public static void Build(PlatformType type, BuildAssetBundleOptions buildAssetBundleOptions, BuildOptions buildOptions, bool isBuildExe, bool isContainAB, bool clearFolder) { BuildTarget buildTarget = BuildTarget.StandaloneWindows; string exeName = "ZFramework"; switch (type) { case PlatformType.PC: buildTarget = BuildTarget.StandaloneWindows64; exeName += ".exe"; break; case PlatformType.Android: buildTarget = BuildTarget.Android; exeName += ".apk"; break; case PlatformType.IOS: buildTarget = BuildTarget.iOS; break; case PlatformType.MacOS: buildTarget = BuildTarget.StandaloneOSX; break; } string fold = string.Format(BuildFolder, type); if (clearFolder && Directory.Exists(fold)) { Directory.Delete(fold, true); Directory.CreateDirectory(fold); } else { Directory.CreateDirectory(fold); } Debug.Log("开始资源打包"); BuildPipeline.BuildAssetBundles(fold, buildAssetBundleOptions, buildTarget); Debug.Log("打包资源完成"); if (isContainAB) { FileHelper.CleanDirectory("Assets/StreamingAssets/"); FileHelper.CopyDirectory(fold, "Assets/StreamingAssets"); } if (isBuildExe) { AssetDatabase.Refresh(); string[] levels = { "Assets/Scenes/Init.unity" }; Debug.Log("开始exe打包"); BuildPipeline.BuildPlayer(levels, $"{relativeDirPrefix}/{exeName}", buildTarget, buildOptions); Debug.Log("完成exe打包"); } //更新md5 Debug.Log("更新md5"); MD5Helper.BuildVersion(); Debug.Log("更新md5完成"); }