Exemplo n.º 1
0
        /// <summary>
        /// build apk,Assetbunld 位于Streaming下~
        /// </summary>
        static public void BuildALLAssetsAndBuildInPackage_iOS_Editor()
        {
            var outputPath = Application.streamingAssetsPath + "/" + DateTime.Now.ToShortTimeString() + ".apk";
            //清空StreamingAsset
            var and = IPath.Combine(Application.streamingAssetsPath, "Android");

            if (Directory.Exists(and))
            {
                Directory.Delete(and, true);
            }

            var win = IPath.Combine(Application.streamingAssetsPath, "Windows");

            if (Directory.Exists(win))
            {
                Directory.Delete(win, true);
            }

            //开始项目一键打包
            EditorWindow_OnekeyBuildAsset.OneKeyBuildALLAssets_ForBuildPackage(RuntimePlatform.IPhonePlayer,
                                                                               Application.streamingAssetsPath);
            UnityEditor.BuildPipeline.BuildPlayer(EditorBuildSettings.scenes, outputPath, BuildTarget.iOS,
                                                  BuildOptions.None);

            //TODO  Build 完之后,需要调用shell 编译xcode
        }
Exemplo n.º 2
0
        /// <summary>
        /// build apk,Assetbunld 位于Streaming下~
        /// </summary>
        static public void BuildALLAssetsAndBuildInPackage_iOS()
        {
            _initArgs();
            var outputPath = _getOutPath();

            //清空StreamingAsset
            var ios = IPath.Combine(Application.streamingAssetsPath, "Android");

            if (Directory.Exists(ios))
            {
                Directory.Delete(ios, true);
            }

            var win = IPath.Combine(Application.streamingAssetsPath, "Windows");

            if (Directory.Exists(win))
            {
                Directory.Delete(win, true);
            }

            //开始项目一键打包
            EditorWindow_OnekeyBuildAsset.OneKeyBuildALLAssets_ForBuildPackage(RuntimePlatform.IPhonePlayer,
                                                                               Application.streamingAssetsPath);
            BuildPipeline.BuildPlayer(EditorBuildSettings.scenes, outputPath, BuildTarget.iOS, BuildOptions.None);
        }
Exemplo n.º 3
0
        /// <summary>
        /// 只生成资源,
        /// 需要cmd传参
        /// </summary>
        static public void BuildALLAssets_iOS()
        {
            _initArgs();
            var outputPath = _getOutPath();

            EditorWindow_OnekeyBuildAsset.OneKeyBuildALLAssets_ForBuildPackage(RuntimePlatform.IPhonePlayer, outputPath);
        }
Exemplo n.º 4
0
        /// <summary>
        /// 只生成资源,
        /// 需要cmd传参
        /// </summary>
        static public void BuildALLAssets_APK()
        {
            _initArgs();
            _setPass();
            var outputPath = _getOutPath();

            EditorWindow_OnekeyBuildAsset.OneKeyBuildALLAssets_ForBuildPackage(RuntimePlatform.Android, outputPath);
        }
 static public void BuildAPK_Release()
 {
     LoadConfig(BuildMode.Release);
     EditorWindow_OnekeyBuildAsset.GenAllAssets(Application.streamingAssetsPath, RuntimePlatform.Android, BuildTarget.Android);
     BuildAPK();
 }
Exemplo n.º 6
0
 /// <summary>
 /// build apk,Assetbunld 位于Streaming下~
 /// </summary>
 static public void BuildALLAssetsAndBuildInPackage_APK_Editor()
 {
     //开始项目一键打包
     EditorWindow_OnekeyBuildAsset.OneKeyBuildALLAssets_ForBuildPackage(RuntimePlatform.Android, Application.streamingAssetsPath);
     BuildPackage_APK_Editor();
 }
Exemplo n.º 7
0
 static public void BuildAPK_Release()
 {
     EditorWindow_OnekeyBuildAsset.GenAllAssets(Application.streamingAssetsPath, RuntimePlatform.Android, BuildTarget.Android);
     BuildAPK(Scenes[(int)BuildMode.AndroidRelease]);
 }
Exemplo n.º 8
0
 /// <summary>
 /// 编译release版本Ipa
 /// </summary>
 static public void BuildReleaseIpa()
 {
     LoadConfig(BuildMode.Release);
     EditorWindow_OnekeyBuildAsset.GenAllAssets(Application.streamingAssetsPath, RuntimePlatform.IPhonePlayer, BuildTarget.iOS);
     BuildXCode(BuildMode.Release);
 }