示例#1
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="type"></param>
        /// <param name="buildAssetBundleOptions"></param>
        /// <param name="buildOptions">打包配置</param>
        /// <param name="isBuildExe">是否打包EXE</param>
        /// <param name="isContainAB">是否包涵AB包</param>
        public static void Build(PlatformType type, BuildAssetBundleOptions buildAssetBundleOptions, BuildOptions buildOptions, bool isBuildExe,
                                 bool isContainAB, int clientVersion)
        {
            ClientVersion = clientVersion;
            BuildTarget buildTarget = BuildTarget.StandaloneWindows;
            string      exeName     = "ET";

            switch (type)
            {
            case PlatformType.PC:
                buildTarget = BuildTarget.StandaloneWindows64;
                exeName    += ".exe";
                break;

            case PlatformType.Android:
                buildTarget = BuildTarget.Android;
                exeName    += ".apk";
                break;

            case PlatformType.IOS:
                buildTarget = BuildTarget.iOS;
                break;

            case PlatformType.MacOS:
                buildTarget = BuildTarget.StandaloneOSX;
                break;
            }

            string fold = string.Format(BuildFolder, type);

            if (!Directory.Exists(fold))
            {
                Directory.CreateDirectory(fold);
            }


            Log.Debug("StartBuildAB:" + fold);
            BuildPipeline.BuildAssetBundles(fold, buildAssetBundleOptions, buildTarget);
            //创建版本文件信息
            GenerateVersionInfo(fold);
            if (isContainAB)
            {
                Log.Debug("CreateSA");
                FileHelper.CleanDirectory("Assets/StreamingAssets/");
                Log.Debug("将资源拷贝到SA");
                FileHelper.CopyDirectory(fold, "Assets/StreamingAssets/");
            }

            if (isBuildExe)
            {
                AssetDatabase.Refresh();
                string[] levels =
                {
                    "Assets/Scenes/Init.unity",
                };
                BuildPipeline.BuildPlayer(levels, $"{relativeDirPrefix}/{exeName}", buildTarget, buildOptions);
                Log.Debug("完成exe打包");
            }
        }
示例#2
0
        public static void Gen()
        {
            ProcessHelper.Run("dotnet", "Proto2CS.dll", "..\\Tools\\Proto2CS\\Bin\\", false);
            FileHelper.CleanDirectory("Assets\\Bundles\\Lua\\pbc\\AutoGeneratedCode\\");
            File.Copy("..\\Proto\\OuterMessage.proto", "Assets\\Bundles\\Lua\\pbc\\AutoGeneratedCode\\OuterMessage.txt");

            AssetDatabase.Refresh();
        }
示例#3
0
        public static void Build(PlatformType type, BuildAssetBundleOptions buildAssetBundleOptions, BuildOptions buildOptions, bool isBuildExe, bool isContainAB, string version)
        {
            BuildTarget buildTarget = BuildTarget.StandaloneWindows;
            string      exeName     = "ET";

            switch (type)
            {
            case PlatformType.PC:
                buildTarget = BuildTarget.StandaloneWindows64;
                exeName    += ".exe";
                break;

            case PlatformType.Android:
                buildTarget = BuildTarget.Android;
                exeName    += ".apk";
                break;

            case PlatformType.IOS:
                buildTarget = BuildTarget.iOS;
                break;

            case PlatformType.MacOS:
                buildTarget = BuildTarget.StandaloneOSX;
                break;
            }

            string fold = string.Format(BuildFolder, type, version);

            if (!Directory.Exists(fold))
            {
                Directory.CreateDirectory(fold);
            }

            Log.Info("<color=yellow>开始资源打包</color>");
            BuildPipeline.BuildAssetBundles(fold, buildAssetBundleOptions, buildTarget);

