public override BuildState OnUpdate() { //PlayerSettings.keyaliasPass = KeyAliasPass; //PlayerSettings.keystorePass = KeyStorePass; var listScene = BuildHelper.GetAllScenesInBuild(); // projectName_yyyyMMddHHmm var apkName = string.Format("{0}_build{1}_{2:yyyyMMddHHmm}.apk", ProjectName, BuildHelper.GetBuildNum(), DateTime.Now); BuildHelper.AddBuildNum(); var path = Path.Combine(BuildPath, apkName); Debug.Log(path); var dir = Path.GetDirectoryName(path); Debug.Log(dir); if (dir != null && !Directory.Exists(dir)) { Directory.CreateDirectory(dir); } EditorPrefs.SetString("BuildMechine.ProjectPath", path); var res = BuildPipeline.BuildPlayer(listScene.ToArray(), path, BuildTarget.Android, BuildOptions.None); //if (string.IsNullOrEmpty(res) == false) //{ // throw new Exception("Build Fail : " + res); //} Debug.LogFormat("打包至 {0} 结果 {1}", path, res); Context.Set("BuildPath", path); // BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions(); // buildPlayerOptions.locationPathName = string.Format("{0}\\{3}\\{2}\\{3}_{2}_{1}{4}", //Path.GetFullPath(Application.dataPath + "/../" + prefs.BuildFolder), //prefs.ProjectName, //prefs.ProjectVersion, //platformName, //ResolveExtension(a_platform) return(BuildState.Success); }
public override BuildState OnUpdate() { var listScene = BuildHelper.GetAllScenesInBuild(); var fileName = ExeName; if (ExeName.EndsWith(".exe") == false) { fileName += ".exe"; } var x = X64 ? "x64" : "x86"; var dirName = string.Format("{0}_{3}_build{1}_{2:yyyyMMddHHmm}", this.ProjectName, BuildHelper.GetBuildNum(), DateTime.Now, x); BuildHelper.AddBuildNum(); var path = Path.Combine(BuildPath, dirName); path = Path.Combine(path, fileName); var buildTarget = X64 ? BuildTarget.StandaloneWindows64 : BuildTarget.StandaloneWindows; var res = BuildPipeline.BuildPlayer(listScene.ToArray(), path, buildTarget, BuildOptions.None); //if (string.IsNullOrEmpty(res) == false) //{ // throw new Exception("Build Fail : " + res); //} Debug.LogFormat("打包至 {0} 结果 {1}", path, res); Context.Set("BuildPath", path); return(BuildState.Success); }