【Unity编辑器扩展】扩展Unity工具栏Toolbar, 一键出包/打热更简化打包流程

GF_HybridCLR是基于GameFramework + HybridCLR的一款工具链完善,工作流简洁的游戏框架。拥有标准高效的开发工作流,开箱即用,适用于快速研发。

出包时经常遇到忘记刷新配置表、忘记重新打AB包等等,接入HybridCLR每次打热更包也需要重新编译热更dll,新发App时需要生成桥接函数等。各种琐碎的打包准备工作,一旦忘记操作就容易出故障。基于工作中遇到的痛点,迫切需要写一个傻瓜式一键打包/打热更的工具。

为了这个一键打包工具入口突出,就把它放在Unity编辑器的Toolbar栏,如图:

 点击Toolbar栏Build App/Hotfix后打开一键打包/打热更工具:

一,扩展Unity编辑器的菜单栏(Toolbar):

Toolbar扩展方法可参考github开源项目: GitHub - marijnz/unity-toolbar-extender: Extend the Unity Toolbar with your own Editor UI code.

 实现原理,通过反射获取UnityEditor的Toolbar类,扩展GUI出回调。

Toolbar扩展插件源代码:

using System;
using System.Collections.Generic;
using System.Reflection;
using UnityEditor;
using UnityEngine;
#if UNITY_2019_1_OR_NEWER
using UnityEngine.UIElements;
#else
using UnityEngine.Experimental.UIElements;
#endif

namespace UnityToolbarExtender
{
    public static class ToolbarCallback
    {
        static Type m_toolbarType = typeof(Editor).Assembly.GetType("UnityEditor.Toolbar");
        static Type m_guiViewType = typeof(Editor).Assembly.GetType("UnityEditor.GUIView");
#if UNITY_2020_1_OR_NEWER
        static Type m_iWindowBackendType = typeof(Editor).Assembly.GetType("UnityEditor.IWindowBackend");
        static PropertyInfo m_windowBackend = m_guiViewType.GetProperty("windowBackend",
            BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
        static PropertyInfo m_viewVisualTree = m_iWindowBackendType.GetProperty("visualTree",
            BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
#else
		static PropertyInfo m_viewVisualTree = m_guiViewType.GetProperty("visualTree",
			BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
#endif
        static FieldInfo m_imguiContainerOnGui = typeof(IMGUIContainer).GetField("m_OnGUIHandler",
            BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
        static ScriptableObject m_currentToolbar;

        /// <summary>
        /// Callback for toolbar OnGUI method.
        /// </summary>
        public static Action OnToolbarGUI;
        public static Action OnToolbarGUILeft;
        public static Action OnToolbarGUIRight;

        static ToolbarCallback()
        {
            EditorApplication.update -= OnUpdate;
            EditorApplication.update += OnUpdate;
        }

        static void OnUpdate()
        {
            // Relying on the fact that toolbar is ScriptableObject and gets deleted when layout changes
            if (m_currentToolbar == null)
            {
                // Find toolbar
                var toolbars = Resources.FindObjectsOfTypeAll(m_toolbarType);
                m_currentToolbar = toolbars.Length > 0 ? (ScriptableObject)toolbars[0] : null;
                if (m_currentToolbar != null)
                {
#if UNITY_2021_1_OR_NEWER
                    var root = m_currentToolbar.GetType().GetField("m_Root", BindingFlags.NonPublic | BindingFlags.Instance);
                    var rawRoot = root.GetValue(m_currentToolbar);
                    var mRoot = rawRoot as VisualElement;
                    RegisterCallback("ToolbarZoneLeftAlign", OnToolbarGUILeft);
                    RegisterCallback("ToolbarZoneRightAlign", OnToolbarGUIRight);

                    void RegisterCallback(string root, Action cb)
                    {
                        var toolbarZone = mRoot.Q(root);

                        var parent = new VisualElement()
                        {
                            style = {
                                flexGrow = 1,
                                flexDirection = FlexDirection.Row,
                            }
                        };
                        var container = new IMGUIContainer();
                        container.style.flexGrow = 1;
                        container.onGUIHandler += () => {
                            cb?.Invoke();
                        };
                        parent.Add(container);
                        toolbarZone.Add(parent);
                    }
#else
#if UNITY_2020_1_OR_NEWER
					var windowBackend = m_windowBackend.GetValue(m_currentToolbar);

					// Get it's visual tree
					var visualTree = (VisualElement) m_viewVisualTree.GetValue(windowBackend, null);
#else
					// Get it's visual tree
					var visualTree = (VisualElement) m_viewVisualTree.GetValue(m_currentToolbar, null);
#endif

					// Get first child which 'happens' to be toolbar IMGUIContainer
					var container = (IMGUIContainer) visualTree[0];

					// (Re)attach handler
					var handler = (Action) m_imguiContainerOnGui.GetValue(container);
					handler -= OnGUI;
					handler += OnGUI;
					m_imguiContainerOnGui.SetValue(container, handler);
					
#endif
                }
            }
        }

        static void OnGUI()
        {
            var handler = OnToolbarGUI;
            if (handler != null) handler();
        }
    }

    [InitializeOnLoad]
    public static class UnityEditorToolbar
    {
        static int m_toolCount;
        static GUIStyle m_commandStyle = null;

        public static readonly List<Action> LeftToolbarGUI = new List<Action>();
        public static readonly List<Action> RightToolbarGUI = new List<Action>();

        static UnityEditorToolbar()
        {
            Type toolbarType = typeof(Editor).Assembly.GetType("UnityEditor.Toolbar");

#if UNITY_2019_1_OR_NEWER
            string fieldName = "k_ToolCount";
#else
			string fieldName = "s_ShownToolIcons";
#endif

            FieldInfo toolIcons = toolbarType.GetField(fieldName,
                BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static);

#if UNITY_2019_3_OR_NEWER
            m_toolCount = toolIcons != null ? ((int)toolIcons.GetValue(null)) : 8;
#elif UNITY_2019_1_OR_NEWER
			m_toolCount = toolIcons != null ? ((int) toolIcons.GetValue(null)) : 7;
#elif UNITY_2018_1_OR_NEWER
			m_toolCount = toolIcons != null ? ((Array) toolIcons.GetValue(null)).Length : 6;
#else
			m_toolCount = toolIcons != null ? ((Array) toolIcons.GetValue(null)).Length : 5;
#endif

            ToolbarCallback.OnToolbarGUI = OnGUI;
            ToolbarCallback.OnToolbarGUILeft = GUILeft;
            ToolbarCallback.OnToolbarGUIRight = GUIRight;
        }

#if UNITY_2019_3_OR_NEWER
        public const float space = 8;
#else
		public const float space = 10;
#endif
        public const float largeSpace = 20;
        public const float buttonWidth = 32;
        public const float dropdownWidth = 80;
#if UNITY_2019_1_OR_NEWER
        public const float playPauseStopWidth = 140;
#else
		public const float playPauseStopWidth = 100;
#endif

        static void OnGUI()
        {
            // Create two containers, left and right
            // Screen is whole toolbar

            if (m_commandStyle == null)
            {
                m_commandStyle = new GUIStyle("CommandLeft");
            }

            var screenWidth = EditorGUIUtility.currentViewWidth;

            // Following calculations match code reflected from Toolbar.OldOnGUI()
            float playButtonsPosition = Mathf.RoundToInt((screenWidth - playPauseStopWidth) / 2);

            Rect leftRect = new Rect(0, 0, screenWidth, Screen.height);
            leftRect.xMin += space; // Spacing left
            leftRect.xMin += buttonWidth * m_toolCount; // Tool buttons
#if UNITY_2019_3_OR_NEWER
            leftRect.xMin += space; // Spacing between tools and pivot
#else
			leftRect.xMin += largeSpace; // Spacing between tools and pivot
#endif
            leftRect.xMin += 64 * 2; // Pivot buttons
            leftRect.xMax = playButtonsPosition;

            Rect rightRect = new Rect(0, 0, screenWidth, Screen.height);
            rightRect.xMin = playButtonsPosition;
            rightRect.xMin += m_commandStyle.fixedWidth * 3; // Play buttons
            rightRect.xMax = screenWidth;
            rightRect.xMax -= space; // Spacing right
            rightRect.xMax -= dropdownWidth; // Layout
            rightRect.xMax -= space; // Spacing between layout and layers
            rightRect.xMax -= dropdownWidth; // Layers
#if UNITY_2019_3_OR_NEWER
            rightRect.xMax -= space; // Spacing between layers and account
#else
			rightRect.xMax -= largeSpace; // Spacing between layers and account
#endif
            rightRect.xMax -= dropdownWidth; // Account
            rightRect.xMax -= space; // Spacing between account and cloud
            rightRect.xMax -= buttonWidth; // Cloud
            rightRect.xMax -= space; // Spacing between cloud and collab
            rightRect.xMax -= 78; // Colab

            // Add spacing around existing controls
            leftRect.xMin += space;
            leftRect.xMax -= space;
            rightRect.xMin += space;
            rightRect.xMax -= space;

