ios自动打包脚本提交

dev_chengFeng
ljsd 2020-09-14 16:20:36 +08:00
parent 943c04917e
commit 639aa6c32b
1 changed files with 50 additions and 9 deletions

View File

@ -5,9 +5,9 @@ using System;
public class AutoPack : EditorWindow
{
bool isObb = false;
static bool isObb = false;
bool isBuild = false;
bool isZs = false;
static bool isZs = false;
static string[] versionArr = new string[15];
int verIndex = 0;
static string curProjectDir;
@ -16,13 +16,15 @@ public class AutoPack : EditorWindow
private static void EzBuildPack()
{
curProjectDir = Environment.CurrentDirectory.Replace('\\', '/');
Debug.Log("当前工程路径:"+curProjectDir);
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 _str = _strArr[i].Split('/')[4];
string[] pathSpl = _strArr[i].Split('/');
string _str = pathSpl[pathSpl.Length-1];
versionArr[i] = _str;
}
Debug.Log("versionArr :" + versionArr.Length + versionArr[0]);
//创建窗口
Rect wr = new Rect(0, 0, 400, 500);
var buildWin = GetWindowWithRect<AutoPack>(wr, true);
@ -37,11 +39,13 @@ public class AutoPack : EditorWindow
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Android工程", GUILayout.Height(40f)))
if (GUILayout.Button("导出工程", GUILayout.Height(40f)))
{
Debug.Log("开始导出工程");
string targetPath = Application.dataPath + "/Resources/version.txt";
@ -62,21 +66,27 @@ public class AutoPack : EditorWindow
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(isObb, sceneName);
ExportAS( sceneName);
#elif UNITY_IOS
string sceneName = "Assets/LuaFramework/Scenes/Logo.unity";
ExportXcode(sceneName);
#endif
}
}
public static void ExportAS(bool _isobb, string _sceneName)
public static void ExportAS( string _sceneName)
{
PlayerSettings.productName = "ex_android_jl";
PlayerSettings.Android.useAPKExpansionFiles = _isobb;
PlayerSettings.Android.useAPKExpansionFiles = isObb;
string outPath = "D:/exAndroid/unity_ex_as";
if (_isobb)
if (isObb)
{
outPath = "D:/exAndroid/unity_ex_obb";
}
@ -99,6 +109,37 @@ public class AutoPack : EditorWindow
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");
}
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);
if (Directory.Exists(mainXcodePath))
{
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");
}
}
}