标签:system class 执行 targe stat lua over dac player
unity开发中 在发包之前经常会做一些额外操作。比如打包assetbundle。使用lua的还会创建对应的wrap代码等。以及编译完成后上传assetbundle包到web服务器。app到测试服务器等
这些额外的动作会导致打包的碎片化。
于是写了这么一个一键打包的脚本。实现不怎么漂亮,好在完成了功能,好在这代码几乎不会改动也没什么人会用。
思路就是把所有要做的事情依次执行,唯一的问题是某些步骤执行完毕后会有一个编译过程,要等编译结束才能执行下一步。下面直接上代码
using System.Collections; using System.Collections.Generic; using UnityEngine; using System; using System.IO; using UnityEditor; using CSObjectWrapEditor; using System.Threading; using System.Net; [InitializeOnLoad] public class AutoBuild { static List<Action> actions=new List<Action>(); static AutoBuild() { CreateBuildActions(); } static void CreateBuildActions() { string buildActions = EditorPrefs.GetString("BuildActions"); if (buildActions.Equals("Android")) { actions = new List<Action>(); actions.Add(CreateGameRes.CopyLua); actions.Add(CreateGameRes.CreateABOnly); actions.Add(Generator.GenAll); actions.Add(BuildApp); actions.Add(Generator.ClearAll); EditorApplication.update += BuildUpdate; } else if (buildActions.Equals("AndroidAndUpload")) { actions = new List<Action>(); actions.Add(CreateGameRes.CopyLua); actions.Add(CreateGameRes.CreateABOnly); actions.Add(Generator.GenAll); actions.Add(BuildApp); actions.Add(Generator.ClearAll); actions.Add(UploadApp); EditorApplication.update += BuildUpdate; } else if (buildActions.Equals("IOS")) { } } // static int actionIndex = 0; [MenuItem("Assets/AutoBuild/BuildAndroid")] public static void BuildAndroid() { EditorPrefs.SetInt("BuildIndex", 0); EditorPrefs.SetString("BuildActions", "Android"); CreateBuildActions(); BuildUpdate(); } [MenuItem("Assets/AutoBuild/BuildAndroidAndUpLoad")] public static void BuildAndroidAndUpLoad() { EditorPrefs.SetInt("BuildIndex", 0); EditorPrefs.SetString("BuildActions", "AndroidAndUpload"); CreateBuildActions(); BuildUpdate(); } public static void BuildApp() { Debug.Log("Build Over"); // EditorPrefs.SetInt("BuildIndex", -1); string[] levels = { "Assets/Scenes/SampleScene.unity" }; BuildPipeline.BuildPlayer(levels, "../t.APK", BuildTarget.Android, BuildOptions.None); // EditorApplication.update -= BuildUpdate; } private static void BuildUpdate() { int actionIndex = EditorPrefs.GetInt("BuildIndex"); if (!EditorApplication.isCompiling) { if (actionIndex < actions.Count && actionIndex >= 0) { Debug.Log(actionIndex); actions[actionIndex].Invoke(); actionIndex++; } else { Debug.Log(actionIndex); actionIndex = -1; } EditorPrefs.SetInt("BuildIndex", actionIndex); } if (actionIndex < 0) { EditorApplication.update -= BuildUpdate; } } }
标签:system class 执行 targe stat lua over dac player
原文地址:https://www.cnblogs.com/TheMeteor/p/10202134.html