【打包工具】
parent
e0a5d6d134
commit
49bef51ca0
|
@ -29,3 +29,4 @@ obj/
|
|||
Assets/ManagedResources/~Lua/Config/Data.meta
|
||||
*.DS_Store
|
||||
BuildABs/Android/
|
||||
ExportProject/
|
||||
|
|
|
@ -6,189 +6,391 @@ using GameEditor.FrameTool;
|
|||
|
||||
public class AutoPack : EditorWindow
|
||||
{
|
||||
static string[][] PackConfig = new string[][]
|
||||
{
|
||||
new string[]{"喜扑", "Logo_cn_xipu", "MHT_CN_XIPU"},
|
||||
new string[]{"草花", "Logo_cn_xipu", "MHT_CN_MIDDLE_WARE" },
|
||||
|
||||
};
|
||||
|
||||
#if UNITY_ANDROID
|
||||
static string Platform = "Android";
|
||||
static string ConfigFileName = "config.txt";
|
||||
static string VersionFileName = "version.txt";
|
||||
#elif UNITY_IOS
|
||||
static string Platform = "IOS";
|
||||
static string ConfigFileName = "config.txt";
|
||||
static string VersionFileName = "game.info";
|
||||
#endif
|
||||
|
||||
static string MomPackPath;
|
||||
static string ExportPackPath;
|
||||
static string ScenePath;
|
||||
static string ABPath;
|
||||
|
||||
// 判断是否要重新导出工程
|
||||
static string[] ExportTypeList =
|
||||
{
|
||||
"导出工程,替换出包",
|
||||
"只替换AB出包",
|
||||
"只出包"
|
||||
};
|
||||
static int ExportType;
|
||||
static bool[] Chooser;
|
||||
static bool isObb = false;
|
||||
bool isBuild = false;
|
||||
static bool isZs = false;
|
||||
static string[] versionArr = new string[15];
|
||||
static int verIndex = 0;
|
||||
static string curProjectDir;
|
||||
static string m_ExcelPath;
|
||||
static string[] excelArr;
|
||||
static int excelIndex=0;
|
||||
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
MomPackPath = EditorPrefs.GetString("MomPackPath", "");
|
||||
ExportPackPath = Application.dataPath.Replace("Assets", "ExportProject");
|
||||
ScenePath = Application.dataPath + "/LuaFramework/Scenes/";
|
||||
ABPath = Application.dataPath + "/../BuildABs/" + Platform + "/";
|
||||
ExportType = 2;
|
||||
Chooser = new bool[PackConfig.Length];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 版本文件路径
|
||||
/// </summary>
|
||||
static string _MomPackPath
|
||||
{
|
||||
get
|
||||
{
|
||||
return MomPackPath + "/" + Platform + "/";
|
||||
}
|
||||
}
|
||||
|
||||
//bool isBuild = false;
|
||||
//static bool isZs = false;
|
||||
//static string[] versionArr = new string[15];
|
||||
//static int verIndex = 0;
|
||||
//static string curProjectDir;
|
||||
//static string m_ExcelPath;
|
||||
//static string[] excelArr;
|
||||
//static int excelIndex=0;
|
||||
//打包数据
|
||||
[MenuItem("自动化打包/一键导出")]
|
||||
private static void EzBuildPack()
|
||||
{
|
||||
|
||||
curProjectDir = Environment.CurrentDirectory.Replace('\\', '/');
|
||||
verIndex = EditorPrefs.GetInt("verIndex");
|
||||
m_ExcelPath = EditorPrefs.GetString("m_ExcelPath");
|
||||
excelArr = Directory.GetDirectories(m_ExcelPath, "master_*");
|
||||
Debug.Log(EditorPrefs.GetString("m_Bench"));
|
||||
if (excelArr!=null)
|
||||
{
|
||||
for (int i = 0; i < excelArr.Length; i++)
|
||||
{
|
||||
if (excelArr[i]== EditorPrefs.GetString("m_Bench"))
|
||||
{
|
||||
excelIndex = i;
|
||||
}
|
||||
}
|
||||
}
|
||||
string[] _strArr = Directory.GetFiles(curProjectDir + "/AssetBundles/", "*.txt");
|
||||
Debug.Log("version列表数量:"+_strArr.Length);
|
||||
for (int i = 0; i < _strArr.Length; i++)
