Пример #1
0
    public static void Build()
    {
        //打ab包
        BundleEditor.NormalBuild();
        //写入Version信息
        SaveVersion(PlayerSettings.bundleVersion, PlayerSettings.applicationIdentifier);
        //生成可执行程序
        string abPath = Application.dataPath + "/../AssetBundle/" + EditorUserBuildSettings.activeBuildTarget.ToString() + "/";

        Copy(abPath, Application.streamingAssetsPath);
        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", "") + "/realfram.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);
        DeleteDir(Application.streamingAssetsPath);
    }
Пример #2
0
    public static void BuildIOS()
    {
        //打ab包
        BundleEditor.NormalBuild();
        BuildSetting buildSetting = GetIOSBuildSetting();
        string       suffix       = SetIOSSetting(buildSetting);

        //生成可执行程序
        string abPath = Application.dataPath + "/../AssetBundle/" + EditorUserBuildSettings.activeBuildTarget.ToString() + "/";

        //清空生成的文件夹
        DeleteDir(m_IOSPath);
        Copy(abPath, Application.streamingAssetsPath);
        string name     = m_AppName + "_IOS" + suffix + string.Format("_{0:yyyy_MM_dd_HH_mm}", DateTime.Now);
        string savePath = m_IOSPath + name;

        BuildPipeline.BuildPlayer(FindEnableEditorrScenes(), savePath, EditorUserBuildSettings.activeBuildTarget, BuildOptions.None);
        DeleteDir(Application.streamingAssetsPath);
        WriteBuildName(name);
    }
Пример #3
0
    public static void BuildAndroid()
    {
        //打ab包
        BundleEditor.NormalBuild();
        PlayerSettings.Android.keystorePass = "******";
        PlayerSettings.Android.keyaliasPass = "******";
        PlayerSettings.Android.keyaliasName = "android.keystore";
        PlayerSettings.Android.keystoreName = Application.dataPath.Replace("/Assets", "") + "/realfram.keystore";
        BuildSetting buildSetting = GetAndoridBuildSetting();
        string       suffix       = SetAndroidSetting(buildSetting);
        //生成可执行程序
        string abPath = Application.dataPath + "/../AssetBundle/" + EditorUserBuildSettings.activeBuildTarget.ToString() + "/";

        //清空生成的文件夹
        DeleteDir(m_AndroidPath);
        Copy(abPath, Application.streamingAssetsPath);
        string savePath = m_AndroidPath + m_AppName + "_Andorid" + suffix + string.Format("_{0:yyyy_MM_dd_HH_mm}.apk", DateTime.Now);

        BuildPipeline.BuildPlayer(FindEnableEditorrScenes(), savePath, EditorUserBuildSettings.activeBuildTarget, BuildOptions.None);
        DeleteDir(Application.streamingAssetsPath);
    }