            // Add top and bottom margins
#if UNITY_2019_3_OR_NEWER
            leftRect.y = 4;
            leftRect.height = 22;
            rightRect.y = 4;
            rightRect.height = 22;
#else
			leftRect.y = 5;
			leftRect.height = 24;
			rightRect.y = 5;
			rightRect.height = 24;
#endif

            if (leftRect.width > 0)
            {
                GUILayout.BeginArea(leftRect);
                GUILayout.BeginHorizontal();
                foreach (var handler in LeftToolbarGUI)
                {
                    handler();
                }

                GUILayout.EndHorizontal();
                GUILayout.EndArea();
            }

            if (rightRect.width > 0)
            {
                GUILayout.BeginArea(rightRect);
                GUILayout.BeginHorizontal();
                foreach (var handler in RightToolbarGUI)
                {
                    handler();
                }

                GUILayout.EndHorizontal();
                GUILayout.EndArea();
            }
        }

        public static void GUILeft()
        {
            GUILayout.BeginHorizontal();
            foreach (var handler in LeftToolbarGUI)
            {
                handler();
            }
            GUILayout.EndHorizontal();
        }

        public static void GUIRight()
        {
            GUILayout.BeginHorizontal();
            foreach (var handler in RightToolbarGUI)
            {
                handler();
            }
            GUILayout.EndHorizontal();
        }
    }
}

使用方法: 

定义一个静态类添加[UnityEditor.InitializeOnLoad],使其自动执行构造函数。

在Toolbar右侧绘制GUI: UnityEditorToolbar.RightToolbarGUI.Add(OnRightToolbarGUI);
在Toolbar左侧绘制GUI: UnityEditorToolbar.LeftToolbarGUI.Add(OnLeftToolbarGUI);

using UnityEngine;
using UnityEditor;
using UnityToolbarExtender;
using UnityGameFramework.Editor.ResourceTools;
[UnityEditor.InitializeOnLoad]
public static class EditorToolbarExtension
{
    private static GUIContent buildBtContent;

    static EditorToolbarExtension()
    {
        buildBtContent = EditorGUIUtility.TrTextContentWithIcon("Build App/Hotfix","打新包/打热更", "UnityLogo");
        UnityEditorToolbar.RightToolbarGUI.Add(OnRightToolbarGUI);
        UnityEditorToolbar.LeftToolbarGUI.Add(OnLeftToolbarGUI);
    }

    private static void OnLeftToolbarGUI()
    {
        //在Toolbar左侧绘制UI
    }

    private static void OnRightToolbarGUI()
    {
//在Toolbar右侧绘制UI
        if (GUILayout.Button(buildBtContent,EditorStyles.toolbarButton, GUILayout.MaxWidth(125), GUILayout.Height(EditorGUIUtility.singleLineHeight)))
        {
            AppBuildEidtor.Open();
            GUIUtility.ExitGUI();
        }
        GUILayout.FlexibleSpace();
    }
}

二,打包工具功能设计: 

 先明确工具要解决的问题:

1. 工具界面可配置打资源和打App的相关设置,切配置持久化保存。

2. 可一键打热更资源,一键出包,简化流程。

具体功能设计:

1. 打单机包或增量热更包:

单机包或增量热更包出包时都需要把AB资源打进包里,点击Build App按钮逻辑流程为:若是热更包则生成热更(hotfix)Dll => 自动处理AB包重复依赖资源 =>  打AB包 => 把AB包复制到SteamingAssets目录 => 若是热更包则执行HybridCLR预处理命令(生成link.xml,桥接函数等) => 把AOT泛型补充dll自动复制到Resources目录 => Build出包;

Build出包需要根据目标平台留出一些打包常用的参数设置入口,例如app版本号、Version Code, 打aab(谷歌商店包),开发者模式,安卓密钥等。

2. 打全热更包:

①全热更包是进入游戏后再从热更地址下载资源,所以出包时不用打AB包。点击Build App按钮逻辑流程为:HybridCLR预处理命令(生成link.xml,桥接函数等) => 把AOT泛型补充dll自动复制到Resources目录 => Build出包;

②打热更资源和dll,对于热更包(增量热更/全热更),每次更新只需要点击Build Resources按钮打出热更资源,然后把热更资源上传到资源服务器即可。点击Build Resources按钮逻辑流程为:一生成热更dll => 自动处理AB包重复依赖资源 =>  打AB包;把打出的AB包提交到热更新资源服务器即可。

3. 其它功能:

打资源/出包常用配置项可在界面中配置并持久化保存配置数据;

Resource Mode: 可选择资源模式,单机模式 / 全热更模式 / 部分热更模式(即,需要某部分资源时再热更)

除了上述部分,还需要在各个功能模块区域显示对应的一键跳转按钮,如:

Resource Editor按钮: 打开AB包编辑器

Hotfix Settings按钮:打开HybridCLR Settings界面,配置C#代码热更相关(一般只需要配置一次)

Player Settings按钮:打开Player Setting界面,设置出包参数。

三,具体功能实现:

由于GF框架内置的打AB包工具已经有了打资源的相关配置和功能按钮,索性直接基于GF的Resource Builder工具做修改。

1. Resource Editor按钮, 打开GF的Resource Editor(AB包编辑器):

UnityGameFramework.Editor.ResourceTools.ResourceEditor类有个打开窗口的静态私有方法“Open”, 只需要通过反射调用即可:

private void OpenResourcesEditor()
        {
            var resEditorClass = Utility.Assembly.GetType("UnityGameFramework.Editor.ResourceTools.ResourceEditor");
            resEditorClass?.GetMethod("Open", BindingFlags.Static | BindingFlags.NonPublic)?.Invoke(null, null);
        }

2. Resource Mode资源模式切换(单机/全热更/需要时热更):

ResourceComponent留出了SetResourceMode()方法,但运行时调用却报错,原来ResourceComponent在Start回调里根据Resource Mode做一次初始化,不允许初始化之后再修改,即使修改了ResourceMode也是无效的。为了保持低耦合不能改GF源码,只能特殊处理,在其它MonoBehavior脚本的Awake方法中通过反射修改ResourceComponent的私有变量m_ResourceMode,Awake方法早于ResourceComponent的Start,这样设置就能生效了。

private void Awake()
    {
        var resCom = GameEntry.GetComponent<ResourceComponent>();
        if (resCom != null)
        {
            var resTp = resCom.GetType();
            var m_ResourceMode = resTp.GetField("m_ResourceMode", BindingFlags.Instance | BindingFlags.NonPublic);
            m_ResourceMode.SetValue(resCom, AppSettings.Instance.ResourceMode);
            Log.Info("------------Set ResourceMode:{0}", AppSettings.Instance.ResourceMode);
        }
    }

其中AppSettings是一个运行时的ScriptableObject,用于保存一些运行时配置,如是否开启debug模式,ResourceMode类型等。

AppSettings配置文件实现:

using GameFramework.Resource;
using UnityEngine;

[CreateAssetMenu(fileName = "AppSettings", menuName = "ScriptableObject/AppSettings")]
public class AppSettings : ScriptableObject
{
    private static AppSettings mInstance = null;
    public static AppSettings Instance
    {
        get
        {
            if (mInstance == null)
            {
                mInstance = Resources.Load<AppSettings>("AppSettings");
            }
            return mInstance;
        }
    }
    [Tooltip("debug模式,默认显示debug窗口")]
    public bool DebugMode = false;
    [Tooltip("资源模式: 单机/全热更/需要时热更")]
    public ResourceMode ResourceMode = ResourceMode.Package;
}

AppSettings是全局配置,因此使用单例模式。当打包工具界面打开时,检测Resource目录是否存在AppSettings配置文件,若无则自动创建。工具界面ResourceMode设置实时同步保存到AppSettings, 游戏运行时获取并应用AppSettings中的配置。

Hotfix Settings(热更相关设置):

打热更资源时根据这些配置自动生成version.json文件,其中信息包含热更包hash code, 资源大小、资源版本号、热更下载地址、App是否有新版本、是否强制更新App、当前版本资源适用于哪些App版本等。游戏启动时会先从服务器请求version.json信息检测是否需要更新。

热更基本流程

 Update Prefix Uri: 热更资源下载地址;

Applicable Verison:当前版本资源适用哪些App版本,多版本用‘|’分割;

App Update Url:App下载跳转链接;

Force Update:是否强制更新App;

App Update Description:App更新说明,显示在新版本提示对话框;

Hotfix Settings跳转按钮,跳转到HybridCLR设置界面:

SettingsService.OpenProjectSettings("Project/HybridCLR Settings");

跳转到Player Settings界面:

SettingsService.OpenProjectSettings("Project/Player");

Build App Settings(出包相关设置):

Build App Buindle: 打谷歌商店aab文件;

Development Build: 开发者模式打包;

Debug Mode: 调试模式,true:默认显示GF Debug窗口;

Use Custom Keystore: 使用自定义keystore打安卓包;