|
||||
{
|
||||
string[] pathSpl = _strArr[i].Split('/');
|
||||
string _str = pathSpl[pathSpl.Length-1];
|
||||
versionArr[i] = _str;
|
||||
}
|
||||
//创建窗口
|
||||
Rect wr = new Rect(0, 0, 400, 500);
|
||||
Rect wr = new Rect(0, 0, 500, 700);
|
||||
var buildWin = GetWindowWithRect<AutoPack>(wr, true);
|
||||
buildWin.titleContent = new GUIContent("打包工具");
|
||||
buildWin.Show();
|
||||
}
|
||||
|
||||
// 打开文本
|
||||
private void OpenText(string tPath)
|
||||
{
|
||||
if (!File.Exists(tPath))
|
||||
{
|
||||
EditorUtility.DisplayDialog("提示", "文件不存在", "确定");
|
||||
return;
|
||||
}
|
||||
System.Diagnostics.Process.Start("notepad.exe", tPath); //用记事本
|
||||
}
|
||||
private void OnGUI()
|
||||
{
|
||||
EditorGUILayout.BeginVertical();
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.Space();
|
||||
if (excelArr!=null&& excelArr.Length>0)
|
||||
|
||||
//EditorGUILayout.LabelField("");
|
||||
MomPackPath = EditorGUILayout.TextField("母包工程地址:", MomPackPath);
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("请选择要打的包:");
|
||||
for(int i = 0; i < PackConfig.Length; i++)
|
||||
{
|
||||
excelIndex = EditorGUILayout.Popup("选择excel文件:", excelIndex, excelArr);
|
||||
EditorGUILayout.BeginVertical();
|
||||
Chooser[i] = EditorGUILayout.ToggleLeft(PackConfig[i][0], Chooser[i]);
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
if (GUILayout.Button("编辑Config", GUILayout.Height(20f)))
|
||||
{
|
||||
string tpath = _MomPackPath + PackConfig[i][2] + "/Config/" + ConfigFileName;
|
||||
OpenText(tpath);
|
||||
}
|
||||
if (GUILayout.Button("编辑Version", GUILayout.Height(20f)))
|
||||
{
|
||||
string tpath = _MomPackPath + PackConfig[i][2] + "/Config/" + VersionFileName;
|
||||
OpenText(tpath);
|
||||
}
|
||||
if (GUILayout.Button("编辑Gradle", GUILayout.Height(20f)))
|
||||
{
|
||||
string tpath = _MomPackPath + PackConfig[i][2] + "/build.gradle";
|
||||
OpenText(tpath);
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
EditorGUILayout.EndVertical();
|
||||
EditorGUILayout.Space();
|
||||
if (GUILayout.Button("一键导表", GUILayout.Height(40f)))
|
||||
EditorGUILayout.Space();
|
||||
|
||||
}
|
||||
|
||||
ExportType = EditorGUILayout.Popup("请选择出包方式", ExportType, ExportTypeList);
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.Space();
|
||||
|
||||
|
||||
if (GUILayout.Button("开始", GUILayout.Height(40f)))
|
||||
{
|
||||
StartExport();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public static void StartExport()
|
||||
{
|
||||
if (MomPackPath.Equals(""))
|
||||
{
|
||||
EditorUtility.DisplayDialog("提示", "母包工程地址错误", "确定");
|
||||
return;
|
||||
}
|
||||
bool check_result = false;
|
||||
for (int i = 0; i < Chooser.Length; i++)
|
||||
{
|
||||
if (!Chooser[i]) continue;
|
||||
string sceneFilePath = ScenePath + PackConfig[i][1];
|
||||
if (!File.Exists(sceneFilePath + ".unity"))
|
||||
{
|
||||
EditorPrefs.SetString("m_Bench", excelArr[excelIndex]);
|
||||
GameEditor.Core.DataConfig.DataConfigWindow.excelALLConfig(false, excelArr[excelIndex] + "/base_data");
|
||||
Debug.LogError(PackConfig[i][0] + " 未找到场景:" + sceneFilePath);
|
||||
check_result = true;
|
||||
}
|
||||
string momPath = _MomPackPath + PackConfig[i][2];
|
||||
if (!Directory.Exists(momPath))
