项目出包

描述:

在Unity的开发过程中,我们有时根据需求需要获得Eclipse工程,或AS工程,来接入SDK或者在真机上调试.一般情况下,我们是直接选择在Unity点击即可获得我们所需,但是如果要做项目的持续集成的话,那我们就需要通过代码来做这些操作了。

特点:

  1. 可以针对不同的平台,不同的需要获得需要的工程,包含但不仅限于APK,Eclipse,AS,EXE
  2. 可扩展

架构

用户输入:根据用户点击不同的功能按钮确定用户打包的平台
逻辑控制:确定平台->准备工作(参数配置,清除残留文件等)->项目出包

目前支持的出包类型:

APK、EXE、Eclipse工程

Github下载地址:

项目出包工程

主要代码:
using Assets.Editor;
using System;
using System.IO;
using UnityEditor;
using UnityEngine;

public class PackProjectTool
{
    [MenuItem("Custom/Build Android(APK)")]
    static void BuildAndroidPlatform_APK()
    {
        //此种写法,方便扩展
        SettingBeforeBulid(PlayerSettings.productName, Platform.Android);
    }

    [MenuItem("Custom/Build Android(Eclipse)")]
    static void BuildAndroidPlatform_Eclipse()
    {
        //此种写法,方便扩展
        SettingBeforeBulid(PlayerSettings.productName, Platform.AndroidEclipse);
    }

    [MenuItem("Custom/Build PC")]
    static void BuildPCPlatform()
    {
        //此种写法,方便扩展
        SettingBeforeBulid(PlayerSettings.productName, Platform.PC);
    }

    /// <summary>
    /// 打包之前参数设置
    /// </summary>
    /// <param name="appName">工程名</param>
    /// <param name="platform">目标平台</param>
    private static void SettingBeforeBulid(string proName, Platform platform)
    {
        string appName = "";
        string targetDir = "";
        string appFullPath = "";
        BuildTargetGroup targetGroup = BuildTargetGroup.Standalone;
        BuildTarget buildTarget = BuildTarget.StandaloneWindows;
        BuildOptions buildOptions = BuildOptions.None;

        switch (platform)
        {
            case Platform.Android:
                appName = proName + ".apk";
                targetDir = Application.dataPath.Replace("/Assets", "/targetAndroid");
                targetGroup = BuildTargetGroup.Android;
                buildTarget = BuildTarget.Android;
                break;
            case Platform.AndroidEclipse:
                appName = proName;
                targetDir = Application.dataPath.Replace("/Assets", "/targetAndroidEclipse");
                targetGroup = BuildTargetGroup.Android;
                buildTarget = BuildTarget.Android;
                buildOptions = BuildOptions.AcceptExternalModificationsToPlayer;
                break;
            case Platform.PC:
                appName = proName + ".exe";
                targetDir = Application.dataPath.Replace("/Assets", "/targetPC");
                targetGroup = BuildTargetGroup.Standalone;
                buildTarget = BuildTarget.StandaloneWindows;
                break;
            default:
                EditorMessageBox.MessageBox(IntPtr.Zero, "未选择平台!", "提示", 0);
                return;
        }

        appFullPath = targetDir + "/" + appName;

        //删除上一次打包残留文件
        if (Directory.Exists(targetDir))
        {
            if (File.Exists(appFullPath))
            {
                FileOperation.DelectDirectory(targetDir);
            }
        }
        else
        {
            Directory.CreateDirectory(targetDir);
        }

        //PlayerSettings
        EditorUserBuildSettings.SwitchActiveBuildTarget(targetGroup, buildTarget);//切换平台
        PlayerSettings.SetApplicationIdentifier(targetGroup, GameConstants.APPLICATIONIDENTIFIER);
        PlayerSettings.bundleVersion = "v1.0.0";

        //begin papcking
        BuildProject(targetGroup, buildTarget, appFullPath, buildOptions);
    }

    /// <summary>
    /// 构建项目
    /// </summary>
    /// <param name="group">组织</param>
    /// <param name="target"></param>
    /// <param name="targetDir"></param>
    private static void BuildProject(BuildTargetGroup group,BuildTarget target,string targetDir,BuildOptions buildOptions=BuildOptions.None)
    {
        //ShowBuildPlayerWindow
        BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions();
        buildPlayerOptions.locationPathName = targetDir;
        buildPlayerOptions.scenes = GetActiveScenes();
        buildPlayerOptions.targetGroup = group;
        buildPlayerOptions.target = target;
        buildPlayerOptions.options = buildOptions;//AcceptExternalModificationsToPlayer
        string res = BuildPipeline.BuildPlayer(buildPlayerOptions);

        if (res.Length > 0)
        {
            throw new Exception("BuildPlayer failure: " + res);
        }
    }

    /// <summary>
    /// 获取所有激活的场景
    /// </summary>
    /// <returns></returns>
    private static string[] GetActiveScenes()
    {
        string[] scenesArr = EditorBuildSettingsScene.GetActiveSceneList(EditorBuildSettings.scenes);
        return scenesArr;
    }
}


                
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