Example #1
0
    static public void buildAfterTagetSwitch(BuildArgs args)
    {
        Debug.Log("buildAfterTagetSwitch");
        buildOption = BuildOptions.None;
        //PlayerSettings.bundleIdentifier = args._bundleId;
        //PlayerSettings.bundleVersion = args._applicationVer;
        //PlayerSettings.shortBundleVersion = args._shortBundleVersion;

        EditorUserBuildSettings.development = args._isDevMode;
        if (args._isDevMode)
        {
            buildOption |= BuildOptions.Development;
        }
        Debug.Log("BuildAssetBundles");
        //AssetBundleBuildPanel.BuildAssetBundles();

        if (args._buildTarget == UnityEditor.BuildTarget.Android)
        {
            Publish.BuildAPK(false, false, false, args._package_filename + ".apk");
        }
        else if (args._buildTarget == UnityEditor.BuildTarget.iOS)
        {
            BuildForIPhone();
        }
    }
Example #2
0
    static public void buildAfterTagetSwitch(BuildArgs args)
    {
        Debug.Log("buildAfterTagetSwitch");

        PlayerSettings.applicationIdentifier = args._bundleId;
        PlayerSettings.bundleVersion         = args._applicationVer;
        //PlayerSettings.shortBundleVersion = args._shortBundleVersion;


        if (args._buildTarget == UnityEditor.BuildTarget.Android)
        {
            EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTarget.Android);
            {
                //buildAB

                Publish.BuildAPK(false, true, false, args._package_filename + ".apk");
            }
        }
        else if (args._buildTarget == UnityEditor.BuildTarget.iOS)
        {
            EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTarget.iOS);
            //ExportAssetBundles.Publish_Dev_OnKeyAB(BuildTarget.iOS, false);
            BuildForIPhone();
        }
    }