选择keystore文件:

if (GUILayout.Button("Select Keystore", GUILayout.Width(160f)))
                        {
                            var keystoreDir = string.IsNullOrWhiteSpace(AppBuildSettings.Instance.AndroidKeystoreName) ? Directory.GetParent(Application.dataPath).FullName : Path.GetDirectoryName(AppBuildSettings.Instance.AndroidKeyAliasName);
                            var openPath = Directory.Exists(keystoreDir) ? keystoreDir : Directory.GetParent(Application.dataPath).FullName;
                            string path = EditorUtility.OpenFilePanel("Select Keystore", openPath, "keystore,jks,ks");
                            AppBuildSettings.Instance.AndroidKeystoreName = PlayerSettings.Android.keystoreName = path;
                            GUIUtility.ExitGUI();
                        }

一键打热更资源实现:

直接调用GF框架自带的ResourceBuilderController的BuildResources()方法即可;

一键出包:

Unity的Build Settings界面已经有了现成的出包功能,可以直接通过反射调用。

 从Unity开源代码中可以找到具体实现:https://github.com/Unity-Technologies/UnityCsReference

 在BuildPlayerWindow.cs可以看到,Build按钮调用了CallBuildMethods静态方法,但是此方法每次Build都会弹出Build路径选择界面,这绝对是不能接受的。而且我们还需要根据版本号、是否为debug版等信息命名包文件。

查看BuildPlayerWindowBuildMethods.cs源码可以发现,BuildPlayerWindow.RegisterGetBuildPlayerOptionsHandler()函数可以注册打包配置获取参数,这样就可以修打包配置,自动设置打包路径。

自定义打包配置:

private void Awake()
{
    BuildPlayerWindow.RegisterGetBuildPlayerOptionsHandler(CustomBuildOptions);
}

private BuildPlayerOptions CustomBuildOptions(BuildPlayerOptions options)
        {
            var buildTarget = GetSelectedBuildTarget();
            BuildTargetGroup buildTargetGroup = EditorUserBuildSettings.selectedBuildTargetGroup;
            int subtarget = (int)Utility.Assembly.GetType("UnityEditor.EditorUserBuildSettings").GetMethod("GetSelectedSubtargetFor", BindingFlags.Static | BindingFlags.NonPublic).Invoke(null, new object[] { buildTarget });

            string buildLocation = GetBuildLocation(buildTargetGroup, buildTarget, subtarget, options.options);
            bool isDir = !Path.HasExtension(buildLocation);
            if (string.IsNullOrWhiteSpace(buildLocation) || (isDir && !Directory.Exists(buildLocation)))
                throw new BuildMethodException("Build location for buildTarget " + buildTarget + " is not valid.");

            //Check if Lz4 is supported for the current buildtargetgroup and enable it if need be
            if ((bool)Utility.Assembly.GetType("UnityEditor.PostprocessBuildPlayer").GetMethod("SupportsLz4Compression", BindingFlags.Static | BindingFlags.Public).Invoke(null, new object[] { buildTargetGroup, buildTarget }))
            {
                //internal enum Compression
                //{
                //    None = 0,
                //    Lz4 = 2,
                //    Lz4HC = 3,
                //}
                var compression = (int)Utility.Assembly.GetType("UnityEditor.EditorUserBuildSettings").GetMethod("GetCompressionType", BindingFlags.Static | BindingFlags.NonPublic).Invoke(null, new object[] { buildTargetGroup });
                if (compression < 0)
                    compression = (int)Utility.Assembly.GetType("UnityEditor.PostprocessBuildPlayer").GetMethod("GetDefaultCompression", BindingFlags.Static | BindingFlags.Public).Invoke(null, new object[] { buildTargetGroup, buildTarget });
                if (compression == 2)//Lz4
                    options.options |= BuildOptions.CompressWithLz4;
                else if (compression == 3)//Lz4HC
                    options.options |= BuildOptions.CompressWithLz4HC;
            }

            bool developmentBuild = EditorUserBuildSettings.development;
            if (developmentBuild)
                options.options |= BuildOptions.Development;
            if (EditorUserBuildSettings.allowDebugging && developmentBuild)
                options.options |= BuildOptions.AllowDebugging;
            if (EditorUserBuildSettings.symlinkSources)
                options.options |= BuildOptions.SymlinkSources;
            if (EditorUserBuildSettings.connectProfiler && (developmentBuild || buildTarget == BuildTarget.WSAPlayer))
                options.options |= BuildOptions.ConnectWithProfiler;
            if (EditorUserBuildSettings.buildWithDeepProfilingSupport && developmentBuild)
                options.options |= BuildOptions.EnableDeepProfilingSupport;
            if (EditorUserBuildSettings.buildScriptsOnly)
                options.options |= BuildOptions.BuildScriptsOnly;

            string connectID = Utility.Assembly.GetType("UnityEditor.Profiling.ProfilerUserSettings").GetProperty("customConnectionID", BindingFlags.Static | BindingFlags.Public).GetValue(null, null) as string;
            if (!string.IsNullOrEmpty(connectID) && developmentBuild)
                options.options |= BuildOptions.CustomConnectionID;

            var checkFunc = typeof(UnityEditor.BuildPlayerWindow.DefaultBuildMethods).GetMethod("IsInstallInBuildFolderOption", BindingFlags.Static | BindingFlags.NonPublic);

            if ((bool)checkFunc.Invoke(null, null))
            {
                options.options |= BuildOptions.InstallInBuildFolder;
            }

            options.target = buildTarget;
            options.subtarget = subtarget;
            options.targetGroup = buildTargetGroup;
            options.locationPathName = buildLocation;
            options.assetBundleManifestPath = Utility.Assembly.GetType("UnityEditor.PostprocessBuildPlayer").GetMethod("GetStreamingAssetsBundleManifestPath", BindingFlags.Static | BindingFlags.NonPublic).Invoke(null, null) as string;

            // Build a list of scenes that are enabled
            ArrayList scenesList = new ArrayList();
            EditorBuildSettingsScene[] editorScenes = EditorBuildSettings.scenes;
            foreach (EditorBuildSettingsScene scene in editorScenes)
            {
                if (scene.enabled)
                {
                    scenesList.Add(scene.path);
                    break;// GF框架只需要把启动场景打进包里,其它场景动态加载
                }
            }

            options.scenes = scenesList.ToArray(typeof(string)) as string[];
            return options;
        }

 获取不同平台的包文件名,例如Android平台可以打出apk或aab,也可以导出安卓工程,不同设置包文件格式不同,Build出的可能是一个文件,也有可能是一个文件夹。这些Unity内部已经有函数做了处理,要用反射调用Unity内部函数:

//获取Build Location
private static string GetBuildLocation(BuildTargetGroup targetGroup, BuildTarget target, int subtarget, BuildOptions options)
        {
            string defaultFolder = UtilityBuiltin.ResPath.GetCombinePath(Directory.GetParent(Application.dataPath).FullName, AppBuildSettings.Instance.AppBuildDir, target.ToString());
            string defaultName = Utility.Text.Format("{0}_{1}{2}_v{3}", Application.productName, AppSettings.Instance.DebugMode ? "debug" : "release", EditorUserBuildSettings.development ? "Dev" : string.Empty, Application.version);

            string extension = Utility.Assembly.GetType("UnityEditor.PostprocessBuildPlayer").GetMethod("GetExtensionForBuildTarget", new Type[] { typeof(BuildTargetGroup), typeof(BuildTarget), typeof(int), typeof(BuildOptions) }).Invoke(null, new object[] { targetGroup, target, subtarget, options }) as string;
            string buildPath = defaultFolder;
            if (!string.IsNullOrEmpty(extension))
            {
                string appFileName = Utility.Text.Format("{0}.{1}", defaultName, extension);
                buildPath = UtilityBuiltin.ResPath.GetCombinePath(defaultFolder, appFileName);
            }
            return buildPath;
        }

然后就可以通过反射调用UnityEditor.BuildPlayerWindow.CallBuildMethods()方法:

private void CallBuildMethods()
        {
#if !DISABLE_HYBRIDCLR
            HybridCLR.Editor.Commands.PrebuildCommand.GenerateAll();
#endif
            var buildWin = Utility.Assembly.GetType("UnityEditor.BuildPlayerWindow");
            if (buildWin != null)
            {
                var buildFunc = buildWin.GetMethod("CallBuildMethods", System.Reflection.BindingFlags.Static | BindingFlags.NonPublic);
                buildFunc?.Invoke(null, new object[] { false, BuildOptions.ShowBuiltPlayer });
            }
        }



private void BuildApp()
        {
            if ((m_Controller.OutputPackageSelected || m_Controller.OutputPackedSelected))
            {
                if (m_Controller.BuildResources())
                {
                    AssetDatabase.Refresh();
                    CallBuildMethods();
                }
            }
            else if (m_Controller.OutputFullSelected)
            {
                DeleteStreamingAssets();
                CallBuildMethods();
            }
        }

