﻿////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Copyright (c) Martin Bustos @FronkonGames <fronkongames@gmail.com>
//
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
// documentation files (the "Software"), to deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
// permit persons to whom the Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all copies or substantial portions of
// the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
// WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
// COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
using System;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;

namespace FronkonGames.Tools.BuildHistory
{
  /// <summary> Capture build events. </summary>
  public class BuildHook : IPostprocessBuildWithReport
  {
    public static Action<BuildReport> BuildFinished;

    public int callbackOrder => 0;

    public void OnPostprocessBuild(BuildReport report)
    {
      BuildData.Save(report);
      
      BuildFinished?.Invoke(report);
    }
  }
}
