Esempio n. 1
0
    //[MenuItem("版本发布/拷贝AssetBundle到StreamingAssets目录")]

    /*public static void CopyAssets()
     * {
     *  FullVersionResource.CopyAssets();
     * }*/

    // 整包版本。
    public static void CreateFullVersion(string pathPlatform = "", string pathPackage = "", bool development = false, bool autoConnectProfiler = false, bool isApk = true)
    {
        /*FullVersionResource.CopyAssets();
         * if (ConstantData.EnablePatch) {
         *  FullVersionResource.InitPatch();
         * }*/
        FullVersionResource.Build(pathPlatform, pathPackage, development, autoConnectProfiler, isApk);
        IGGDebug.Log(PlayerSettings.productName + "游戏发布完成");
        OpenApp();
    }
Esempio n. 2
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 // 整包版本。
 public static void CreateFullVersion(string pathPlatform = "", string pathPackage = "", bool development = false, bool autoConnectProfiler = false, bool isBattleDebug = false, bool isApk = true)
 {
     FullVersionResource.CopyAssets();
     if (ConfigDataHelper.EnablePatch)
     {
         FullVersionResource.InitPatch();
     }
     FullVersionResource.Build(pathPlatform, pathPackage, development, autoConnectProfiler, isBattleDebug, isApk);
     UnityEngine.Debug.Log(PlayerSettings.productName + "游戏发布完成");
 }
Esempio n. 3
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        private void OnClick(Button button)
        {
            /*
             * m_genXlua = addItem("1.XLUA生成", 0);
             * m_packageAb = addItem("2.序列化配置", 1);
             * m_buildConfig = addItem("3.打AB包", 2);
             * m_debugToggle = addItem("4.标记为Debug版本", 3);
             * m_apkToggle = addItem("5.编译APK包", 4);
             */
            FullVersionResource.CopyAssets2Resources();

            float allCount = 0;

            foreach (Toggle toggle in m_toggleArr)
            {
                if (toggle.Select)
                {
                    allCount++;
                }
            }

            float index      = 0;
            bool  cannotNext = false;

            for (int i = 0; i < m_toggleArr.Length; i++)
            {
                if (cannotNext)
                {
                    EditorUtility.DisplayDialog("提示", "已取消打包", "确认");
                    break;
                }

                Toggle toggle = m_toggleArr[i];
                if (!toggle.Select)
                {
                    continue;
                }
                cannotNext = EditorUtility.DisplayCancelableProgressBar("打包进度", toggle.Label, index / allCount);
                var callback = toggle.Data as Action;
                if (callback != null)
                {
                    Debug.Log("开始执行:" + toggle.Label);
                    try {
                        callback();
                    } catch (Exception e) {
                        Debug.LogError(toggle.Label + "错误: " + e);
                    }
                    Debug.Log("执行完毕:" + toggle.Label);
                }
                index++;
            }
            FullVersionResource.DeleteResourcesAssets();
            EditorUtility.ClearProgressBar();
            EditorUtility.DisplayDialog("提示", "打包完成", "确定");
        }
Esempio n. 4
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    static void Patch()
    {
        CommandHelper.InitFromCommandLine();

        // 序列化配置
        Cfg2AssetsTool.EncodeAllCfg();

        // 导出AssetBundle
        IGGBuildPipeline.BuildAssetbundle();

        // 拷贝
        FullVersionResource.CopyAssets(false);

        // 拷贝到补丁仓库
        FullVersionResource.CopyPatch();
    }
Esempio n. 5
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 public static void CopyAssets()
 {
     FullVersionResource.CopyAssets();
 }