602 lines
22 KiB
C#
602 lines
22 KiB
C#
using UnityEngine;
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using UnityEditor;
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using System.IO;
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using System;
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using GameEditor.FrameTool;
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using GameEditor.Util;
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using System.Collections;
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using System.Collections.Generic;
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public class PackConfig
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{
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public string name;
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public string scene;
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public string project;
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public string version;
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public string bench;
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public PackConfig(string _name, string _scene, string _project, string _version, string _bench)
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{
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name = _name;
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scene = _scene;
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project = _project;
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version= _version;
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bench = _bench;
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}
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}
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public class AutoPack : EditorWindow
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{
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static List<PackConfig> PackConfig = new List<PackConfig>();
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#if UNITY_ANDROID
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static string Platform = "Android";
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static string ConfigFileName = "config.txt";
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static string VersionFileName = "version.txt";
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#elif UNITY_IOS
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static string Platform = "IOS";
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static string ConfigFileName = "config.txt";
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static string VersionFileName = "version.txt";
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#else
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static string Platform = "Android";
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static string ConfigFileName = "config.txt";
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static string VersionFileName = "version.txt";
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#endif
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static string MomPackPath;
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static string ExportPackPath;
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static string ScenePath;
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static string ABPath;
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static string APKPath;
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static string PackTime;
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static bool CommitToGit;
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// 判断是否要重新导出工程
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static string[] ExportTypeList =
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{
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"导出工程,替换出包",
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"只替换AB出包",
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"只出包"
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};
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static int ExportType;
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static bool[] Chooser;
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static bool isObb = false;
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static string benchName; // 当前所在分支
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private void OnEnable()
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{
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MomPackPath = EditorPrefs.GetString("MomPackPath", "");
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ExportPackPath = Application.dataPath.Replace("Assets", "ExportProject");
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ScenePath = Application.dataPath + "/LuaFramework/Scenes/";
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ABPath = Application.dataPath + "/../BuildABs/" + Platform + "/";
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ExportType = 2;
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// 加载配置
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LoadConfig();
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}
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static void LoadConfig()
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{
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PackConfig.Clear();
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Hashtable config = ClientConfigManager.Instance.GetAutoPackConfig();
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foreach (string k in config.Keys)
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{
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Hashtable ht = config[k] as Hashtable;
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string name = k;
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string scene = ht["scene"] as string;
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string project = ht["project"] as string;
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string version = ht["version"] as string;
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string bench = ht["bench"] as string;
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PackConfig.Add(new PackConfig(name, scene, project, version, bench));
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}
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Chooser = new bool[PackConfig.Count];
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}
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/// <summary>
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/// 版本文件路径
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/// </summary>
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static string _MomPackPath
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{
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get
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{
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return MomPackPath + "/" + Platform + "/";
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}
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}
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//bool isBuild = false;
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//static bool isZs = false;
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//static string[] versionArr = new string[15];
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//static int verIndex = 0;
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//static string curProjectDir;
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//static string m_ExcelPath;
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//static string[] excelArr;
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//static int excelIndex=0;