工具完整代码:

using GameFramework;
using System;
using System.IO;
using System.Reflection;
using UnityEditor;
using UnityEngine;
using GameFramework.Resource;
using Unity.VisualScripting;
using HybridCLR.Editor.Commands;
using System.Text;
using System.Linq;
using static UnityEditor.BuildPlayerWindow;
using System.Collections;

namespace UnityGameFramework.Editor.ResourceTools
{
    /// <summary>
    /// 资源生成器。
    /// </summary>
    public class AppBuildEidtor : EditorWindow
    {
        private readonly string[] keystoreExtNames = { ".keystore", ".jks", ".ks" };
        private ResourceBuilderController m_Controller = null;
        private bool m_OrderBuildResources = false;
        private int m_CompressionHelperTypeNameIndex = 0;
        private int m_BuildEventHandlerTypeNameIndex = 0;
        private GUIContent hotfixUrlContent;
        private GUIContent applicableVerContent;
        private GUIContent forceUpdateAppContent;
        private GUIContent appUpdateUrlContent;
        private GUIContent appUpdateDescContent;
        private GUIContent revealFolderContent;
        private GUIContent buildResBtContent;
        private GUIContent buildAppBtContent;
        private GUIContent saveBtContent;
        private GUIContent playerSettingBtContent;
        private GUIContent hybridclrSettingBtContent;
        private Vector2 scrollPosition;
        private GUIStyle dropDownBtStyle;

        public static void Open()
        {
            AppBuildEidtor window = GetWindow<AppBuildEidtor>("App Builder", true);
#if UNITY_2019_3_OR_NEWER
            window.minSize = new Vector2(800f, 800f);
#else
            window.minSize = new Vector2(800f, 750f);
#endif
        }
        private void Awake()
        {
            BuildPlayerWindow.RegisterGetBuildPlayerOptionsHandler(CustomBuildOptions);
        }

        private void OnEnable()
        {
            hotfixUrlContent = new GUIContent("Update Prefix Uri", "热更新资源服务器地址");
            applicableVerContent = new GUIContent("Applicable Version", "资源适用的客户端版本号,多版本用'|'分割");
            forceUpdateAppContent = new GUIContent("Force Update", "是否强制更新App");
            appUpdateUrlContent = new GUIContent("App Update Url", "App更新下载地址");
            appUpdateDescContent = new GUIContent("App Update Description:", "App更新公告,用于显示在对话框(支持TextMeshPro富文本)");
            revealFolderContent = new GUIContent("Reveal Folder", "打包完成后打开资源输出目录");
            buildResBtContent = EditorGUIUtility.TrTextContentWithIcon("Build Resources", "打AB包/热更", "CloudConnect@2x");
            buildAppBtContent = EditorGUIUtility.TrTextContentWithIcon("Build App", "打新包,首次打热更包请使用Full Build", "UnityLogo");

            playerSettingBtContent = EditorGUIUtility.TrTextContentWithIcon("Player Settings", "打开Player Settings界面", "Settings");
            hybridclrSettingBtContent = EditorGUIUtility.TrTextContentWithIcon("Hotfix Settings", "打开HybridCLR Settings界面", "Settings");
            saveBtContent = EditorGUIUtility.TrTextContentWithIcon("Save", "保存设置", "SaveAs@2x");

            string tgStyleName = "DropDownToggleButton";
            dropDownBtStyle = GUI.skin.FindStyle(tgStyleName) ?? EditorGUIUtility.GetBuiltinSkin(EditorSkin.Inspector).FindStyle(tgStyleName);


            if (AppSettings.Instance == null)
            {
                AssetDatabase.CreateAsset(CreateInstance<AppSettings>(), "Assets/Resources/AppSettings.asset");
            }
            RefreshHybridCLREnable();

            m_Controller = new ResourceBuilderController();
            m_Controller.OnLoadingResource += OnLoadingResource;
            m_Controller.OnLoadingAsset += OnLoadingAsset;
            m_Controller.OnLoadCompleted += OnLoadCompleted;
            m_Controller.OnAnalyzingAsset += OnAnalyzingAsset;
            m_Controller.OnAnalyzeCompleted += OnAnalyzeCompleted;
            m_Controller.ProcessingAssetBundle += OnProcessingAssetBundle;
            m_Controller.ProcessingBinary += OnProcessingBinary;
            m_Controller.ProcessResourceComplete += OnProcessResourceComplete;
            m_Controller.BuildResourceError += OnBuildResourceError;
            m_OrderBuildResources = false;

            if (m_Controller.Load())
            {
                Debug.Log("Load configuration success.");

                m_CompressionHelperTypeNameIndex = 0;
                string[] compressionHelperTypeNames = m_Controller.GetCompressionHelperTypeNames();
                for (int i = 0; i < compressionHelperTypeNames.Length; i++)
                {
                    if (m_Controller.CompressionHelperTypeName == compressionHelperTypeNames[i])
                    {
                        m_CompressionHelperTypeNameIndex = i;
                        break;
                    }
                }

                m_Controller.RefreshCompressionHelper();

                m_BuildEventHandlerTypeNameIndex = 0;
                string[] buildEventHandlerTypeNames = m_Controller.GetBuildEventHandlerTypeNames();
                for (int i = 0; i < buildEventHandlerTypeNames.Length; i++)
                {
                    if (m_Controller.BuildEventHandlerTypeName == buildEventHandlerTypeNames[i])
                    {
                        m_BuildEventHandlerTypeNameIndex = i;
                        break;
                    }
                }

                m_Controller.RefreshBuildEventHandler();
            }
            else
            {
                Debug.LogWarning("Load configuration failure.");
            }

            if (string.IsNullOrWhiteSpace(m_Controller.OutputDirectory) || !Directory.Exists(m_Controller.OutputDirectory))
            {
                m_Controller.OutputDirectory = ConstEditor.AssetBundleOutputPath;
            }
        }

        private void Update()
        {
            if (m_OrderBuildResources)
            {
                m_OrderBuildResources = false;
                BuildResources();
            }
        }

