static void CopyDll(BuildTarget target) { switch (target) { case BuildTarget.Android: AutoBuildGameLogic.ChangeGameLogicDefines(new string[] { "UNITY_ANDROID" }); AutoBuildGameLogic.BuildGameLogic(); break; case BuildTarget.iOS: AutoBuildGameLogic.ChangeGameLogicDefines(new string[] { "UNITY_IPHONE" }); AutoBuildGameLogic.BuildGameLogic(); break; case BuildTarget.StandaloneWindows: AutoBuildGameLogic.ChangeGameLogicDefines(new string[] { "UNITY_STANDALONE_WIN" }); AutoBuildGameLogic.BuildGameLogic(); break; } byte[] bytes = File.ReadAllBytes(Application.dataPath + "/../../output/GameLogic.dll"); Rc4.rc4_go(ref bytes, bytes, (long)bytes.Length, Rc4.key, Rc4.key.Length, 0); File.WriteAllBytes(Application.dataPath + "/Resources/Install/Unpackage/GameLogic.bytes", bytes); AssetDatabase.Refresh(); }
public static void ExportResources(List <BuildGroup> groups) { SetAssetBundleNames(false); foreach (BuildGroup group in groups) { Export(BuildHelper.GetBuildTarget(group.Platform)); } #if !RECOURCE_CLIENT AutoBuildGameLogic.AutoBuild(); #endif }
public static void ExportResources(List <BuildGroup> groups) { UpdateResVersion(); #if !RECOURCE_CLIENT UIEditor.CreateUIAtlas(); UIEditor.CreateUIIcons(); #endif SetAssetBundleNames(false); foreach (BuildGroup group in groups) { Export(BuildHelper.GetBuildTarget(group.Platform)); } AutoBuildGameLogic.AutoBuild(); }