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//打包数据
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[MenuItem("自动化打包/一键导出")]
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private static void EzBuildPack()
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{
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benchName = GitUtil.GetCurBenchName();
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UnityEngine.Debug.Log("当前分支:" + benchName);
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//创建窗口
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Rect wr = new Rect(0, 0, 500, 1000);
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var buildWin = GetWindowWithRect<AutoPack>(wr, true);
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buildWin.titleContent = new GUIContent("打包工具");
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buildWin.Show();
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}
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//[MenuItem("自动化打包/一键导出2")]
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//private static void EzBuildPack2()
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//{
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// //创建窗口
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// string[] ss = ProcessUtil.OpenFileWin();
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// foreach(string s in ss)
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// {
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// Debug.Log(s);
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// }
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//}
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private void OnGUI()
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{
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EditorGUILayout.BeginVertical();
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EditorGUILayout.Space();
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EditorGUILayout.Space();
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//EditorGUILayout.LabelField("");
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MomPackPath = EditorGUILayout.TextField("母包工程地址:", MomPackPath);
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if (GUILayout.Button("Browse", GUILayout.ExpandWidth(false)))
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{
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MomPackPath = EditorUtility.OpenFolderPanel("Resource path", MomPackPath, MomPackPath);
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EditorPrefs.SetString("MomPackPath", MomPackPath);
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}
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EditorGUILayout.Space();
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("请选择要打的包:");
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for(int i = 0; i < PackConfig.Count; i++)
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{
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if (PackConfig[i].bench.Equals(benchName))
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{
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EditorGUILayout.BeginVertical();
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Chooser[i] = EditorGUILayout.ToggleLeft(PackConfig[i].name, Chooser[i]);
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if (Chooser[i])
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{
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EditorGUILayout.BeginHorizontal();
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if (GUILayout.Button("编辑Config", GUILayout.Height(20f)))
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{
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string tpath = ClientConfigManager.Instance.GetClientConfigPath() + "/Version/" + PackConfig[i].version + "/" + ConfigFileName;
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GameEditor.Util.ProcessUtil.OpenText(tpath);
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}
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if (GUILayout.Button("编辑Version", GUILayout.Height(20f)))
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{
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string tpath = ClientConfigManager.Instance.GetClientConfigPath() + "/Version/" + PackConfig[i].version + "/" + VersionFileName;
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GameEditor.Util.ProcessUtil.OpenText(tpath);
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}
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if (GameLogic.AppConst.PlatformPath.Equals("Android"))
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{
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if (GUILayout.Button("编辑Gradle", GUILayout.Height(20f)))
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{
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string tpath = _MomPackPath + PackConfig[i].project + "/build.gradle";
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GameEditor.Util.ProcessUtil.OpenText(tpath);
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}
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if (GUILayout.Button("更新蓝鲸SDK", GUILayout.Height(20f)))
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{
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File.Copy(_MomPackPath + "BlueWhaleJar/app/build/outputs/aar/app-release.aar", _MomPackPath + PackConfig[i].project + "/libs/BlueWhale.aar", true);
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Debug.Log("更新完成");
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}
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}
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else
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{
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if (GUILayout.Button("同步配置文件", GUILayout.Height(20f)))
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{
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ReplaceConfigAndVersion(i);
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}
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if (GUILayout.Button("开始混淆", GUILayout.Height(20f)))
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{
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EncryptAB(i);
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}
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}
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EditorGUILayout.EndHorizontal();
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}
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EditorGUILayout.EndVertical();
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EditorGUILayout.Space();
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EditorGUILayout.Space();
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}
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}
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ExportType = EditorGUILayout.Popup("请选择出包方式", ExportType, ExportTypeList);
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EditorGUILayout.Space();
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CommitToGit = EditorGUILayout.ToggleLeft("是否要提交到Git", CommitToGit);
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EditorGUILayout.Space();
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if (GUILayout.Button("开始", GUILayout.Height(40f)))
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{
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StartExport();
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}
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}
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public static void StartExport()
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{
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if (MomPackPath.Equals(""))