            GenerateVersionInfo(fold);
            Log.Info($"<color=yellow>完成资源打包----------------->>>{fold}</color>");

            if (isContainAB)
            {
                FileHelper.CleanDirectory("Assets/StreamingAssets/");
                FileHelper.CopyDirectory(fold, "Assets/StreamingAssets/");
            }

            if (isBuildExe)
            {
                AssetDatabase.Refresh();
                string[] levels =
                {
                    "Assets/Scenes/Init.unity",
                };
                Log.Info("开始EXE打包");
                BuildPipeline.BuildPlayer(levels, $"{relativeDirPrefix}/{exeName}", buildTarget, buildOptions);
                Log.Info("完成exe打包");
            }
        }
示例#4
0
        public static void Build(PlatformType type, BuildAssetBundleOptions buildAssetBundleOptions, BuildOptions buildOptions, bool isBuildExe, bool isContainAB)
        {
            BuildTarget buildTarget = BuildTarget.StandaloneWindows;

            switch (type)
            {
            case PlatformType.PC:
                buildTarget = BuildTarget.StandaloneWindows64;
                exeName    += ".exe";
                break;

            case PlatformType.Android:
                buildTarget = BuildTarget.Android;
                exeName    += ".apk";
                break;

            case PlatformType.IOS:
                buildTarget = BuildTarget.iOS;
                break;

            case PlatformType.MacOS:
                buildTarget = BuildTarget.StandaloneOSX;
                break;
            }

            string fold = "Assets/StreamingAssets/";

            if (!Directory.Exists(fold))
            {
                Directory.CreateDirectory(fold);
            }

            GenerateVersionInfo(fold);
            Log.Info("完成00Version.txt");


            if (isContainAB)
            {
                FileHelper.CleanDirectory("Assets/StreamingAssets/");
                FileHelper.CopyDirectory(fold, "Assets/StreamingAssets/");
            }

            if (isBuildExe)
            {
                AssetDatabase.Refresh();
                string[] levels =
                {
                    $"Assets/Scenes/{sceneName}.unity",
                };
                Log.Info("开始EXE打包");
                BuildPipeline.BuildPlayer(levels, $"{relativeDirPrefix}/{exeName}", buildTarget, buildOptions);
                Log.Info("完成exe打包");
            }
        }
示例#5
0
        public static void Build(PlatformType type, BuildAssetBundleOptions buildAssetBundleOptions, BuildOptions buildOptions, bool isBuildExe, bool isContainAB)
        {
            BuildTarget buildTarget = BuildTarget.StandaloneWindows;
            string      exeName     = "ET";

            switch (type)
            {
            case PlatformType.PC:
                buildTarget = BuildTarget.StandaloneWindows64;
                exeName    += ".exe";
                break;

            case PlatformType.Android:
                buildTarget = BuildTarget.Android;
                exeName    += ".apk";
                break;

            case PlatformType.IOS:
                buildTarget = BuildTarget.iOS;
                break;

            case PlatformType.MacOS:
                buildTarget = BuildTarget.StandaloneOSX;
                break;
            }

            string fold = string.Format(BuildFolder, type);

            if (!Directory.Exists(fold))
            {
                Directory.CreateDirectory(fold);
            }

            Log.Info("开始资源打包");
            BuildPipeline.BuildAssetBundles(fold, buildAssetBundleOptions, buildTarget);

            GenerateVersionInfo(fold);
            Log.Info("完成资源打包");

            if (isContainAB)
            {
                FileHelper.CleanDirectory("Assets/StreamingAssets/");
                FileHelper.CopyDirectory(fold, "Assets/StreamingAssets/");
            }

            if (isBuildExe)
            {
                string[] levels = EditorBuildSettingsScene.GetActiveSceneList(EditorBuildSettings.scenes);
                Log.Info("开始EXE打包");
                BuildPipeline.BuildPlayer(levels, $"{relativeDirPrefix}/{exeName}", buildTarget, buildOptions);
                Log.Info("完成exe打包");
            }
        }
示例#6
0
        public static bool Build(string target, string versionName, bool isClearStreamingAssetsFolder, bool isCopyToStreamingAssetsFolder, bool isBuildAssets, bool isBuildExecutor)
        {
            if (AddressableAssetSettingsDefaultObject.Settings == null)
            {
                EditorWindow.GetWindow <AddressableAssetsEditorWindow>().ShowNotification(new UnityEngine.GUIContent("请先通过\nWindow/Asset Management/Addressables/Groups\n打开面板\n并创建基础资源!"));
                return(false);
            }
            AddressableAssetSettings settings = AssetDatabase.LoadAssetAtPath <AddressableAssetSettings>($"{AddressableAssetSettingsDefaultObject.kDefaultConfigFolder}/{AddressableAssetSettingsDefaultObject.kDefaultConfigAssetName}.asset");

