipeline.BuildAssetBundles(
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OUTPUT_DIR,
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BuildAssetBundleOptions.ForceRebuildAssetBundle,
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BuildTarget.StandaloneWindows64
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);
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// 4. Cek Hasil
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if (File.Exists(Path.Combine(OUTPUT_DIR, "repacked_item.zepeto"))) {
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Debug.Log("✅ Build Success!");
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EditorApplication.Exit(0);
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} else {
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Debug.LogError("⌠File output tidak terbentuk!");
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EditorApplication.Exit(1);
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}
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}
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catch (System.Exception e)
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{
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Debug.LogError($"⌠CRITICAL ERROR: {e.Message}");
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EditorApplication.Exit(1);
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}
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}
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