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{
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EditorUtility.DisplayDialog("提示", "母包工程地址错误", "确定");
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return;
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}
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bool check_result = false;
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for (int i = 0; i < Chooser.Length; i++)
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{
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if (!Chooser[i]) continue;
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string sceneFilePath = ScenePath + PackConfig[i].scene;
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if (!File.Exists(sceneFilePath + ".unity"))
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{
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Debug.LogError(PackConfig[i].name + " 未找到场景:" + sceneFilePath);
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check_result = true;
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}
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string momPath = _MomPackPath + PackConfig[i].project;
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if (!Directory.Exists(momPath))
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{
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Debug.LogError(PackConfig[i].name + " 未找到母包:" + momPath);
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check_result = true;
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}
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}
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if (check_result)
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{
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EditorUtility.DisplayDialog("提示", "包路径错误", "确定");
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return;
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}
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// 开始导出
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for (int i = 0; i < Chooser.Length; i++)
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{
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if (!Chooser[i]) continue;
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switch (ExportType) {
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case 0: // 导出工程
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ExportAS(i);
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ReplaceFromProject(i);
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ReplaceConfigAndVersion(i);
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//EncryptAB(i);
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GitUpdate(i);
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CreateLogFile(i);
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StartGradleBuild(i);
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GitCommit(i);
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break;
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case 1: // 只替换AB
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ReplaceFromAB(i);
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ReplaceConfigAndVersion(i);
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//EncryptAB(i);
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GitUpdate(i);
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CreateLogFile(i);
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StartGradleBuild(i);
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GitCommit(i);
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break;
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case 2: // 只重新打包
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ReplaceConfigAndVersion(i);
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GitUpdate(i);
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CreateLogFile(i);
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StartGradleBuild(i);
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GitCommit(i);
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break;
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}
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}
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}
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public static void CreateLogFile(int index)
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{
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APKPath = _MomPackPath + PackConfig[index].project + "/APK/";
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if (!Directory.Exists(APKPath))
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{
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Directory.CreateDirectory(APKPath);
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}
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PackTime = DateTime.Now.ToString("yyyy_MM_dd_HH_mm_ss");
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APKPath += PackTime;
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if (!Directory.Exists(APKPath))
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{
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Directory.CreateDirectory(APKPath);
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}
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}
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// 导出android 工程
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public static void ExportAS(int index)
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{
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string pName = PackConfig[index].scene + "__" + PackConfig[index].project;
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PlayerSettings.productName = pName;
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PlayerSettings.Android.useAPKExpansionFiles = isObb;
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if (isObb)
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{
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pName += "__obb";
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}
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if (!Directory.Exists(ExportPackPath))
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{
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Directory.CreateDirectory(ExportPackPath);
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}
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if (Directory.Exists(ExportPackPath + "/" + pName))
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{
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Directory.Delete(ExportPackPath + "/" + pName, true);
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}
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EditorUserBuildSettings.exportAsGoogleAndroidProject = true;
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EditorUserBuildSettings.androidBuildSystem = AndroidBuildSystem.Gradle;
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// 设置需要打包的场景
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string launchScene = "Assets/LuaFramework/Scenes/" + PackConfig[index].scene + ".unity";
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Debug.Log(PackConfig[index].name + ":打包场景:" + launchScene);
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BuildPlayerOptions bpo = new BuildPlayerOptions();
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bpo.locationPathName = ExportPackPath;
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bpo.options = BuildOptions.None;
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//bpo.options |= BuildOptions.AcceptExternalModificationsToPlayer;
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bpo.scenes = new[] { launchScene };
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bpo.target = BuildTarget.Android;
