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); }
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); }
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); }