示例#1
0
    static void CopyDll(BuildTarget target)
    {
        switch (target)
        {
        case BuildTarget.Android:
            AutoBuildGameLogic.ChangeGameLogicDefines(new string[] { "UNITY_ANDROID" });
            AutoBuildGameLogic.BuildGameLogic();
            break;

        case BuildTarget.iOS:
            AutoBuildGameLogic.ChangeGameLogicDefines(new string[] { "UNITY_IPHONE" });
            AutoBuildGameLogic.BuildGameLogic();
            break;

        case BuildTarget.StandaloneWindows:
            AutoBuildGameLogic.ChangeGameLogicDefines(new string[] { "UNITY_STANDALONE_WIN" });
            AutoBuildGameLogic.BuildGameLogic();
            break;
        }

        byte[] bytes = File.ReadAllBytes(Application.dataPath + "/../../output/GameLogic.dll");
        Rc4.rc4_go(ref bytes, bytes, (long)bytes.Length, Rc4.key, Rc4.key.Length, 0);
        File.WriteAllBytes(Application.dataPath + "/Resources/Install/Unpackage/GameLogic.bytes", bytes);
        AssetDatabase.Refresh();
    }
    public static void ExportResources(List <BuildGroup> groups)
    {
        SetAssetBundleNames(false);
        foreach (BuildGroup group in groups)
        {
            Export(BuildHelper.GetBuildTarget(group.Platform));
        }
#if !RECOURCE_CLIENT
        AutoBuildGameLogic.AutoBuild();
#endif
    }
示例#3
0
    public static void ExportResources(List <BuildGroup> groups)
    {
        UpdateResVersion();
#if !RECOURCE_CLIENT
        UIEditor.CreateUIAtlas();
        UIEditor.CreateUIIcons();
#endif
        SetAssetBundleNames(false);
        foreach (BuildGroup group in groups)
        {
            Export(BuildHelper.GetBuildTarget(group.Platform));
        }
        AutoBuildGameLogic.AutoBuild();
    }