static void BuildAndroid() { string outputPath = string.Format("{0}/android", buildPath); CreateDirectory(outputPath); string executeName = string.Format("{0}.apk", PlayerSettings.productName); string targetDir = string.Format("{0}/{1}", outputPath, executeName); GameManager.GameConfigInfo gameConfig = GameManager.Instance.GameConfig; PlayerSettings.Android.bundleVersionCode = gameConfig.VersionCode; string keystorePath = string.Format("{0}/helper/android_keystore/{1}", buildPath, gameConfig.KeystoreName); PlayerSettings.Android.keystoreName = keystorePath; PlayerSettings.Android.keystorePass = gameConfig.KeyaliasPass; PlayerSettings.Android.keyaliasName = gameConfig.KeyaliasName; PlayerSettings.Android.keyaliasPass = gameConfig.KeyaliasPass; BuildOptions buildOptions = GetBuildOptions(); bool success = ProcessBuild(scenes, targetDir, BuildTarget.Android, buildOptions); if (success) { // 단말기 연결시 설치 및 실행 } }
static void BuildiOS() { string outputPath = string.Format("{0}/ios", buildPath); CreateDirectory(outputPath); GameManager.GameConfigInfo gameConfig = GameManager.Instance.GameConfig; PlayerSettings.iOS.buildNumber = gameConfig.GetVersionCode(); PlayerSettings.iOS.sdkVersion = iOSSdkVersion.DeviceSDK; //PlayerSettings.iOS.targetOSVersion = iOSTargetOSVersion.iOS_8_0; PlayerSettings.iOS.targetOSVersionString = gameConfig.IOSTargetVersion; PlayerSettings.statusBarHidden = true; BuildOptions buildOptions = GetBuildOptions(); // 최초 빌드시에는 제거한다.(이 옵션의 의미는 Unity에서 프로젝트를 iOS버전으로 빌드할때 현재 이미 빌드된 프로젝트 파일들이 있을 경우 Replace하지 말고 Merge하라는 의미) // XCode 프로젝트를 생성하는 첫번째 빌드시에는 제외시켜야 한다. if (gameConfig.IOSUseBuildHistory && PlayerPrefs.GetInt("BuildHistory") == 1) { buildOptions |= BuildOptions.AcceptExternalModificationsToPlayer; } bool success = ProcessBuild(scenes, outputPath, BuildTarget.iOS, buildOptions); if (success) { // Nothing Xcode project PlayerPrefs.SetInt("BuildHistory", 1); PlayerPrefs.Save(); } }
static BuildScript() { GameManager.GameConfigInfo gameConfig = GameManager.Instance.GameConfig; PlayerSettings.productName = gameConfig.ProductName; //PlayerSettings.bundleIdentifier = gameConfig.BundleName; //PlayerSettings.applicationIdentifier = gameConfig.BundleName; PlayerSettings.bundleVersion = gameConfig.GetVersionName(); projectPath = Application.dataPath.Substring(0, Application.dataPath.LastIndexOf('/')); buildPath = string.Format("{0}/{1}", projectPath, targetDir); scenes = FindEnabledEditorScenes(); }