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); }
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); }