powerfun-unity/Assets/Editor/MyBuildPostprocessor.cs

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using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEngine;
public class MyBuildPostprocessor
{
[PostProcessBuild]
public static void OnPostprocessBuild(BuildTarget target, string pathToBuiltProject)
{
//Debug.Log(pathToBuiltProject);
//System.IO.File.AppendAllText("D:\\test.txt",pathToBuiltProject);
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#if !(UNITY_IOS || UNITY_ANDROID)
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var dir = Path.GetDirectoryName(pathToBuiltProject);
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var managedPath = dir + "\\PowerFun_Data\\Managed";
if (!Directory.Exists(managedPath))
{
Directory.CreateDirectory(managedPath);
}
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File.Copy(dir + "\\PowerFun_Data\\Plugins\\x86_64\\ANT_WrappedLib.dll", dir + "\\PowerFun_Data\\Managed\\ANT_WrappedLib.dll");
File.Copy(dir + "\\PowerFun_Data\\Plugins\\x86_64\\DSI_CP210xManufacturing_3_1.dll", dir + "\\PowerFun_Data\\Managed\\DSI_CP210xManufacturing_3_1.dll");
File.Copy(dir + "\\PowerFun_Data\\Plugins\\x86_64\\DSI_SiUSBXp_3_1.dll", dir + "\\PowerFun_Data\\Managed\\DSI_SiUSBXp_3_1.dll");
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#endif
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}
}