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// 调用开始打包
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BuildPipeline.BuildPlayer(bpo);
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Debug.Log(PackConfig[index].name + ":android工程导出路径" + ExportPackPath + "/" + pName);
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Debug.Log(PackConfig[index].name + ":android工程导出完成");
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}
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static string[] ReplaceDir = new string[]
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{
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"/src/main/assets/Android",
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"/src/main/assets/bin"
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};
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static string[] CopyDir = new string[]
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{
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"/src/main/jniLibs"
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};
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// 从工程中替换
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private static void ReplaceFromProject(int index)
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{
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string fromPath = ExportPackPath + "/" + PackConfig[index].scene + "__" + PackConfig[index].project;
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string toPath = _MomPackPath + PackConfig[index].project;
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for (int i = 0; i < ReplaceDir.Length; i++)
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{
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string dir = ReplaceDir[i];
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string to = toPath + dir;
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GameCore.FileUtils.ReplaceDir(fromPath + dir, to, (string dirName, string fileName, float progress)=>
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{
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EditorUtility.DisplayProgressBar("正在复制:"+ dirName, fileName, progress);
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});
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EditorUtility.ClearProgressBar();
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}
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for (int i = 0; i < CopyDir.Length; i++)
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{
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string dir = CopyDir[i];
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string to = toPath + dir;
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GameCore.FileUtils.CopyDir(fromPath + dir, to, (string dirName, string fileName, float progress) =>
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{
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EditorUtility.DisplayProgressBar("正在复制:" + dirName, fileName, progress);
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});
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EditorUtility.ClearProgressBar();
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}
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Debug.Log(PackConfig[index].name + ":母包工程资源替换完成");
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// 替换build-id
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EditorUtility.DisplayProgressBar("重写AndroidManifest", "", 0.5f);
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RewriteManifest(fromPath + "/src/main/AndroidManifest.xml", toPath + "/src/main/AndroidManifest.xml");
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Debug.Log(PackConfig[index].name + ":母包Manifest修改完成");
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EditorUtility.ClearProgressBar();
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}
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private static void RewriteManifest(string f, string t)
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{
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// 找到要替换的内容
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string[] flines = File.ReadAllLines(f, System.Text.Encoding.UTF8);
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string rpl = "";
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for (int fi = 0; fi < flines.Length; fi++)
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{
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if (flines[fi].Contains("unity.build-id"))
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{
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rpl = flines[fi];
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break;
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}
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}
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// 判断是否正确
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if (rpl.Equals(""))
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{
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return;
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}
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// 替换到母包中
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string[] tlines = File.ReadAllLines(t, System.Text.Encoding.UTF8);
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string[] wlines = new string[tlines.Length - 1];
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string lastLine = "";
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for (int ti = 0; ti < tlines.Length; ti++)
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{
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if (tlines[ti].Contains("unity.build-id"))
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{
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tlines[ti] = rpl;
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}
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if (ti == tlines.Length - 1)
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{
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lastLine = tlines[ti];
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}
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else
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{
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wlines[ti] = tlines[ti];
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}
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}
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File.WriteAllLines(t, wlines, System.Text.Encoding.UTF8);
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File.AppendAllText(t, lastLine, System.Text.Encoding.UTF8);
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}
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// 从AB包替换
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private static void ReplaceFromAB(int index)
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{
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string toPath = _MomPackPath + PackConfig[index].project + "/src/main/assets/Android";
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if (Directory.Exists(toPath)) Directory.Delete(toPath, true);
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Directory.CreateDirectory(toPath);
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GameCore.FileUtils.ReplaceDir(ABPath, toPath, (string dirName, string fileName, float progress) =>
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{
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EditorUtility.DisplayProgressBar("正在复制:" + dirName, fileName, progress);
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});
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EditorUtility.ClearProgressBar();
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Debug.Log(PackConfig[index].name + ":替换AB包完成");