|
||||
{
|
||||
Debug.LogError(PackConfig[i][0] + " 未找到母包:" + momPath);
|
||||
check_result = true;
|
||||
}
|
||||
}
|
||||
if (GUILayout.Button("单打lua资源", GUILayout.Height(40f)))
|
||||
if (check_result)
|
||||
{
|
||||
if (FrameTool.BuildLuaAssetBundles())
|
||||
{
|
||||
string exportPath = GameEditor.AssetBundle.AssetBundleConfig.GetExportPath(EditorUserBuildSettings.activeBuildTarget);
|
||||
string targetPath = FrameTool.GetStreamingAssetPath(EditorUserBuildSettings.activeBuildTarget);
|
||||
File.Copy(exportPath + "/lzma/luabytes.unity3d", targetPath + "/lzma/luabytes.unity3d", true);
|
||||
File.Copy(exportPath + "/lzma/resconfigs.unity3d", targetPath + "/lzma/resconfigs.unity3d", true);
|
||||
File.Copy(exportPath + "/files.unity3d", targetPath + "/files.unity3d", true);
|
||||
}
|
||||
EditorUtility.DisplayDialog("提示", "包路径错误", "确定");
|
||||
return;
|
||||
}
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.Space();
|
||||
verIndex = EditorGUILayout.Popup("选择version配置文件:", verIndex, versionArr);
|
||||
EditorGUILayout.Space();
|
||||
#if UNITY_ANDROID
|
||||
isObb = EditorGUILayout.ToggleLeft("是否导出obb包", isObb);
|
||||
#endif
|
||||
isBuild = EditorGUILayout.ToggleLeft("是否需要build资源", isBuild);
|
||||
isZs = EditorGUILayout.ToggleLeft("是否从正式场景导出", isZs);
|
||||
EditorGUILayout.Space();
|
||||
if (GUILayout.Button("导出工程", GUILayout.Height(40f)))
|
||||
// 保存配置
|
||||
EditorPrefs.SetString("MomPackPath", MomPackPath);
|
||||
// 开始导出
|
||||
for (int i = 0; i < Chooser.Length; i++)
|
||||
{
|
||||
Debug.Log("开始导出工程");
|
||||
EditorPrefs.SetInt("verIndex", verIndex);
|
||||
string targetPath = Application.dataPath + "/Resources/version.txt";
|
||||
string copyPath = curProjectDir + "/AssetBundles/" + versionArr[verIndex];
|
||||
Debug.Log("version文件路径:" + copyPath);
|
||||
if (File.Exists(targetPath))
|
||||
{
|
||||
File.Delete(targetPath);
|
||||
if (!Chooser[i]) continue;
|
||||
|
||||
switch (ExportType) {
|
||||
case 0: // 导出工程
|
||||
ExportAS(i);
|
||||
ReplaceFromProject(i);
|
||||
ReplaceConfigAndVersion(i);
|
||||
StartGradleBuild(i);
|
||||
break;
|
||||
case 1: // 只替换AB
|
||||
ReplaceFromAB(i);
|
||||
ReplaceConfigAndVersion(i);
|
||||
StartGradleBuild(i);
|
||||
break;
|
||||
case 2: // 只重新打包
|
||||
StartGradleBuild(i);
|
||||
break;
|
||||
}
|
||||
File.Copy(copyPath, targetPath, true);
|
||||
AssetDatabase.Refresh();
|
||||
if (isBuild)
|
||||
{
|
||||
Debug.Log("开始build资源");
|
||||
//打包游戏
|
||||
FrameTool.BuildGameAssetBundles();
|
||||
//拷贝AssetBundle到流媒体目录
|
||||
FrameTool.CopyAssetBundleToStreamingAssets();
|
||||
//刷新资源配置
|
||||
GameEditor.ResourcesPathEditor.CreateResourcePathConfig();
|
||||
Debug.Log("完成build资源");
|
||||
}
|
||||
|
||||
#if UNITY_ANDROID
|
||||
string sceneName = "Assets/LuaFramework/Scenes/LogoHwTest.unity";
|
||||
if (isZs)
|
||||
{
|
||||
sceneName = "Assets/LuaFramework/Scenes/LogoHwRelease.unity";
|
||||
}
|
||||
ExportAS( sceneName);
|
||||
#elif UNITY_IOS
|
||||
string sceneName = "Assets/LuaFramework/Scenes/Logo.unity";
|
||||
ExportXcode(sceneName);
|
||||
#endif
|
||||
}
|
||||
|
||||
}
|
||||
public static void ExportAS( string _sceneName)
|
||||
|
||||
// 导出android 工程
|
||||
public static void ExportAS(int index)
