Пример #1
0
        public static void BuildPlayer(BuildTarget target, bool isRelease)
        {
            string[] levels = ExportUtil.GetLevelsFromBuildSettings();
            if (levels.Length == 0)
            {
                Debug.Log("Nothing to build.");
                return;
            }

            string targetName = ExportUtil.GetBuildTargetName(target);

            if (targetName == null)
            {
                return;
            }

            BuildScript.BuildAssetBundles(target);

            string sourcePath = Path.Combine(System.Environment.CurrentDirectory, UtilApi.kAssetBundlesOutputPath);
            string outputPath = Path.Combine(Application.streamingAssetsPath, UtilApi.kAssetBundlesOutputPath);

            BuildScript.CopyAssetBundlesTo(target, sourcePath, outputPath);

            BuildOptions option = BuildOptions.None;

            if (!isRelease)
            {
                option = BuildOptions.Development;
            }
            BuildPipeline.BuildPlayer(levels, outputPath + targetName, target, option);
        }
Пример #2
0
        public static void buildImage(BuildOptions option = BuildOptions.None)
        {
            string outputImagePath = ExportUtil.getImagePath("", ResExportSys.m_instance.m_targetPlatform);

            UtilPath.deleteDirectory(outputImagePath);
            UtilPath.createDirectory(outputImagePath);

            string[] levelsPath = new string[1];    // 打包第一个启动场景目录
            levelsPath[0] = "Assets/Scenes/Start.unity";

            string targetName = ExportUtil.GetBuildTargetName(ResExportSys.m_instance.m_targetPlatform /*EditorUserBuildSettings.activeBuildTarget*/);

            if (targetName == null)
            {
                return;
            }

            // Build and copy AssetBundles.
            //option = EditorUserBuildSettings.development ? BuildOptions.Development : BuildOptions.None;

            PlayerParam param = new PlayerParam();

            param.m_levels       = levelsPath;
            param.m_locationPath = outputImagePath + targetName;
            param.m_target       = ResExportSys.m_instance.m_targetPlatform;
            param.m_options      = option;

            ExportUtil.BuildPlayer(param);
        }