예제 #1
0
    private void BuildApp()
    {
        const string fileName = "TSK";

#if UNITY_STANDALONE_WIN
        const string FolderName = "PC";
        const string packName   = fileName + ".exe";
#elif UNITY_STANDALONE_OSX
        const string FolderName = "MAC";
        const string packName   = fileName + ".app";
#elif UNITY_ANDROID
        const string FolderName = "AND";
        const string packName   = fileName + ".apk";
#elif UNITY_IOS
        const string FolderName = "IOS";
        const string packName   = fileName + ".ipa";
#endif

#if RY_DEBUG
        const BuildOptions bo = BuildOptions.AllowDebugging | BuildOptions.ConnectWithProfiler;
#else
        const BuildOptions bo = BuildOptions.None;
#endif
        //var verInfo = VersionMgr.LoadAppVersion();
        VersionMgr.SaveAppVersion(GitTools.getVerInfo());
        AssetDatabase.Refresh();

        //清空PC执行文件目录的缓存文件。
        string ProductPath   = Application.dataPath + "/../../Products";
        string ProductPCPath = Path.Combine(ProductPath, FolderName);
        string BuildName     = ProductPCPath + "/" + packName;

        if (!Directory.Exists(ProductPath))
        {
            Directory.CreateDirectory(ProductPath);
        }
        if (!Directory.Exists(ProductPCPath))
        {
            Directory.CreateDirectory(ProductPCPath);
        }

        //开始打游戏包
        BuildPipeline.BuildPlayer(new string[] {
            "Assets/Scenes/ZERO.unity",
        }, BuildName, AssetPacker.buildTarget, bo);

#if UNITY_STANDALONE
        AssetPacker.Log("Coping Essets ...");
        SystemTools.CopyDirectory(Application.dataPath + "/../Essets", ProductPCPath + "/Essets");
#endif

#if UNITY_IOS
        XCodePostProcess.OnPostProcessBuild(BuildName);
#endif

        AssetPacker.Log("Build Done: " + BuildName);
    }
예제 #2
0
    public static void UpdateAssets()
    {
        var srcDir = AssetPacker.EditorStreamingAssetsPath;
        var dstDir = AssetPacker.StreamingAssetsPath;

        AssetPacker.Log("Copying {0} -> {1}", srcDir, dstDir);

        AssetPacker.ClearStreamingAssets();

        SystemTools.CopyDirectory(srcDir, dstDir, "*.unity3d");

        File.Copy(srcDir + "/filelist.bytes", dstDir + "/filelist.bytes", true);

        AssetPacker.ClearEditorPersistentAssets();

        AssetDatabase.Refresh();

        AssetPacker.Log("Copying Done");
    }