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}
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// 加密AB包
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private static void EncryptAB(int index)
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{
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string toPath = _MomPackPath + PackConfig[index].project + "/src/main/assets/Android";
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if (GameLogic.AppConst.PlatformPath.Equals("IOS"))
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{
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toPath = _MomPackPath + PackConfig[index].project + "/Data/Raw/IOS";
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}
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string json = File.ReadAllText(toPath + "/"+ VersionFileName);
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VersionTxt version = JsonUtility.FromJson<VersionTxt>(json);
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if (version.EncyptKey != null && version.EncyptKey != "")
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{
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string[] pathList = Directory.GetFiles(toPath, "*.unity3d", SearchOption.AllDirectories);
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float i = 0f;
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Debug.Log("文件数量;" + pathList.Length);
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foreach (string path in pathList)
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{
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GameLogic.MEncyptUtil.EncyptAB(path, version.EncyptKey);
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EditorUtility.DisplayProgressBar("正在加密:", path, i++ / pathList.Length);
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}
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EditorUtility.ClearProgressBar();
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Debug.Log(PackConfig[index].name + ":加密AB包完成");
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}
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else {
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Debug.Log(PackConfig[index].name + ":无需加密");
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}
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}
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// 替换配置文件
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private static void ReplaceConfigAndVersion(int index)
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{
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if (GameLogic.AppConst.PlatformPath.Equals("Android")) {
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//EditorUtility.DisplayProgressBar("替换配置文件1", "", 0.5f);
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string fromPath = ClientConfigManager.Instance.GetClientConfigPath() + "/Version/" + PackConfig[index].version + "/";
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string toPath = _MomPackPath + PackConfig[index].project + "/Config/";
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File.Copy(fromPath + ConfigFileName, toPath + ConfigFileName, true);
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File.Copy(fromPath + VersionFileName, toPath + VersionFileName, true);
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//EditorUtility.DisplayProgressBar("替换配置文件2", "", 0.5f);
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fromPath = toPath;
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toPath = _MomPackPath + PackConfig[index].project + "/src/main/assets/Android/";
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File.Copy(fromPath + ConfigFileName, toPath + ConfigFileName, true);
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File.Copy(fromPath + VersionFileName, toPath + VersionFileName, true);
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}
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else
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{
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//EditorUtility.DisplayProgressBar("替换配置文件", "", 0.5f);
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string fromPath = ClientConfigManager.Instance.GetClientConfigPath() + "/Version/" + PackConfig[index].version + "/";
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string toPath = _MomPackPath + PackConfig[index].project + "/Data/Raw/IOS/";
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File.Copy(fromPath + ConfigFileName, toPath + ConfigFileName, true);
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File.Copy(fromPath + VersionFileName, toPath + VersionFileName, true);
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}
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Debug.Log(PackConfig[index].name+":配置文件替换完成");
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EditorUtility.ClearProgressBar();
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}
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// 开始生成apk
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private static void StartGradleBuild(int index)
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{
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EditorUtility.DisplayProgressBar("正在生成APK", "", 0f);
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GameEditor.Util.ProcessUtil.ProcessCommand(_MomPackPath + PackConfig[index].project, "gradlew assembleRelease>>" + APKPath + "/_log.txt");
|
||
|
||
EditorUtility.DisplayProgressBar("正在导出APK", "", 1f);
|
||
|
||
string versionStr = GetAPKVersionStr(PackConfig[index].project);
|
||
string apkFilePath = _MomPackPath + PackConfig[index].project + "/build/outputs/apk/release/" + PackConfig[index].project + "-release.apk";
|
||
if (File.Exists(apkFilePath))
|
||
{
|
||
File.Copy(apkFilePath, APKPath + "/" + PackConfig[index].name +"_" + versionStr + "_" + PackTime + ".apk");
|
||
}
|
||
Debug.Log(PackConfig[index].name + ":打包完成");
|
||
EditorUtility.ClearProgressBar();
|
||
}
|
||
|
||
private static string GetAPKVersionStr(string folder)
|
||
{
|
||
string tpath = _MomPackPath + folder + "/build.gradle";
|
||
string[] lines = File.ReadAllLines(tpath);
|
||
string versionCode = "";
|
||
string versionName = "";
|
||
string applicationId = "";
|
||
foreach (string l in lines)
|
||
{
|
||
string lt = l.Trim();
|
||
if (lt.StartsWith("versionCode"))
|
||
{
|
||
versionCode = lt.Split(' ')[1];
|
||
}else if (lt.StartsWith("versionName"))
|
||
{
|
||
versionName = lt.Split('\'')[1];
|
||
}
|
||
else if (lt.StartsWith("applicationId"))
|
||
{
|
||
applicationId = lt.Split('\'')[1];
|
||
}
|
||
|
||
}
|
||
return string.Format("{0}_{1}({2})", applicationId, versionName, versionCode);
|
||
}
|
||
|
||
private static void GitUpdate(int index)
|
||
{
|
||
EditorUtility.DisplayProgressBar("正在更新母包", "", 0f);
|
||
ProcessUtil.ProcessCommand(_MomPackPath, "git pull>>" + APKPath + "/_log.txt");
|
||
EditorUtility.ClearProgressBar();
|
||
}
|
||
private static void GitCommit(int index)
|
||
{
|
||
if (CommitToGit)
|
||
{
|
||
string versionStr = GetAPKVersionStr(PackConfig[index].project);
|
||
EditorUtility.DisplayProgressBar("正在提交修改", "", 0f);
|
||
string printlog = ">>" + APKPath + "/_log.txt";
|
||
string[] commands = new string[]{
|
||
"echo git add ." + printlog,
|
||
"git add ." + printlog,
|
||
"echo git commit -m 'AutoPack:" + PackConfig[index].name +"_" + versionStr + "_" + PackTime + ".apk'" + printlog,
|
||
"git commit -m 'AutoPack:" + PackConfig[index].name +"_" + versionStr + "_" + PackTime + ".apk'" + printlog,
|
||
"git push",
|
||
};
|
||
ProcessUtil.ProcessCommand(_MomPackPath + PackConfig[index].project, commands);
|
||
EditorUtility.ClearProgressBar();
|
||
}
|
||
|
||
}
|
||
|
||
//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");
|
||
// }
|
||
//}
|
||
}
|