            //if (settings.profileSettings.GetVariableNames().Contains(kStreamingLoadPath))
            //{
            //    settings.profileSettings.SetValue(settings.profileSettings.GetProfileId("Default"), kStreamingLoadPath, "{UnityEngine.Application.streamingAssetsPath}/[BuildTarget]");
            //}
            //else
            //{
            //    settings.profileSettings.CreateValue(kStreamingLoadPath, "{UnityEngine.Application.streamingAssetsPath}/[BuildTarget]");
            //}

            if (bundleNamingPropertyInfo == null)
            {
                bundleNamingPropertyInfo = typeof(BundledAssetGroupSchema).GetProperty("BundleNaming", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
            }
            //更新Group模板的发布路径和加载路径
            UpdateGroupTemplateBuildAndLoadPath(settings, $"{settings.GroupTemplateFolder}/Packed Assets.asset");
            UpdateGroupBuildAndLoadPath(settings, $"{settings.GroupFolder}/Default Local Group.asset");

            //清除旧有资源
            CleanGroup(settings);

            //自动生成Group
            List <AddressableAssetGroupSchema> schemas = AssetDatabase.LoadAssetAtPath <AddressableAssetGroupTemplate>($"{settings.GroupTemplateFolder}/Packed Assets.asset").SchemaObjects;

            string[] directories = Directory.GetDirectories($"{UnityEngine.Application.dataPath}/AddressableAssets/");
            //string remoteBuildPath = $"./{settings.profileSettings.GetValueByName(settings.profileSettings.GetProfileId("Default"), AddressableAssetSettings.kRemoteBuildPath).Replace("[BuildTarget]", UnityEditor.EditorUserBuildSettings.activeBuildTarget.ToString())}";
            //string localBuildPath = $"./{settings.profileSettings.GetValueByName(settings.profileSettings.GetProfileId("Default"), AddressableAssetSettings.kLocalBuildPath).Replace("[UnityEngine.AddressableAssets.Addressables.BuildPath]", UnityEngine.AddressableAssets.Addressables.BuildPath).Replace("[BuildTarget]", UnityEditor.EditorUserBuildSettings.activeBuildTarget.ToString())}";
            string buildPath = $"./{UnityEngine.AddressableAssets.Addressables.BuildPath}";

            tempAddress = string.Empty;
            foreach (string folderPath in directories)
            {
                if (folderPath.Substring(folderPath.LastIndexOf('/') + 1).StartsWith("~"))
                {
                    continue;
                }
                BuildGroup(folderPath, settings, schemas);
            }

            //生成资源地址
            GenerateAddress(settings);

            //打包资源
            if (isBuildAssets)
            {
                FileHelper.CleanDirectory("Assets/ServerData/");
                AddressableAssetSettings.CleanPlayerContent();
                AddressableAssetSettings.BuildPlayerContent();

                if (!Directory.Exists(UnityEngine.Application.streamingAssetsPath))
                {
                    Directory.CreateDirectory(UnityEngine.Application.streamingAssetsPath);
                }

                //复制打包资源到服务器资源文件夹
                FileHelper.CopyDirectory(buildPath.Substring(0, buildPath.IndexOf("aa")), $"../Release/{UnityEditor.EditorUserBuildSettings.activeBuildTarget}/{versionName}/");
                AssetDatabase.Refresh();
            }

            if (isBuildExecutor)
            {
                string[] levels =
                {
                    "Assets/Scenes/Init.unity",
                };
                DirectoryInfo directoryInfo = new System.IO.DirectoryInfo($"{relativeDirPrefix}/{UnityEditor.EditorUserBuildSettings.activeBuildTarget}/发布文件/{PlayerSettings.productName}_{UnityEngine.SystemInfo.deviceName}_{System.DateTime.Now.ToString("yyyyMMddmmHHss")}/");
                if (!directoryInfo.Exists)
                {
                    directoryInfo.Create();
                }

                Log.Info("开始打包可执行文件...");
                BuildPipeline.BuildPlayer(levels, $"{directoryInfo.FullName}{PlayerSettings.productName}.exe", EditorUserBuildSettings.activeBuildTarget, BuildOptions.None);
                Log.Info("可执行文件打包完成.");
                AssetDatabase.Refresh();

                System.Diagnostics.Process process = new System.Diagnostics.Process();
                process.StartInfo.FileName  = "explorer";
                process.StartInfo.Arguments = @"/e /root," + directoryInfo.FullName;
                process.Start();
            }

            Log.Info("完成");
            return(true);
        }