        private void OnGUI()
        {
            EditorGUILayout.BeginVertical(GUILayout.Width(position.width), GUILayout.Height(position.height));
            scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
            {
                GUILayout.Space(5f);
                EditorGUILayout.LabelField("Environment Information", EditorStyles.boldLabel);
                EditorGUILayout.BeginVertical("box");
                {
                    EditorGUILayout.BeginHorizontal();
                    {
                        EditorGUILayout.LabelField("Product Name", GUILayout.Width(160f));
                        EditorGUILayout.LabelField(m_Controller.ProductName);
                    }
                    EditorGUILayout.EndHorizontal();
                    EditorGUILayout.BeginHorizontal();
                    {
                        EditorGUILayout.LabelField("Company Name", GUILayout.Width(160f));
                        EditorGUILayout.LabelField(m_Controller.CompanyName);
                    }
                    EditorGUILayout.EndHorizontal();
                    EditorGUILayout.BeginHorizontal();
                    {
                        EditorGUILayout.LabelField("Game Identifier", GUILayout.Width(160f));
                        EditorGUILayout.LabelField(m_Controller.GameIdentifier);
                    }
                    EditorGUILayout.EndHorizontal();
                    EditorGUILayout.BeginHorizontal();
                    {
                        EditorGUILayout.LabelField("Game Framework Version", GUILayout.Width(160f));
                        EditorGUILayout.LabelField(m_Controller.GameFrameworkVersion);
                    }
                    EditorGUILayout.EndHorizontal();
                    EditorGUILayout.BeginHorizontal();
                    {
                        EditorGUILayout.LabelField("Unity Version", GUILayout.Width(160f));
                        EditorGUILayout.LabelField(m_Controller.UnityVersion);
                    }
                    EditorGUILayout.EndHorizontal();
                    EditorGUILayout.BeginHorizontal();
                    {
                        EditorGUILayout.LabelField("Applicable Game Version", GUILayout.Width(160f));
                        EditorGUILayout.LabelField(m_Controller.ApplicableGameVersion);
                    }
                    EditorGUILayout.EndHorizontal();
                }
                EditorGUILayout.EndVertical();
                GUILayout.Space(5f);
                EditorGUILayout.BeginHorizontal();
                {
                    EditorGUILayout.BeginVertical();
                    {
                        EditorGUILayout.LabelField("Platforms", EditorStyles.boldLabel);
                        EditorGUILayout.BeginHorizontal("box");
                        {
                            EditorGUILayout.BeginVertical();
                            {
                                DrawPlatform(Platform.Windows, "Windows");
                                DrawPlatform(Platform.Windows64, "Windows x64");
                                DrawPlatform(Platform.MacOS, "macOS");
                            }
                            EditorGUILayout.EndVertical();
                            EditorGUILayout.BeginVertical();
                            {
                                DrawPlatform(Platform.Linux, "Linux");
                                DrawPlatform(Platform.IOS, "iOS");
                                DrawPlatform(Platform.Android, "Android");
                            }
                            EditorGUILayout.EndVertical();
                            EditorGUILayout.BeginVertical();
                            {
                                DrawPlatform(Platform.WindowsStore, "Windows Store");
                                DrawPlatform(Platform.WebGL, "WebGL");
                            }
                            EditorGUILayout.EndVertical();
                        }
                        EditorGUILayout.EndHorizontal();
                    }
                    EditorGUILayout.EndVertical();
                }
                EditorGUILayout.EndHorizontal();
                GUILayout.Space(5f);
                EditorGUILayout.LabelField("Compression", EditorStyles.boldLabel);
                EditorGUILayout.BeginVertical("box");
                {
                    EditorGUILayout.BeginHorizontal();
                    {
                        EditorGUILayout.LabelField("AssetBundle Compression", GUILayout.Width(160f));
                        m_Controller.AssetBundleCompression = (AssetBundleCompressionType)EditorGUILayout.EnumPopup(m_Controller.AssetBundleCompression);
                    }
                    EditorGUILayout.EndHorizontal();
                    EditorGUILayout.BeginHorizontal();
                    {
                        EditorGUILayout.LabelField("Compression Helper", GUILayout.Width(160f));
                        string[] names = m_Controller.GetCompressionHelperTypeNames();
                        int selectedIndex = EditorGUILayout.Popup(m_CompressionHelperTypeNameIndex, names);
                        if (selectedIndex != m_CompressionHelperTypeNameIndex)
                        {
                            m_CompressionHelperTypeNameIndex = selectedIndex;
                            m_Controller.CompressionHelperTypeName = selectedIndex <= 0 ? string.Empty : names[selectedIndex];
                            if (m_Controller.RefreshCompressionHelper())
                            {
                                Debug.Log("Set compression helper success.");
                            }
                            else
                            {
                                Debug.LogWarning("Set compression helper failure.");
                            }
                        }
                    }
                    EditorGUILayout.EndHorizontal();
                    EditorGUILayout.BeginHorizontal();
                    {
                        EditorGUILayout.LabelField("Additional Compression", GUILayout.Width(160f));
                        m_Controller.AdditionalCompressionSelected = EditorGUILayout.ToggleLeft("Additional Compression for Output Full Resources with Compression Helper", m_Controller.AdditionalCompressionSelected);
                    }
                    EditorGUILayout.EndHorizontal();
                }
                EditorGUILayout.EndVertical();
                GUILayout.Space(5f);
                EditorGUILayout.BeginHorizontal();
                {
                    EditorGUILayout.LabelField("Build Resources Settings", EditorStyles.boldLabel);
                    if (GUILayout.Button("Resources Editor", GUILayout.Width(160f)))
                    {
                        OpenResourcesEditor();
                        GUIUtility.ExitGUI();
                    }
                }
                EditorGUILayout.EndHorizontal();
                EditorGUILayout.BeginVertical("box");
                {
                    EditorGUILayout.BeginHorizontal();
                    {
                        EditorGUILayout.LabelField("Force Rebuild AssetBundle", GUILayout.Width(160f));
                        m_Controller.ForceRebuildAssetBundleSelected = EditorGUILayout.Toggle(m_Controller.ForceRebuildAssetBundleSelected);
                    }
                    EditorGUILayout.EndHorizontal();
                    EditorGUILayout.BeginHorizontal();
                    {
                        EditorGUILayout.LabelField("Build Event Handler", GUILayout.Width(160f));
                        string[] names = m_Controller.GetBuildEventHandlerTypeNames();
                        int selectedIndex = EditorGUILayout.Popup(m_BuildEventHandlerTypeNameIndex, names);
                        if (selectedIndex != m_BuildEventHandlerTypeNameIndex)
                        {
                            m_BuildEventHandlerTypeNameIndex = selectedIndex;
                            m_Controller.BuildEventHandlerTypeName = selectedIndex <= 0 ? string.Empty : names[selectedIndex];
                            if (m_Controller.RefreshBuildEventHandler())
                            {
                                Debug.Log("Set build event handler success.");
                            }
                            else
                            {
                                Debug.LogWarning("Set build event handler failure.");
                            }
                        }
                    }
                    EditorGUILayout.EndHorizontal();
                    EditorGUILayout.BeginHorizontal();
                    {
                        EditorGUILayout.LabelField("Internal Resource Version", GUILayout.Width(160f));
                        m_Controller.InternalResourceVersion = EditorGUILayout.IntField(m_Controller.InternalResourceVersion);
                    }
                    EditorGUILayout.EndHorizontal();
                    EditorGUILayout.BeginHorizontal();
                    {
                        EditorGUILayout.LabelField("Resource Version", GUILayout.Width(160f));
                        GUILayout.Label(Utility.Text.Format("{0} ({1})", m_Controller.ApplicableGameVersion, m_Controller.InternalResourceVersion.ToString()));
                    }
                    EditorGUILayout.EndHorizontal();
                    EditorGUILayout.BeginHorizontal();
                    {
                        EditorGUILayout.LabelField("Output Directory", GUILayout.Width(160f));
                        m_Controller.OutputDirectory = EditorGUILayout.TextField(m_Controller.OutputDirectory);
                        if (GUILayout.Button("Browse...", GUILayout.Width(80f)))
                        {
                            BrowseOutputDirectory();
                        }
                    }
                    EditorGUILayout.EndHorizontal();

                    EditorGUILayout.BeginHorizontal();
                    {
                        EditorGUILayout.LabelField("Output Resources Path", GUILayout.Width(160f));
                        GUILayout.Label(GetResourceOupoutPathByMode(AppSettings.Instance.ResourceMode));
                        EditorGUILayout.LabelField("Resource Mode:", GUILayout.Width(100f));
                        EditorGUI.BeginChangeCheck();
                        {
                            AppSettings.Instance.ResourceMode = (ResourceMode)EditorGUILayout.EnumPopup(AppSettings.Instance.ResourceMode, GUILayout.Width(160f));
                        }
                        if (EditorGUI.EndChangeCheck())
                        {
                            RefreshHybridCLREnable();
                        }
                        if (AppSettings.Instance.ResourceMode != ResourceMode.Unspecified)
                        {
                            SetResourceMode(AppSettings.Instance.ResourceMode);
                        }
                        AppBuildSettings.Instance.RevealFolder = EditorGUILayout.ToggleLeft(revealFolderContent, AppBuildSettings.Instance.RevealFolder, GUILayout.Width(105f));
                    }
                    EditorGUILayout.EndHorizontal();
                    if (AppSettings.Instance.ResourceMode == ResourceMode.Unspecified)
                    {
                        EditorGUILayout.HelpBox("ResourceMode is invalid.", MessageType.Error);
                    }
                    EditorGUILayout.BeginHorizontal();
                    {
                        EditorGUILayout.LabelField("Working Path", GUILayout.Width(160f));
                        GUILayout.Label(m_Controller.WorkingPath);
                    }
                    EditorGUILayout.EndHorizontal();
                    EditorGUILayout.BeginHorizontal();
                    {
                        EditorGUILayout.LabelField("Build Report Path", GUILayout.Width(160f));
                        GUILayout.Label(m_Controller.BuildReportPath);
                    }
                    EditorGUILayout.EndHorizontal();
                }

                EditorGUILayout.EndVertical();
                string buildMessage = string.Empty;
                MessageType buildMessageType = MessageType.None;
                GetBuildMessage(out buildMessage, out buildMessageType);
                EditorGUILayout.HelpBox(buildMessage, buildMessageType);
                if (m_Controller.OutputFullSelected || m_Controller.OutputPackedSelected)
                {
                    DrawHotfixConfigPanel();
                }
                DrawAppBuildSettingsPanel();
                EditorGUILayout.EndScrollView();

                EditorGUILayout.BeginHorizontal();
                {
                    EditorGUI.BeginDisabledGroup(m_Controller.Platforms == Platform.Undefined || string.IsNullOrEmpty(m_Controller.CompressionHelperTypeName) || !m_Controller.IsValidOutputDirectory || AppSettings.Instance.ResourceMode == ResourceMode.Unspecified);
                    {
                        if (GUILayout.Button(buildResBtContent, GUILayout.Height(35)))
                        {
                            BuildHotfix();

