using System;
using System.IO;
using UnityEditor;
using UnityEngine;
using System.Collections.Generic;

class BuildScript
{
    static private string[] SCENES = FindEnabledEditorScenes();

    static private string APP_NAME = "SuperImportantProject";
	
    [MenuItem("saBuild/Build Windows/64bit")]
    static void PerformWindows64Build()
    {
        GenericBuild(SCENES, APP_NAME + "/" + APP_NAME + "_64.exe", BuildTarget.StandaloneWindows64, BuildOptions.None);
    }

    private static string[] FindEnabledEditorScenes()
    {

        List<string> EditorScenes = new List<string>();
        foreach (EditorBuildSettingsScene scene in EditorBuildSettings.scenes)
        {
            if (scene.enabled) EditorScenes.Add(scene.path);
        }
        return EditorScenes.ToArray();
    }

    static void GenericBuild(string[] scenes, string target_dir, BuildTarget build_target, BuildOptions build_options)
    {
        EditorUserBuildSettings.SwitchActiveBuildTarget(build_target);
        string res = BuildPipeline.BuildPlayer(scenes, target_dir, build_target, build_options);
        if (!String.IsNullOrEmpty(res))
        {
            throw new Exception("BuildPlayer failure: " + res);
        }
    }
}