//构建Win64平台EXE 程序 public static void BuildWin64Exe() { GenerateLuaWrap(); AssetDatabase.Refresh(); #if USE_PACK_RES FullResBuilder.DeleteRedundantFiles(BuildTarget.StandaloneWindows); #endif string version = System.Text.Encoding.UTF8.GetString(FileUtil.ReadFile(Application.dataPath + "/Resources/Version.bytes")); if (string.IsNullOrEmpty(version)) { version = "000"; } // version = version.Replace("\n", "").Replace(" ", "").Replace("\t", "").Replace("\r", ""); string exeFolderName = string.Empty; // #if JW_DEBUG exeFolderName = "Debug_Arcade_" + version; #else exeFolderName = "Release_Arcade_" + version; #endif string outDir = Application.dataPath + "/../../Builds/BuildWin/" + exeFolderName; string outPath = outDir + "/ToyRealMachine.exe"; // PlayerSettings.companyName = "BCZX"; PlayerSettings.productName = "RealMachine"; PlayerSettings.defaultIsFullScreen = true; PlayerSettings.displayResolutionDialog = ResolutionDialogSetting.Disabled; PlayerSettings.resizableWindow = false; PlayerSettings.forceSingleInstance = true; PlayerSettings.allowFullscreenSwitch = false; PlayerSettings.applicationIdentifier = "com.bczx.arcade"; PlayerSettings.d3d11FullscreenMode = D3D11FullscreenMode.FullscreenWindow; PlayerSettings.visibleInBackground = false; PlayerSettings.defaultIsNativeResolution = true; PlayerSettings.runInBackground = false; PlayerSettings.SplashScreen.show = false; PlayerSettings.forceSingleInstance = true; string path = System.IO.Path.GetFullPath(outPath); #if JW_DEBUG BuildOptions option = BuildOptions.AllowDebugging | BuildOptions.Development; #else BuildOptions option = BuildOptions.None; #endif string error = BuildPipeline.BuildPlayer(EditorBuildSettings.scenes, path, BuildTarget.StandaloneWindows64, option); if (error != null) { Debug.Log("BuildWinExe Error:" + error.ToString()); #if !UNITY_EDITOR EditorApplication.Exit(2); #endif } // if (FileUtil.IsFileExist(outPath)) { Debug.Log("BuildWinExe Zip:"); //合并成Zip string outZipPath = Application.dataPath + "/../../Builds/BuildWin/" + exeFolderName + ".zip"; // ZipHelper.CreateZip(outZipPath, outDir); // FileUtil.CopyFile(Application.dataPath + "/Resources/Version.bytes", Application.dataPath + "/../../Builds/BuildWin/Version.bytes"); } #if !UNITY_EDITOR EditorApplication.Exit(0); #endif }