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Address code review feedback
1. Add XML documentation for IsBuilding property - Document that it indicates whether a build is in progress 2. Fix StartBuildAssetsOnly progress initialization - Add Progress.Start() to initialize _progressId - Add Progress.Finish() in try/catch blocks - Add EditorUtility.ClearProgressBar() in finally block - Matches pattern used in StartBuildAll and StartBuildCodeOnly
1 parent 88f4e2e commit 069efaa

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  • UnityProject/Packages/com.jasonxudeveloper.jengine.core/Editor/CustomEditor

UnityProject/Packages/com.jasonxudeveloper.jengine.core/Editor/CustomEditor/BuildManager.cs

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Original file line numberDiff line numberDiff line change
@@ -73,6 +73,9 @@ private enum BuildStep
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private Action _onComplete;
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private Action<Exception> _onError;
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/// <summary>
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/// Gets a value indicating whether a build operation is currently in progress.
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/// </summary>
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public bool IsBuilding => _currentStep != BuildStep.None;
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public BuildManager(Settings settings, Action<string, bool> logCallback)
@@ -143,20 +146,30 @@ public void StartBuildAssetsOnly(Action onComplete, Action<Exception> onError)
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Log("Starting assets build...");
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_progressId = Progress.Start("Building Hot Update Assets",
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"Building asset bundles",
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Progress.Options.Managed);
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try
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{
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UpdateProgress(0.5f, "Building Assets");
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string outputDirectory = BuildAssets(_packageVersion);
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UpdateProgress(1.0f, "Build Complete");
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Log($"Assets build completed successfully! Version: {_packageVersion} Output: {outputDirectory}");
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Progress.Finish(_progressId, Progress.Status.Succeeded);
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_onComplete?.Invoke();
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}
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catch (Exception e)
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{
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Log($"Assets build failed: {e.Message}", true);
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Progress.Finish(_progressId, Progress.Status.Failed);
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_onError?.Invoke(e);
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}
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finally
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{
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EditorUtility.ClearProgressBar();
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}
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}
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/// <summary>

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