public static void BuildAndroid()
    {
        Debug.Log("BuildAssetProcess.BuildAndroid start:" + DateTime.Now.ToString("yyyy/MM/dd hh:mm:ss"));
        string sVersion = string.Empty;

        //parse command line parameters from shell
        string[] arguments = Environment.GetCommandLineArgs();
        Debug.Log("BuildAssetProcess.BuildAndroid arguments number is:" + arguments.Length.ToString());
        for (int index = 0; index < arguments.Length; ++index)
        {
            string sArgu = arguments[index];
            Debug.Log(string.Format("BuildAssetProcess.BuildAndroid argument[{0}]:{1}", index.ToString(), sArgu));
            int iTest = index + 1;
            if (arguments.Length <= iTest)
            {
                break;
            }
            if (sArgu.Equals("-version_num"))
            {
                sVersion = arguments[iTest];
                continue;
            }
        }

        //check command line parameters
        if (string.IsNullOrEmpty(sVersion))
        {
            throw new Exception(string.Format("BuildAssetProcess.BuildAndroid arguments error! Version:{0}", sVersion));
        }

        DoAndroidLowTextrue();
        BundleEditor.ExportBundleData(true, BuildTarget.Android);
        //CreateAssetZip(sVersion);
        Debug.Log("BuildAssetProcess.BuildAndroid end:" + DateTime.Now.ToString("yyyy/MM/dd hh:mm:ss"));
    }
Beispiel #2
0
    // 更新资源(将资源放在包体外)
    public static void BuildiOSUpdate()
    {
        BundleEditor.ExportBundleData(true, BuildTarget.iOS);
        BuildOptions opt = BuildOptions.None;

        CommandBuild.BuildPlayer(BuildTarget.iOS, opt, false);
    }
    public override IEnumerator Execute(UTContext context)
    {
        Debug.Log("Start Export AssetBundles");
        BundleEditor.ExportBundleData(true, BuildTarget.Android);
        Debug.Log("End Export AssetBundles");

        // string targetDirectory = context["AssetBundlesPath"] as string;
        // CopyAssetBundle(targetDirectory);
        string resourceVersion = context["resourceVersion"] as string;
        string targetPath      = BundleManager.UpdateOutputPath + "/../" + UpdateHelper.VersionFileName;

        Utils.WriteStringToFile(targetPath, resourceVersion);
        Debug.Log("Write resourceVersion[" + resourceVersion + "] to file[" + targetPath + "]");

        string MONTH  = System.DateTime.Now.Month > 9 ? "" + System.DateTime.Now.Month : "0" + System.DateTime.Now.Month;
        string DAY    = System.DateTime.Now.Day > 9 ? "" + System.DateTime.Now.Day : "0" + System.DateTime.Now.Day;
        string CurDay = System.DateTime.Now.Year + "_" + MONTH + "_" + DAY;
//        string productName = PlayerSettings.productName;
        string hour    = System.DateTime.Now.Hour > 9 ? "" + System.DateTime.Now.Hour : "0" + System.DateTime.Now.Hour;
        string minute  = System.DateTime.Now.Minute > 9 ? "" + System.DateTime.Now.Minute : "0" + System.DateTime.Now.Minute;
        string version = string.Format("{0}_{1}_{2}_{3}", PlatformHelper.GetGameVersion(), PlatformHelper.GetProgramVersion(), GCGame.Table.TableManager.GetPublicConfigByID(GameDefines.PublicResVersionKey, 0).IntValue, UserConfigData.ClientResVersion);

        string zipFileName = "Android_" + version + "_" + CurDay + "_" + hour + "" + minute + ".zip";

        // release文件夹
        string zipFolder = BundleManager.UpdateOutputPath + "/../../";

        CreateFolder(zipFolder);
        zipFolder += CurDay;
        CreateFolder(zipFolder);

        CreateSample(zipFolder + "/" + zipFileName, BundleManager.UpdateOutputPath + "/../");
        yield return("");
    }
Beispiel #4
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    public static void BuildAndroid()
    {
        BundleEditor.ExportBundleData(false, BuildTarget.Android);
        BuildOptions opt = BuildOptions.UncompressedAssetBundle;

        CommandBuild.BuildPlayer(BuildTarget.Android, opt);
    }
Beispiel #5
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    public static void BuildWindows()
    {
        BundleEditor.ExportBundleData(false, BuildTarget.StandaloneWindows);
        BuildOptions opt = BuildOptions.UncompressedAssetBundle | BuildOptions.SymlinkLibraries;

        CommandBuild.BuildPlayer(BuildTarget.StandaloneWindows, opt);
    }
Beispiel #6
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    public static void BuildiOSUpdateTW()
    {
        if (!Internationalize.CopyInternationRes(Games.GlobeDefine.GlobeVar.TYPE_INTERNATION))
        {
            return;
        }
        BundleEditor.ExportBundleData(true, BuildTarget.iOS);
        BuildOptions opt = BuildOptions.None;

        CommandBuild.BuildPlayer(BuildTarget.iOS, opt, false);
    }
Beispiel #7
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 public static void BuildiOSInternalRes()
 {
     BundleEditor.ExportBundleData(false, GetBuildResTarget);
 }
Beispiel #8
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 public static void BuildiOSUpdateRes()
 {
     BundleEditor.ExportBundleData(true, BuildTarget.iOS);
 }