|
||||
{
|
||||
PlayerSettings.productName = "ex_android_jl";
|
||||
PlayerSettings.Android.useAPKExpansionFiles = isObb;
|
||||
string outPath = "D:/exAndroid/unity_ex_as";
|
||||
string pName = PackConfig[index][1] + "__" + PackConfig[index][2];
|
||||
PlayerSettings.productName = pName;
|
||||
PlayerSettings.Android.useAPKExpansionFiles = isObb;
|
||||
if (isObb)
|
||||
{
|
||||
outPath = "D:/exAndroid/unity_ex_obb";
|
||||
pName += "__obb";
|
||||
}
|
||||
if (Directory.Exists(outPath + "/ex_android_jl"))
|
||||
|
||||
if (!Directory.Exists(ExportPackPath))
|
||||
{
|
||||
Directory.Delete(outPath + "/ex_android_jl/", true);
|
||||
Directory.CreateDirectory(ExportPackPath);
|
||||
}
|
||||
if (Directory.Exists(ExportPackPath + "/" + pName))
|
||||
{
|
||||
Directory.Delete(ExportPackPath + "/" + pName, true);
|
||||
}
|
||||
EditorUserBuildSettings.exportAsGoogleAndroidProject = true;
|
||||
EditorUserBuildSettings.androidBuildSystem = AndroidBuildSystem.Gradle;
|
||||
// 设置需要打包的场景
|
||||
string launchScene = _sceneName;
|
||||
Debug.Log("打包场景:" + launchScene);
|
||||
BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions();
|
||||
buildPlayerOptions.locationPathName = outPath;
|
||||
buildPlayerOptions.options = BuildOptions.None;
|
||||
buildPlayerOptions.options |= BuildOptions.AcceptExternalModificationsToPlayer;
|
||||
buildPlayerOptions.scenes = new[] { launchScene };
|
||||
buildPlayerOptions.target = BuildTarget.Android;
|
||||
string launchScene = "Assets/LuaFramework/Scenes/" + PackConfig[index][1] + ".unity";
|
||||
Debug.Log(PackConfig[index][0] + ":打包场景:" + launchScene);
|
||||
BuildPlayerOptions bpo = new BuildPlayerOptions();
|
||||
bpo.locationPathName = ExportPackPath;
|
||||
bpo.options = BuildOptions.None;
|
||||
//bpo.options |= BuildOptions.AcceptExternalModificationsToPlayer;
|
||||
bpo.scenes = new[] { launchScene };
|
||||
bpo.target = BuildTarget.Android;
|
||||
// 调用开始打包
|
||||
BuildPipeline.BuildPlayer(buildPlayerOptions);
|
||||
Debug.Log("android工程导出路径"+ outPath + "/ex_android_jl");
|
||||
Debug.Log("导出完成");
|
||||
///打开python工具所在路径
|
||||
GameEditor.Core.DataConfig.ConfigExportWindow.OpenDirectory("C:/Users/aaa/Desktop/pythonPack");
|
||||
BuildPipeline.BuildPlayer(bpo);
|
||||
Debug.Log(PackConfig[index][0] + ":android工程导出路径" + ExportPackPath + "/" + pName);
|
||||
Debug.Log(PackConfig[index][0] + ":android工程导出完成");
|
||||
}
|
||||
|
||||
private static void ExportXcode(string _sceneName)
|
||||
static string[] ReplaceDir = new string[]
|
||||
{
|
||||
PlayerSettings.productName = "太初行";
|
||||
string mainXcodePath =
|
||||
isZs? "/Volumes/ELEMENTS/JieLing/Packager/IOS/MHT_HW_RELEASE": "/Volumes/ELEMENTS/JieLing/Packager/IOS/MHT_HW_TEST";
|
||||
string outPath = isZs?"/Volumes/ELEMENTS/JieLing/Packager/IOS/exXcodePro_Release":"/Volumes/ELEMENTS/JieLing/Packager/IOS/exXcodePro_Test";
|
||||
if (Directory.Exists(outPath))
|
||||
"/src/main/assets/Android",
|
||||
"/src/main/assets/bin",
|
||||
"/src/main/jniLibs"
|
||||
};
|
||||
|
||||
// 从工程中替换
|
||||
private static void ReplaceFromProject(int index)
|
||||
{
|
||||
string fromPath = ExportPackPath + "/" + PackConfig[index][1] + "__" + PackConfig[index][2];
|
||||