                        }
                        DrawBuildAppButton();
                    }
                    EditorGUI.EndDisabledGroup();
                    if (GUILayout.Button(saveBtContent, GUILayout.Width(140), GUILayout.Height(35)))
                    {
                        SaveConfiguration();
                    }
                }
                EditorGUILayout.EndHorizontal();
                GUILayout.Space(2f);
            }
            EditorGUILayout.EndVertical();
        }

        private void DrawBuildAppButton()
        {
            Rect buildRect = GUILayoutUtility.GetRect(buildAppBtContent, dropDownBtStyle,
                        GUILayout.Height(35));
            Rect buildRectPopupButton = buildRect;
            buildRectPopupButton.x += buildRect.width - 35;
            buildRectPopupButton.width = 35;

            if (EditorGUI.DropdownButton(buildRectPopupButton, GUIContent.none, FocusType.Passive,
                GUIStyle.none))
            {
                GenericMenu menu = new GenericMenu();
                menu.AddItem(new GUIContent("Full Build(Generate AOT Dll)", "Build时生成AOT Dlls"), false,
                    () =>
                    {
                        BuildApp(true);
                    });
                menu.DropDown(buildRect);
            }
            else if (GUI.Button(buildRect, buildAppBtContent, dropDownBtStyle))
            {
                BuildApp(false);
                GUIUtility.ExitGUI();
            }
        }

        private void RefreshHybridCLREnable()
        {
            if (AppSettings.Instance.ResourceMode != ResourceMode.Unspecified)
            {
                if (AppSettings.Instance.ResourceMode == ResourceMode.Package)
                {
#if !DISABLE_HYBRIDCLR
                    MyGameTools.DisableHybridCLR();
#endif
                }
                else
                {
#if DISABLE_HYBRIDCLR
                    MyGameTools.EnableHybridCLR();
#endif
                }
            }
        }
        private string GetResourceOupoutPathByMode(ResourceMode mode)
        {
            string result = null;
            switch (mode)
            {
                case ResourceMode.Package:
                    result = m_Controller.OutputPackagePath;
                    break;
                case ResourceMode.Updatable:
                    result = m_Controller.OutputFullPath;
                    break;
                case ResourceMode.UpdatableWhilePlaying:
                    result = m_Controller.OutputPackedPath;
                    break;
            }
            return result;
        }
        private void SetResourceMode(ResourceMode mode)
        {
            m_Controller.OutputPackageSelected = false;
            m_Controller.OutputFullSelected = false;
            m_Controller.OutputPackedSelected = false;
            switch (mode)
            {
                case ResourceMode.Package:
                    m_Controller.OutputPackageSelected = true;
                    break;
                case ResourceMode.Updatable:
                    m_Controller.OutputFullSelected = true;
                    break;
                case ResourceMode.UpdatableWhilePlaying:
                    m_Controller.OutputPackedSelected = true;
                    break;
            }
        }
        private void OpenResourcesEditor()
        {
            var resEditorClass = Utility.Assembly.GetType("UnityGameFramework.Editor.ResourceTools.ResourceEditor");
            resEditorClass?.GetMethod("Open", BindingFlags.Static | BindingFlags.NonPublic)?.Invoke(null, null);
        }
        private void DrawAppBuildSettingsPanel()
        {
            GUILayout.Space(5f);
            EditorGUILayout.BeginHorizontal();
            {
                EditorGUILayout.LabelField("Build App Settings:", EditorStyles.boldLabel, GUILayout.Width(160));
#if UNITY_ANDROID
                AppBuildSettings.Instance.BuildForGooglePlay = EditorUserBuildSettings.buildAppBundle = EditorGUILayout.ToggleLeft("Build App Bundle(GP)", AppBuildSettings.Instance.BuildForGooglePlay);
#endif
                AppBuildSettings.Instance.DevelopmentBuild = EditorUserBuildSettings.development = EditorGUILayout.ToggleLeft("Development Build", AppBuildSettings.Instance.DevelopmentBuild);
                AppSettings.Instance.DebugMode = EditorGUILayout.ToggleLeft("Debug Mode", AppSettings.Instance.DebugMode);
                if (GUILayout.Button(playerSettingBtContent))
                {
                    SettingsService.OpenProjectSettings("Project/Player");
                    GUIUtility.ExitGUI();
                }
            }
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.BeginVertical("box");
            {
                EditorGUILayout.BeginHorizontal();
                {
                    EditorGUILayout.LabelField("Version", GUILayout.Width(160f));
                    PlayerSettings.bundleVersion = EditorGUILayout.TextField(PlayerSettings.bundleVersion);
                }
                EditorGUILayout.EndHorizontal();
#if UNITY_ANDROID
                EditorGUILayout.BeginHorizontal();
                {
                    EditorGUILayout.LabelField("Version Code", GUILayout.Width(160f));
                    PlayerSettings.Android.bundleVersionCode = EditorGUILayout.IntField(PlayerSettings.Android.bundleVersionCode);
                }
                EditorGUILayout.EndHorizontal();
                EditorGUILayout.BeginHorizontal();
                {
                    EditorGUILayout.LabelField("App Build Path", GUILayout.Width(160f));
                    AppBuildSettings.Instance.AppBuildDir = EditorGUILayout.TextField(AppBuildSettings.Instance.AppBuildDir);
                    if (GUILayout.Button("Select Path", GUILayout.Width(160f)))
                    {
                        string projectRoot = Directory.GetParent(Application.dataPath).FullName;
                        var appBuildDir = string.IsNullOrWhiteSpace(AppBuildSettings.Instance.AppBuildDir) ? projectRoot : AppBuildSettings.Instance.AppBuildDir;
                        var openPath = Directory.Exists(appBuildDir) ? appBuildDir : projectRoot;
                        string path = EditorUtility.OpenFolderPanel("Select App Build Path", openPath, "");
                        if (!string.IsNullOrWhiteSpace(path))
                        {
                            AppBuildSettings.Instance.AppBuildDir = Path.GetRelativePath(projectRoot, path);
                        }
                        GUIUtility.ExitGUI();
                    }
                    EditorGUILayout.EndHorizontal();
                }
                EditorGUILayout.BeginHorizontal();
                {
                    PlayerSettings.Android.useCustomKeystore = EditorGUILayout.ToggleLeft("Use Custom Keystore", PlayerSettings.Android.useCustomKeystore, GUILayout.Width(160f));
                    EditorGUI.BeginDisabledGroup(!PlayerSettings.Android.useCustomKeystore);
                    {
                        AppBuildSettings.Instance.AndroidKeystoreName = PlayerSettings.Android.keystoreName = EditorGUILayout.TextField(AppBuildSettings.Instance.AndroidKeystoreName);
                        if (GUILayout.Button("Select Keystore", GUILayout.Width(160f)))
                        {
                            string projectRoot = Directory.GetParent(Application.dataPath).FullName;
                            var keystoreDir = string.IsNullOrWhiteSpace(AppBuildSettings.Instance.AndroidKeystoreName) ? projectRoot : Path.GetDirectoryName(AppBuildSettings.Instance.AndroidKeyAliasName);
                            var openPath = Directory.Exists(keystoreDir) ? keystoreDir : projectRoot;
                            string path = EditorUtility.OpenFilePanel("Select Keystore", openPath, "keystore,jks,ks");
                            if (!string.IsNullOrWhiteSpace(path))
                            {
                                AppBuildSettings.Instance.AndroidKeystoreName = PlayerSettings.Android.keystoreName = Path.GetRelativePath(projectRoot, path);
                            }

                            GUIUtility.ExitGUI();
                        }
                    }
                    EditorGUI.EndDisabledGroup();
                }
                EditorGUILayout.EndHorizontal();
                if (PlayerSettings.Android.useCustomKeystore)
                {
                    EditorGUILayout.BeginHorizontal();
                    {
                        EditorGUILayout.LabelField("Keystore Password", GUILayout.Width(160f));
                        AppBuildSettings.Instance.KeystorePass = PlayerSettings.keystorePass = EditorGUILayout.TextField(AppBuildSettings.Instance.KeystorePass);
                    }
                    EditorGUILayout.EndHorizontal();
                    EditorGUILayout.BeginHorizontal();
                    {
                        EditorGUILayout.LabelField("KeyAliasName", GUILayout.Width(160f));
                        AppBuildSettings.Instance.AndroidKeyAliasName = PlayerSettings.Android.keyaliasName = EditorGUILayout.TextField(AppBuildSettings.Instance.AndroidKeyAliasName);
                    }
                    EditorGUILayout.EndHorizontal();
                    EditorGUILayout.BeginHorizontal();
                    {
                        EditorGUILayout.LabelField("Alias Password", GUILayout.Width(160f));
                        AppBuildSettings.Instance.KeyAliasPass = PlayerSettings.keyaliasPass = EditorGUILayout.TextField(AppBuildSettings.Instance.KeyAliasPass);
                    }
                    EditorGUILayout.EndHorizontal();
                }

#elif UNITY_IOS
                EditorGUILayout.BeginHorizontal();
                {
                    EditorGUILayout.LabelField("Build Number", GUILayout.Width(160f));
                    PlayerSettings.iOS.buildNumber = EditorGUILayout.TextField(PlayerSettings.iOS.buildNumber);
                }
                EditorGUILayout.EndHorizontal();
#endif
            }
            EditorGUILayout.EndVertical();
        }
        private void DrawHotfixConfigPanel()
        {
            GUILayout.Space(5f);
            EditorGUILayout.BeginHorizontal();
            {
                EditorGUILayout.LabelField("Hotfix Settings:", EditorStyles.boldLabel);
                if (GUILayout.Button(hybridclrSettingBtContent, GUILayout.Width(160f)))
                {
                    SettingsService.OpenProjectSettings("Project/HybridCLR Settings");
                    GUIUtility.ExitGUI();
                }
            }
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.BeginVertical("box");
            {
                EditorGUILayout.BeginHorizontal();
                {
                    EditorGUILayout.LabelField(hotfixUrlContent, GUILayout.Width(160f));
                    AppBuildSettings.Instance.UpdatePrefixUri = EditorGUILayout.TextField(AppBuildSettings.Instance.UpdatePrefixUri);
                }
                EditorGUILayout.EndHorizontal();

