コード例 #1
0
        public static void Build(bool encrypt = false)
        {
            //每次打包前一定要调用一次这个方法,这个方法会对配置过的代码做预处理,之后才能加载补丁代码
            IFixEditor.InjectAssemblys();

            //addressable打包和assetBundle打包,调用不同的接口
            if (FrameConstr.UseAssetAddress == AssetAddress.Addressable)
            {
                AddressableAssetSettings.BuildPlayerContent();
            }
            else
            {
                //打ab包
                if (encrypt)
                {
                    BundleEditor.EncryptionBuild();
                }
                else
                {
                    BundleEditor.NormalBuild();
                }
            }

            //写入版本号
            SaveVersion(PlayerSettings.bundleVersion, PlayerSettings.applicationIdentifier, encrypt);
            //生成可执行程序

            string savePath = "";

            if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.Android)
            {
                //PlayerSettings.Android.keystorePass = "******";
                //PlayerSettings.Android.keyaliasPass = "******";
                //PlayerSettings.Android.keyaliasName = "android.keystore";
                //PlayerSettings.Android.keystoreName = Application.dataPath.Replace("/Assets", "") + "/improve.keystore";
                savePath = m_AndroidPath + m_AppName + "_" + EditorUserBuildSettings.activeBuildTarget + string.Format("_{0:yyyy_MM_dd_HH_mm}", DateTime.Now) + ".apk";
            }
            else if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.iOS)
            {
                savePath = m_IOSPath + m_AppName + "_" + EditorUserBuildSettings.activeBuildTarget + string.Format("_{0:yyyy_MM_dd_HH_mm}", DateTime.Now);
            }
            else if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.StandaloneWindows || EditorUserBuildSettings.activeBuildTarget == BuildTarget.StandaloneWindows64)
            {
                savePath = m_WindowsPath + m_AppName + "_" + EditorUserBuildSettings.activeBuildTarget + string.Format("_{0:yyyy_MM_dd_HH_mm}/{1}.exe", DateTime.Now, m_AppName);
            }

            BuildPipeline.BuildPlayer(FindEnableEditorrScenes(), savePath, EditorUserBuildSettings.activeBuildTarget, BuildOptions.None);
            if (FrameConstr.UseAssetAddress != AssetAddress.Addressable)
            {
                //删除
                DeleteDir(Application.streamingAssetsPath);
            }
        }
コード例 #2
0
 public static void PatchCode()
 {
     IFixEditor.Patch();
     IFixEditor.CompileToAndroid();
     //IFixEditor.CompileToIOS();
 }
コード例 #3
0
ファイル: BuildHelper.cs プロジェクト: 526077247/ET
        static void BuildHandle(PlatformType type, BuildOptions buildOptions, bool isBuildExe, bool clearFolder, bool isInject)
        {
            BuildTarget buildTarget = BuildTarget.StandaloneWindows;
            string      programName = "ET";
            string      exeName     = programName;
            string      platform    = "";

            switch (type)
            {
            case PlatformType.PC:
                buildTarget = BuildTarget.StandaloneWindows64;
                exeName    += ".exe";
                IFixEditor.Patch();
                platform = "pc";
                break;

            case PlatformType.Android:
                KeystoreSetting();
                buildTarget = BuildTarget.Android;
                exeName    += ".apk";
                IFixEditor.CompileToAndroid();
                platform = "android";
                break;

            case PlatformType.IOS:
                buildTarget = BuildTarget.iOS;
                IFixEditor.CompileToIOS();
                platform = "ios";
                break;

            case PlatformType.MacOS:
                buildTarget = BuildTarget.StandaloneOSX;
                IFixEditor.Patch();
                platform = "pc";
                break;
            }
            //打程序集
            BuildAssemblieEditor.BuildCodeRelease();
            if (isInject)
            {
                //Inject
                IFixEditor.InjectAssemblys();
            }
            HandleProject();
            //string fold = string.Format(BuildFolder, type);

            if (clearFolder && Directory.Exists(relativeDirPrefix))
            {
                Directory.Delete(relativeDirPrefix, true);
                Directory.CreateDirectory(relativeDirPrefix);
            }
            else
            {
                Directory.CreateDirectory(relativeDirPrefix);
            }

            if (isBuildExe)
            {
                AssetDatabase.Refresh();
                string[] levels =
                {
                    "Assets/AssetsPackage/Scenes/InitScene/Init.unity",
                };
                UnityEngine.Debug.Log("开始EXE打包");
                BuildPipeline.BuildPlayer(levels, $"{relativeDirPrefix}/{exeName}", buildTarget, buildOptions);
                UnityEngine.Debug.Log("完成exe打包");
            }

            string jstr     = File.ReadAllText("Assets/AssetsPackage/config.bytes");
            var    obj      = LitJson.JsonMapper.ToObject <Dictionary <string, string> >(jstr);
            string version  = obj["ResVer"];
            var    settings = AASUtility.GetSettings();
            string fold     = Directory.GetParent(settings.RemoteCatalogBuildPath.GetValue(settings)).FullName;

            string targetPath = Path.Combine(relativeDirPrefix, $"{version}_{platform}");

            if (!Directory.Exists(targetPath))
            {
                Directory.CreateDirectory(targetPath);
            }
            FileHelper.CleanDirectory(targetPath);
            FileHelper.CopyFiles(fold, targetPath);

            UnityEngine.Debug.Log("完成cdn资源打包");
        }