public static void CopyToNewClient() { if (Application.dataPath.LastIndexOf("NewClient_SD") != -1) { EditorUtility.DisplayDialog("错误", "只有非SD目录才能操作", "OK"); return; } EditorUtility.DisplayProgressBar("稍候", "正在生成非SVN目录", 0.4f); string dir = ExporterTools.GetRootDir("NewClient_NoneSVN"); if (Directory.Exists(dir) == false) { Directory.CreateDirectory(dir); } DeleteDirAndFile(dir); string path = Application.dataPath; int idx = path.LastIndexOf("/"); path = path.Substring(0, idx); CopyDirectory(path, dir); EditorUtility.ClearProgressBar(); Debug.Log("生成非SVN目录成功!"); }
public static bool BuildVer(GamePlatformType pt) { if (Application.dataPath.IndexOf(Exporter.PUBLISH_DIR) == -1) { EditorUtility.DisplayDialog("错误", "只有发布目录才能发布版本!", "OK"); return(false); } string app_name = APP_NAME; string target_dir = ExporterTools.GetRootDir(Exporter.VERSION_DIR); string target_name = app_name + RuntimeInfo.GetExt(pt); BuildTargetGroup targetGroup; BuildTarget buildTarget; PlayerSettings.bundleVersion = Exporter.CLIENT_VER.Replace('_', '.'); switch (pt) { case GamePlatformType.Android: targetGroup = BuildTargetGroup.Android; buildTarget = BuildTarget.Android; PlayerSettings.applicationIdentifier = "com.leduo.buyu"; PlayerSettings.SetScriptingDefineSymbolsForGroup(targetGroup, "BUYU_PUBLISH"); break; case GamePlatformType.IOS: targetGroup = BuildTargetGroup.iOS; buildTarget = BuildTarget.iOS; PlayerSettings.applicationIdentifier = "com.52leduo.buyu"; PlayerSettings.SetScriptingDefineSymbolsForGroup(targetGroup, "BUYU_PUBLISH"); break; case GamePlatformType.Windows: targetGroup = BuildTargetGroup.Standalone; buildTarget = BuildTarget.StandaloneWindows; PlayerSettings.applicationIdentifier = "com.52leduo.buyu"; PlayerSettings.SetScriptingDefineSymbolsForGroup(targetGroup, "BUYU_PUBLISH"); break; default: Debug.Log("未知的发布类型"); return(false); } string applicationPath = target_dir + "/" + target_name; if (File.Exists(applicationPath)) { File.Delete(applicationPath); } bool bRet = GenericBuild(FindEnabledEditorScenes(), target_dir + "/" + target_name, buildTarget, BuildOptions.None); if (bRet) { EditorUtility.DisplayDialog("成功", "发布成功!", "OK"); Debug.Log("发布成功!"); return(true); } else { EditorUtility.DisplayDialog("失败", "发布失败!", "OK"); Debug.Log("发布失败!"); return(false); } }