                EditorGUILayout.BeginHorizontal();
                {
                    EditorGUILayout.LabelField(applicableVerContent, GUILayout.Width(160f));
                    AppBuildSettings.Instance.ApplicableGameVersion = EditorGUILayout.TextField(AppBuildSettings.Instance.ApplicableGameVersion);
                }
                EditorGUILayout.EndHorizontal();

                EditorGUILayout.BeginHorizontal();
                {
                    EditorGUILayout.LabelField(appUpdateUrlContent, GUILayout.Width(160f));
                    AppBuildSettings.Instance.AppUpdateUrl = EditorGUILayout.TextField(AppBuildSettings.Instance.AppUpdateUrl);
                    AppBuildSettings.Instance.ForceUpdateApp = EditorGUILayout.ToggleLeft(forceUpdateAppContent, AppBuildSettings.Instance.ForceUpdateApp, GUILayout.Width(100f));
                }
                EditorGUILayout.EndHorizontal();
                EditorGUILayout.Space(5);
                EditorGUILayout.LabelField(appUpdateDescContent, GUILayout.Width(160f));
                AppBuildSettings.Instance.AppUpdateDesc = EditorGUILayout.TextArea(AppBuildSettings.Instance.AppUpdateDesc, GUILayout.Height(50));
            }
            EditorGUILayout.EndVertical();
        }

        private void BuildHotfix()
        {
#if !DISABLE_HYBRIDCLR
            MyGameTools.CompileTargetDll();
#endif
            m_OrderBuildResources = true;
        }
        private void BuildApp(bool generateAot)
        {
#if UNITY_ANDROID
            if (AppBuildSettings.Instance.AndroidUseKeystore && !CheckKeystoreAvailable(AppBuildSettings.Instance.AndroidKeystoreName))
            {
                EditorUtility.DisplayDialog("Build Error!", Utility.Text.Format("Keystore文件不存在或格式错误:{0}", AppBuildSettings.Instance.AndroidKeystoreName), "GOT IT");
                return;
            }
#endif

            if (m_Controller.OutputPackageSelected)
            {
                if (m_Controller.BuildResources())
                {
                    DeleteAotDlls();//单机模式删除Resource下的AOT dlls
                    //AssetDatabase.Refresh();
                    CallBuildMethods(generateAot);
                }
            }
            else if (m_Controller.OutputPackedSelected)
            {
#if !DISABLE_HYBRIDCLR
                MyGameTools.CompileTargetDll(false);
#endif
                if (m_Controller.BuildResources())
                {
                    //AssetDatabase.Refresh();
                    CallBuildMethods(generateAot);
                }
            }
            else if (m_Controller.OutputFullSelected)
            {
                DeleteStreamingAssets();
                CallBuildMethods(generateAot);
            }
        }


        private bool CheckKeystoreAvailable(string keystore)
        {
            if (string.IsNullOrWhiteSpace(keystore)) return false;
            var ext = Path.GetExtension(keystore).ToLower();
            if (File.Exists(keystore) && keystoreExtNames.Contains(ext))
            {
                return true;
            }
            return false;
        }
        private void DeleteAotDlls()
        {
            string aotSaveDir = UtilityBuiltin.ResPath.GetCombinePath(Application.dataPath, "Resources", ConstBuiltin.AOT_DLL_DIR);
            if (Directory.Exists(aotSaveDir))
            {
                Directory.Delete(aotSaveDir, true);
            }
        }
        private void DeleteStreamingAssets()
        {
            string streamingAssetsPath = Path.Combine(Application.dataPath, "StreamingAssets");
            if (Directory.Exists(streamingAssetsPath))
            {
                Directory.Delete(streamingAssetsPath, true);
            }
            string streamMetaFile = streamingAssetsPath + ".meta";
            if (File.Exists(streamMetaFile))
            {
                File.Delete(streamMetaFile);
            }
        }
        private void CallBuildMethods(bool generateAotDll = false)
        {
#if !DISABLE_HYBRIDCLR
            GenerateHotfixCodeStripConfig(false);
            HybridCLRGenerateAll(generateAotDll);
#else
            GenerateHotfixCodeStripConfig(true);
#endif
            AssetDatabase.Refresh();
            var buildWin = Utility.Assembly.GetType("UnityEditor.BuildPlayerWindow");
            if (buildWin != null)
            {
                var buildFunc = buildWin.GetMethod("CallBuildMethods", System.Reflection.BindingFlags.Static | BindingFlags.NonPublic);
                buildFunc?.Invoke(null, new object[] { false, BuildOptions.ShowBuiltPlayer });
            }
        }
        /// <summary>
        /// 生成或删除热更dlls防裁剪的link.xml
        /// 单机模式时需把热更dlls打到包里
        /// </summary>
        /// <param name="v">true生成; false删除</param>
        private void GenerateHotfixCodeStripConfig(bool v)
        {
            var linkDir = Path.GetDirectoryName(ConstEditor.HotfixAssembly);
            var linkFile = UtilityBuiltin.ResPath.GetCombinePath(linkDir, "link.xml");
            if (v)
            {
                var strBuilder = new StringBuilder();
                strBuilder.AppendLine("<linker>");
                foreach (var dllName in HybridCLR.Editor.SettingsUtil.HotUpdateAssemblyNamesIncludePreserved)
                {
                    strBuilder.AppendLineFormat("\t<assembly fullname=\"{0}\" preserve=\"all\" />", dllName);
                }
                strBuilder.AppendLine("</linker>");
                File.WriteAllText(linkFile, strBuilder.ToString());
            }
            else
            {
                if (File.Exists(linkFile)) File.Delete(linkFile);//热更包不需要添加防裁剪
            }
        }
        /// <summary>
        /// 生成HybridCLR热更相关
        /// </summary>
        /// <param name="generateAotDll"></param>
        private void HybridCLRGenerateAll(bool generateAotDll)
        {
            BuildTarget target = EditorUserBuildSettings.activeBuildTarget;
            MyGameTools.CompileTargetDll(false);
            // 生成裁剪后的aot dll
            if (generateAotDll)
            {
                StripAOTDllCommand.GenerateStripedAOTDlls(target, EditorUserBuildSettings.selectedBuildTargetGroup);
                MyGameTools.CopyAotDllsToProject(target);
            }
            LinkGeneratorCommand.GenerateLinkXml(target);
            Il2CppDefGeneratorCommand.GenerateIl2CppDef();
            // 这几个生成依赖HotUpdateDlls

            // 桥接函数生成依赖于AOT dll,必须保证已经build过,生成AOT dll
            MethodBridgeGeneratorCommand.GenerateMethodBridge(target);
            ReversePInvokeWrapperGeneratorCommand.GenerateReversePInvokeWrapper(target);
            AOTReferenceGeneratorCommand.GenerateAOTGenericReference(target);
        }
        private void BrowseOutputDirectory()
        {
            string directory = EditorUtility.OpenFolderPanel("Select Output Directory", m_Controller.OutputDirectory, string.Empty);
            if (!string.IsNullOrEmpty(directory))
            {
                m_Controller.OutputDirectory = directory;
            }
        }

        private void GetBuildMessage(out string message, out MessageType messageType)
        {
            message = string.Empty;
            messageType = MessageType.Error;
            if (m_Controller.Platforms == Platform.Undefined)
            {
                if (!string.IsNullOrEmpty(message))
                {
                    message += Environment.NewLine;
                }

                message += "Platform is invalid.";
            }

            if (string.IsNullOrEmpty(m_Controller.CompressionHelperTypeName))
            {
                if (!string.IsNullOrEmpty(message))
                {
                    message += Environment.NewLine;
                }

                message += "Compression helper is invalid.";
            }

            if (!m_Controller.IsValidOutputDirectory)
            {
                if (!string.IsNullOrEmpty(message))
                {
                    message += Environment.NewLine;
                }

                message += "Output directory is invalid.";
            }

            if (!string.IsNullOrEmpty(message))
            {
                return;
            }

            messageType = MessageType.Info;
            if (Directory.Exists(m_Controller.OutputPackagePath))
            {
                message += Utility.Text.Format("{0} will be overwritten.", m_Controller.OutputPackagePath);
                messageType = MessageType.Warning;
            }

            if (Directory.Exists(m_Controller.OutputFullPath))
            {
                if (message.Length > 0)
                {
                    message += " ";
                }

                message += Utility.Text.Format("{0} will be overwritten.", m_Controller.OutputFullPath);
                messageType = MessageType.Warning;
            }

            if (Directory.Exists(m_Controller.OutputPackedPath))
            {
                if (message.Length > 0)
                {
                    message += " ";
                }

                message += Utility.Text.Format("{0} will be overwritten.", m_Controller.OutputPackedPath);
                messageType = MessageType.Warning;
            }

            if (messageType == MessageType.Warning)
            {
                return;
            }

            message = "Ready to build.";
        }

        private void BuildResources()
        {
            if (m_Controller.BuildResources())
            {
                Debug.Log("Build resources success.");
                SaveConfiguration();
            }
            else
            {
                Debug.LogWarning("Build resources failure.");
            }
        }