string toPath = _MomPackPath + PackConfig[index][2];
|
||||
for (int i = 0; i < ReplaceDir.Length; i++)
|
||||
{
|
||||
Directory.Delete(outPath, true);
|
||||
}
|
||||
// 设置需要打包的场景
|
||||
string launchScene = _sceneName;
|
||||
Debug.Log("打包场景:" + launchScene);
|
||||
BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions();
|
||||
buildPlayerOptions.locationPathName = outPath;
|
||||
buildPlayerOptions.options = BuildOptions.None;
|
||||
buildPlayerOptions.options |= BuildOptions.AcceptExternalModificationsToPlayer;
|
||||
buildPlayerOptions.scenes = new[] { launchScene };
|
||||
buildPlayerOptions.target = BuildTarget.iOS;
|
||||
// 调用开始打包
|
||||
BuildPipeline.BuildPlayer(buildPlayerOptions);
|
||||
Debug.Log("打包完成");
|
||||
Debug.Log("导出工程路径:"+ outPath);
|
||||
if (Directory.Exists(mainXcodePath)&& Directory.Exists(outPath))
|
||||
{
|
||||
Debug.Log("替换xcode资源");
|
||||
Directory.Delete(mainXcodePath+"/Data", true);
|
||||
Directory.Move(outPath+"/Data",mainXcodePath+"/Data");
|
||||
Directory.Delete(mainXcodePath+"/Classes/Native", true);
|
||||
Directory.Move(outPath+"/Classes/Native",mainXcodePath+"/Classes/Native");
|
||||
string dir = ReplaceDir[i];
|
||||
string to = toPath + dir;
|
||||
if (Directory.Exists(to)) Directory.Delete(to, true);
|
||||
Directory.CreateDirectory(to);
|
||||
GameCore.FileUtils.CopyDir(fromPath + dir, to);
|
||||
}
|
||||
Debug.Log(PackConfig[index][0] + ":母包工程资源替换完成");
|
||||
|
||||
// 替换build-id
|
||||
RewriteManifest(fromPath + "/src/main/AndroidManifest.xml", toPath + "/src/main/AndroidManifest.xml");
|
||||
Debug.Log(PackConfig[index][0] + ":母包Manifest修改完成");
|
||||
}
|
||||
private static void RewriteManifest(string f, string t)
|
||||
{
|
||||
// 找到要替换的内容
|
||||
string[] flines = File.ReadAllLines(f, System.Text.Encoding.UTF8);
|
||||
string rpl = "";
|
||||
for (int fi = 0; fi < flines.Length; fi++)
|
||||
{
|
||||
if (flines[fi].Contains("unity.build-id"))
|
||||
{
|
||||
rpl = flines[fi];
|
||||
break;
|
||||
}
|
||||
}
|
||||
// 判断是否正确
|
||||
if (rpl.Equals(""))
|
||||
{
|
||||
return;
|
||||
}
|
||||
// 替换到母包中
|
||||
string[] tlines = File.ReadAllLines(t, System.Text.Encoding.UTF8);
|
||||
string[] wlines = new string[tlines.Length - 1];
|
||||
string lastLine = "";
|
||||
for (int ti = 0; ti < tlines.Length; ti++)
|
||||
{
|
||||
if (tlines[ti].Contains("unity.build-id"))
|
||||
{
|
||||
tlines[ti] = rpl;
|
||||
}
|
||||
if (ti == tlines.Length - 1)
|
||||
{
|
||||
lastLine = tlines[ti];
|
||||
}
|
||||
else
|
||||
{
|
||||
wlines[ti] = tlines[ti];
|
||||
}
|
||||
}
|
||||
File.WriteAllLines(t, wlines, System.Text.Encoding.UTF8);
|
||||
File.AppendAllText(t, lastLine, System.Text.Encoding.UTF8);
|
||||
}
|
||||
|
||||
// 从AB包替换
|
||||
private static void ReplaceFromAB(int index)
|
||||
{
|
||||
string toPath = _MomPackPath + PackConfig[index][2] + "/src/main/assets/Android";
|
||||
if (Directory.Exists(toPath)) Directory.Delete(toPath, true);
|
||||
Directory.CreateDirectory(toPath);
|
||||
GameCore.FileUtils.CopyDir(ABPath, toPath);
|
||||
Debug.Log(PackConfig[index][0] + ":替换AB包完成");
|
||||
}
|
||||
|
||||
// 替换配置文件
|
||||
private static void ReplaceConfigAndVersion(int index)
|
||||
{
|
||||
