Unity 自动创建文件夹打包到指定的目录并更新发布版本号

Unity 自动创建文件夹打包到指定的目录并更新发布版本号

为什么要写这个?

每次打包都要执行

  1. 打开打包面板
  2. 创建文件夹
  3. 打包
    Emmmmmm 觉得太麻烦了

实现代码

using System;
using System.IO;
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEngine;

/// <summary>
///  导出和发布
/// </summary>
public static class ExportBuild
{
    /// <summary>
    /// 发布 APK
    /// </summary>
    [MenuItem("Tools/Build Apk", false, 20)]
    private static void BuildAssetBundleForAndroid()
    {
        DirectoryInfo dataDir = new DirectoryInfo(Application.dataPath);
        string apkPath = dataDir.Parent.FullName + "/Apks/" +
                         DateTime.Now.ToString("yyyy-MM-dd-HH-mm-ss") + ".apk";
        BuildPipeline.BuildPlayer(EditorBuildSettings.scenes, apkPath, BuildTarget.Android,
            BuildOptions.None);
        Debug.Log(apkPath);
    }

    /// <summary>
    /// 发布 AS Release 版本
    /// </summary>
    [MenuItem("Tools/Build AS Project Release", false, 20)]
    private static void ExportToAndroidStudioToRelease()
    {
        var apkPath = GetBuildPath();

        EditorUserBuildSettings.androidBuildSystem = AndroidBuildSystem.Gradle;
        EditorUserBuildSettings.development = false;
        EditorUserBuildSettings.exportAsGoogleAndroidProject = true;

        BuildPipeline.BuildPlayer(EditorBuildSettings.scenes, apkPath, BuildTarget.Android,
            BuildOptions.None);
        Debug.Log(apkPath);
    }

    /// <summary>
    /// 获取发布路径
    /// </summary>
    /// <returns></returns>
    private static string GetBuildPath()
    {
        DirectoryInfo dataDir = new DirectoryInfo(Application.dataPath);

        string workPathName = "Build";
        switch (EditorUserBuildSettings.activeBuildTarget)
        {
            case BuildTarget.StandaloneOSX:
            case BuildTarget.iOS:
                workPathName = "Xcode";
                break;
            case BuildTarget.Android:
                workPathName = "ASWork";
                break;
        }

        string apkPath = $"{dataDir.Parent.FullName}/{workPathName}/{DateTime.Now:yyyy-MM-dd-HH-mm-ss}";
        DirectoryInfo asWorkDir = new DirectoryInfo(apkPath);
        if (asWorkDir.Exists)
        {
            asWorkDir.Delete(true);
        }
        else
        {
            asWorkDir.Create();
        }

        return apkPath;
    }

    /// <summary>
    /// 发布 AS Debug 版本
    /// </summary>
    [MenuItem("Tools/Build AS Project Debug", false, 20)]
    private static void ExportToAndroidStudioToDevelop()
    {
        string apkPath = GetBuildPath();

        EditorUserBuildSettings.androidBuildSystem = AndroidBuildSystem.Gradle;
        EditorUserBuildSettings.development = true;
        EditorUserBuildSettings.exportAsGoogleAndroidProject = true;

        BuildPipeline.BuildPlayer(EditorBuildSettings.scenes, apkPath, BuildTarget.Android,
            BuildOptions.None);
        Debug.Log(apkPath);
    }

    /// <summary>
    /// 发布 Xcode Debug 版本
    /// </summary>
    [MenuItem("Tools/Build Xcode Project Debug", false, 30)]
    private static void ExportToXcodeToDevelop()
    {
        string xcodePath = GetBuildPath();

        EditorUserBuildSettings.development = true;

        BuildPipeline.BuildPlayer(EditorBuildSettings.scenes, xcodePath, BuildTarget.iOS,
            BuildOptions.None);
        Debug.Log(xcodePath);
    }

    /// <summary>
    /// 发布 Xcode Release 版本
    /// </summary>
    [MenuItem("Tools/Build Xcode Project Release", false, 30)]
    private static void ExportToXcodeToRelease()
    {
        string xcodePath = GetBuildPath();

        EditorUserBuildSettings.development = false;

        BuildPipeline.BuildPlayer(EditorBuildSettings.scenes, xcodePath, BuildTarget.iOS,
            BuildOptions.None);
        Debug.Log(xcodePath);
    }

    /// <summary>
    /// 设置 发布版本号更新
    /// </summary>
    /// <param name="target"></param>
    /// <param name="path"></param>
    [PostProcessBuild(999)]
    public static void OnPostProcessBuild(BuildTarget target, string path)
    {
        if (target == BuildTarget.Android)
        {
            // Update Build Version Code
            PlayerSettings.Android.bundleVersionCode =
                Convert.ToInt32(PlayerSettings.Android.bundleVersionCode) + 1;
        }

        if (target == BuildTarget.iOS)
        {
            // Update Build Version Code
            PlayerSettings.iOS.buildNumber =
                (Convert.ToInt32(PlayerSettings.iOS.buildNumber) + 1).ToString();
        }
    }
}
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