        private void SaveConfiguration()
        {
            EditorUtility.SetDirty(AppSettings.Instance);
            AppBuildSettings.Save();
            if (m_Controller.Save())
            {
                Debug.Log("Save configuration success.");
            }
            else
            {
                Debug.LogWarning("Save configuration failure.");
            }
        }

        private void DrawPlatform(Platform platform, string platformName)
        {
            m_Controller.SelectPlatform(platform, EditorGUILayout.ToggleLeft(platformName, m_Controller.IsPlatformSelected(platform)));
        }

        private void OnLoadingResource(int index, int count)
        {
            EditorUtility.DisplayProgressBar("Loading Resources", Utility.Text.Format("Loading resources, {0}/{1} loaded.", index.ToString(), count.ToString()), (float)index / count);
        }

        private void OnLoadingAsset(int index, int count)
        {
            EditorUtility.DisplayProgressBar("Loading Assets", Utility.Text.Format("Loading assets, {0}/{1} loaded.", index.ToString(), count.ToString()), (float)index / count);
        }

        private void OnLoadCompleted()
        {
            EditorUtility.ClearProgressBar();
        }

        private void OnAnalyzingAsset(int index, int count)
        {
            EditorUtility.DisplayProgressBar("Analyzing Assets", Utility.Text.Format("Analyzing assets, {0}/{1} analyzed.", index.ToString(), count.ToString()), (float)index / count);
        }

        private void OnAnalyzeCompleted()
        {
            EditorUtility.ClearProgressBar();
        }

        private bool OnProcessingAssetBundle(string assetBundleName, float progress)
        {
            if (EditorUtility.DisplayCancelableProgressBar("Processing AssetBundle", Utility.Text.Format("Processing '{0}'...", assetBundleName), progress))
            {
                EditorUtility.ClearProgressBar();
                return true;
            }
            else
            {
                Repaint();
                return false;
            }
        }

        private bool OnProcessingBinary(string binaryName, float progress)
        {
            if (EditorUtility.DisplayCancelableProgressBar("Processing Binary", Utility.Text.Format("Processing '{0}'...", binaryName), progress))
            {
                EditorUtility.ClearProgressBar();
                return true;
            }
            else
            {
                Repaint();
                return false;
            }
        }

        private void OnProcessResourceComplete(Platform platform)
        {
            EditorUtility.ClearProgressBar();
            Debug.Log(Utility.Text.Format("Build resources for '{0}' complete.", platform.ToString()));

            if (AppBuildSettings.Instance.RevealFolder)
            {
                EditorUtility.RevealInFinder(UtilityBuiltin.ResPath.GetCombinePath(GetResourceOupoutPathByMode(AppSettings.Instance.ResourceMode), platform.ToString()));
            }
        }

        private void OnBuildResourceError(string errorMessage)
        {
            EditorUtility.ClearProgressBar();
            Debug.LogWarning(Utility.Text.Format("Build resources error with error message '{0}'.", errorMessage));
        }
        private BuildTarget GetSelectedBuildTarget()
        {
            var buildTarget = (BuildTarget)Utility.Assembly.GetType("UnityEditor.EditorUserBuildSettingsUtils").GetMethod("CalculateSelectedBuildTarget", BindingFlags.Static | BindingFlags.Public).Invoke(null, null);
            return buildTarget;
        }
        private BuildPlayerOptions CustomBuildOptions(BuildPlayerOptions options)
        {
            var buildTarget = GetSelectedBuildTarget();
            BuildTargetGroup buildTargetGroup = EditorUserBuildSettings.selectedBuildTargetGroup;
            int subtarget = (int)Utility.Assembly.GetType("UnityEditor.EditorUserBuildSettings").GetMethod("GetSelectedSubtargetFor", BindingFlags.Static | BindingFlags.NonPublic).Invoke(null, new object[] { buildTarget });

            string buildLocation = GetBuildLocation(buildTargetGroup, buildTarget, subtarget, options.options);
            bool isDir = !Path.HasExtension(buildLocation);
            if (string.IsNullOrWhiteSpace(buildLocation) || (isDir && !Directory.Exists(buildLocation)))
                throw new BuildMethodException("Build location for buildTarget " + buildTarget + " is not valid.");

            //Check if Lz4 is supported for the current buildtargetgroup and enable it if need be
            if ((bool)Utility.Assembly.GetType("UnityEditor.PostprocessBuildPlayer").GetMethod("SupportsLz4Compression", BindingFlags.Static | BindingFlags.Public).Invoke(null, new object[] { buildTargetGroup, buildTarget }))
            {
                //internal enum Compression
                //{
                //    None = 0,
                //    Lz4 = 2,
                //    Lz4HC = 3,
                //}
                var compression = (int)Utility.Assembly.GetType("UnityEditor.EditorUserBuildSettings").GetMethod("GetCompressionType", BindingFlags.Static | BindingFlags.NonPublic).Invoke(null, new object[] { buildTargetGroup });
                if (compression < 0)
                    compression = (int)Utility.Assembly.GetType("UnityEditor.PostprocessBuildPlayer").GetMethod("GetDefaultCompression", BindingFlags.Static | BindingFlags.Public).Invoke(null, new object[] { buildTargetGroup, buildTarget });
                if (compression == 2)//Lz4
                    options.options |= BuildOptions.CompressWithLz4;
                else if (compression == 3)//Lz4HC
                    options.options |= BuildOptions.CompressWithLz4HC;
            }

            bool developmentBuild = EditorUserBuildSettings.development;
            if (developmentBuild)
                options.options |= BuildOptions.Development;
            if (EditorUserBuildSettings.allowDebugging && developmentBuild)
                options.options |= BuildOptions.AllowDebugging;
            if (EditorUserBuildSettings.symlinkSources)
                options.options |= BuildOptions.SymlinkSources;
            if (EditorUserBuildSettings.connectProfiler && (developmentBuild || buildTarget == BuildTarget.WSAPlayer))
                options.options |= BuildOptions.ConnectWithProfiler;
            if (EditorUserBuildSettings.buildWithDeepProfilingSupport && developmentBuild)
                options.options |= BuildOptions.EnableDeepProfilingSupport;
            if (EditorUserBuildSettings.buildScriptsOnly)
                options.options |= BuildOptions.BuildScriptsOnly;

            string connectID = Utility.Assembly.GetType("UnityEditor.Profiling.ProfilerUserSettings").GetProperty("customConnectionID", BindingFlags.Static | BindingFlags.Public).GetValue(null, null) as string;
            if (!string.IsNullOrEmpty(connectID) && developmentBuild)
                options.options |= BuildOptions.CustomConnectionID;

            var checkFunc = typeof(UnityEditor.BuildPlayerWindow.DefaultBuildMethods).GetMethod("IsInstallInBuildFolderOption", BindingFlags.Static | BindingFlags.NonPublic);

            if ((bool)checkFunc.Invoke(null, null))
            {
                options.options |= BuildOptions.InstallInBuildFolder;
            }

            options.target = buildTarget;
            options.subtarget = subtarget;
            options.targetGroup = buildTargetGroup;
            options.locationPathName = buildLocation;
            options.assetBundleManifestPath = Utility.Assembly.GetType("UnityEditor.PostprocessBuildPlayer").GetMethod("GetStreamingAssetsBundleManifestPath", BindingFlags.Static | BindingFlags.NonPublic).Invoke(null, null) as string;

            // Build a list of scenes that are enabled
            ArrayList scenesList = new ArrayList();
            EditorBuildSettingsScene[] editorScenes = EditorBuildSettings.scenes;
            foreach (EditorBuildSettingsScene scene in editorScenes)
            {
                if (scene.enabled)
                {
                    scenesList.Add(scene.path);
                    break;// GF框架只需要把启动场景打进包里,其它场景动态加载
                }
            }

            options.scenes = scenesList.ToArray(typeof(string)) as string[];
            return options;
        }

        private static string GetBuildLocation(BuildTargetGroup targetGroup, BuildTarget target, int subtarget, BuildOptions options)
        {
            string defaultFolder = UtilityBuiltin.ResPath.GetCombinePath(Directory.GetParent(Application.dataPath).FullName, AppBuildSettings.Instance.AppBuildDir, target.ToString());
            string defaultName = Utility.Text.Format("{0}_{1}{2}_v{3}", Application.productName, AppSettings.Instance.DebugMode ? "debug" : "release", EditorUserBuildSettings.development ? "Dev" : string.Empty, Application.version);

            string extension = Utility.Assembly.GetType("UnityEditor.PostprocessBuildPlayer").GetMethod("GetExtensionForBuildTarget", new Type[] { typeof(BuildTargetGroup), typeof(BuildTarget), typeof(int), typeof(BuildOptions) }).Invoke(null, new object[] { targetGroup, target, subtarget, options }) as string;
            string buildPath = defaultFolder;
            if (!string.IsNullOrEmpty(extension))
            {
                string appFileName = Utility.Text.Format("{0}.{1}", defaultName, extension);
                buildPath = UtilityBuiltin.ResPath.GetCombinePath(defaultFolder, appFileName);
            }
            return buildPath;
        }
    }
}

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