string toPath = _MomPackPath + PackConfig[index][2] + "/src/main/assets/Android/";
|
||||
string fromPath = _MomPackPath + PackConfig[index][2] + "/Config/";
|
||||
File.Copy(fromPath + ConfigFileName, toPath + ConfigFileName, true);
|
||||
File.Copy(fromPath + VersionFileName, toPath + VersionFileName, true);
|
||||
Debug.Log(PackConfig[index][0]+":配置文件替换完成");
|
||||
}
|
||||
|
||||
// 开始生成apk
|
||||
private static void StartGradleBuild(int index)
|
||||
{
|
||||
ProcessCommand(_MomPackPath + PackConfig[index][2], new string[] { "gradlew assembleDebug" });
|
||||
Debug.Log(PackConfig[index][0] + ":打包完成");
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
private static void ProcessCommand(string dir, string[] coms)
|
||||
{
|
||||
System.Diagnostics.Process p = new System.Diagnostics.Process();
|
||||
//设置要启动的应用程序
|
||||
p.StartInfo.FileName = "cmd.exe";
|
||||
//是否使用操作系统shell启动
|
||||
p.StartInfo.UseShellExecute = true;
|
||||
//接受来自调用程序的输入信息
|
||||
p.StartInfo.RedirectStandardInput = false;
|
||||
//输出信息
|
||||
p.StartInfo.RedirectStandardOutput = false;
|
||||
//输出错误
|
||||
p.StartInfo.RedirectStandardError = false;
|
||||
//不显示程序窗口
|
||||
p.StartInfo.CreateNoWindow = false;
|
||||
// 设置文件夹
|
||||
p.StartInfo.WorkingDirectory = dir;
|
||||
// 执行命令
|
||||
for(int i = 0; i < coms.Length; i++)
|
||||
{
|
||||
p.StartInfo.Arguments = "/k " + coms[i] + "&exit";
|
||||
//启动程序
|
||||
p.Start();
|
||||
|
||||
}
|
||||
p.StartInfo.Arguments = "/k exit";
|
||||
//启动程序
|
||||
p.Start();
|
||||
//等待程序执行完退出进程
|
||||
p.WaitForExit();
|
||||
p.Close();
|
||||
}
|
||||
|
||||
|
||||
//private static void ExportXcode(string _sceneName)
|
||||
//{
|
||||
// PlayerSettings.productName = "太初行";
|
||||
// string mainXcodePath =
|
||||
// isZs? "/Volumes/ELEMENTS/JieLing/Packager/IOS/MHT_HW_RELEASE": "/Volumes/ELEMENTS/JieLing/Packager/IOS/MHT_HW_TEST";
|
||||
// string outPath = isZs?"/Volumes/ELEMENTS/JieLing/Packager/IOS/exXcodePro_Release":"/Volumes/ELEMENTS/JieLing/Packager/IOS/exXcodePro_Test";
|
||||
// if (Directory.Exists(outPath))
|
||||
// {
|
||||
// Directory.Delete(outPath, true);
|
||||
// }
|
||||
// // 设置需要打包的场景
|
||||
// string launchScene = _sceneName;
|
||||
// Debug.Log("打包场景:" + launchScene);
|
||||
// BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions();
|
||||
// buildPlayerOptions.locationPathName = outPath;
|
||||
// buildPlayerOptions.options = BuildOptions.None;
|
||||
// buildPlayerOptions.options |= BuildOptions.AcceptExternalModificationsToPlayer;
|
||||
// buildPlayerOptions.scenes = new[] { launchScene };
|
||||
// buildPlayerOptions.target = BuildTarget.iOS;
|
||||
// // 调用开始打包
|
||||
// BuildPipeline.BuildPlayer(buildPlayerOptions);
|
||||
// Debug.Log("打包完成");
|
||||
// Debug.Log("导出工程路径:"+ outPath);
|
||||
// if (Directory.Exists(mainXcodePath)&& Directory.Exists(outPath))
|
||||
// {
|
||||
// Debug.Log("替换xcode资源");
|
||||
// Directory.Delete(mainXcodePath+"/Data", true);
|
||||
// Directory.Move(outPath+"/Data",mainXcodePath+"/Data");
|
||||
// Directory.Delete(mainXcodePath+"/Classes/Native", true);
|
||||
// Directory.Move(outPath+"/Classes/Native",mainXcodePath+"/Classes/Native");
|
||||
// }
|
||||
//}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue