using System; using System.Collections.Generic; using System.Linq; using System.Text; using UnityEngine; using UnityEditor; using System; using System.IO; using GameEditor.Core; namespace GameEditor.GameEditor.PlayerBuilder { public static class PlayerBuilder { public static void BuildApk() { BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions(); buildPlayerOptions.scenes = EditorBuildSettingsScene.GetActiveSceneList(EditorBuildSettings.scenes); string localPath = string.Format("apks/{0}/", DateTime.Now.ToString("yyyy-MM-dd")); string path = EditorUtil.GetProjectPath() + localPath; if (!Directory.Exists(path)) Directory.CreateDirectory(path); int index = Directory.GetFiles(path).Length; buildPlayerOptions.locationPathName = string.Format("{0}{1}-{2}.apk", localPath, DateTime.Now.ToString("yyyy-MM-dd"), index + 1); buildPlayerOptions.target = BuildTarget.Android; buildPlayerOptions.options = BuildOptions.None; BuildPipeline.BuildPlayer(buildPlayerOptions); string fullPath = EditorUtil.FixedToWindowsPath(EditorUtil.GetProjectPath() + buildPlayerOptions.locationPathName); EditorUtil.OpenFolderAndSelectFile(fullPath); } public static void BuildXCode() { BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions(); buildPlayerOptions.scenes = EditorBuildSettingsScene.GetActiveSceneList(EditorBuildSettings.scenes); string localPath = string.Format("xcodes/{0}/", DateTime.Now.ToString("yyyy-MM-dd")); string path = EditorUtil.GetProjectPath() + localPath; if (!Directory.Exists(path)) Directory.CreateDirectory(path); int index = Directory.GetFiles(path).Length; buildPlayerOptions.locationPathName = string.Format("{0}{1}-{2}", localPath, DateTime.Now.ToString("yyyy-MM-dd"), index + 1); buildPlayerOptions.target = BuildTarget.Android; buildPlayerOptions.options = BuildOptions.None; BuildPipeline.BuildPlayer(buildPlayerOptions); string fullPath = EditorUtil.FixedToWindowsPath(EditorUtil.GetProjectPath() + buildPlayerOptions.locationPathName); EditorUtil.OpenFolderAndSelectFile(fullPath); } } }