コード例 #1
0
        public virtual bool PostBuild(BuildTarget target, string pathToBuiltProject)
        {
            var patchPath = ReleaseConfig.Setting[ReleaseConfig.SettingDefine.PatchPath];

            ReleaseUtil.CreateHotpatch(patchPath);
            return(true);
        }
コード例 #2
0
        private static void InitDefaultSetting()
        {
            var defaultTarget    = Platform.Windows;
            var unityProjectPath = ReleaseUtil.GetUnityProjectPath();
            var buildRootPath    = Path.GetFullPath(Path.Combine(unityProjectPath, "../../build"));
            var targetBuildPath  = Path.GetFullPath(Path.Combine(buildRootPath, defaultTarget));
            var targetPatchPath  = Path.GetFullPath(Path.Combine(targetBuildPath, "./hotpatch"));

            Setting[SettingDefine.Target] = defaultTarget;

            Setting[SettingDefine.Version] = "0.0.1";

            Setting[SettingDefine.AppName] = "Demo";

            Setting[SettingDefine.ProjectCodeName] = "zongzi";

            Setting[SettingDefine.AndroidExportType] = AndroidExportType.ExportApk;

            Setting[SettingDefine.BuildPath] = targetBuildPath;

            Setting[SettingDefine.PatchPath] = targetPatchPath;

            Setting[SettingDefine.IOSCodeSign] = iOSCodeSign.Developer;

            Setting[SettingDefine.BuildConfig] = BuildConfig.InternetDev;

            Setting[SettingDefine.BundleVersionCode] = "1";

            Setting[SettingDefine.iOSExportType] = iOSExportType.Enterprise;
        }
コード例 #3
0
        public virtual bool PreBuild()
        {
            var buildPath = ReleaseConfig.Setting[ReleaseConfig.SettingDefine.BuildPath];

            if (!Directory.Exists(buildPath))
            {
                Directory.CreateDirectory(buildPath);
            }

            ReleaseUtil.CleanPlugin(ReleaseConfig.GetBuildTarget());

            #region Create AssetBundle

            //AssetBundles.AssetBundleUtil.Build();
            //AssetBundles.AssetBundleUtil.CopyToStreamingAssets();

            #endregion Create AssetBundle


            ReleaseUtil.CreateVersion();
            var patchPath = ReleaseConfig.Setting[ReleaseConfig.SettingDefine.PatchPath];
            if (!Directory.Exists(patchPath))
            {
                Directory.CreateDirectory(patchPath);
            }

            return(true);
        }