项目进行中,领导要求能够进行一键设置Player settings及自动打包并设置apk的位置,所以自己就上网搜索了很多大神的文章.最后是完成了领导需要的功能,在这里记录并分享一下(此项指针对安卓apk)
1.设置Player settings
参考1.1:https://docs.unity3d.com/ScriptReference/PlayerSettings.html(大家可以去看一下unity提供的API,下面只写一下,我用到的部分)
private static void SetBwPlayerSetting(string bundleIdentifier,string keyStoreName,string keystorePass="123456") {
PlayerSettings.companyName = COMPANYNAME;
PlayerSettings.productName = PRODUCTNAME;
PlayerSettings.applicationIdentifier = bundleIdentifier;// "com.playbyone.chyz.bw";
PlayerSettings.bundleVersion = BUNDLEVERSION;
PlayerSettings.Android.bundleVersionCode = BUNDLEVERSIONCODE; PlayerSettings.Android.keystoreName = keyStoreName;
PlayerSettings.keystorePass = keystorePass;
}
上述代码能够改变图中红色框选的部分
2.更改Plugins-->Android下的sdk,因为,不同的渠道使用不同的sdk文件
参考2.1:https://www.2cto.com/kf/201601/487911.html (写的非常好的文件夹及文件的操作,我就不贴上自己写的不是太好的代码了,雨松大神下面的参考4.1里面也有文件夹的操作,喜欢的朋友可以自行选择操作)
3.检测Plugins-->Android下的sdk渠道更改完成
参考3.1:http://vr.99.com/news/01102017/002437218.shtml
参考3.2:http://www.ceeger.com/Script/AssetPostprocessor/AssetPostprocessor.OnPostprocessAllAssets.html
(也是参考了上述的文章,帮助很大,并且在参考3.1的基础上完成了自己的需求)
4.检测到文件已是最新的之后,开始执行打包命令
参考4.1:http://www.360doc.com/content/16/0326/11/7014874_545353578.shtml
(照例是看了雨松大神的打包,然后发现shell什么的完全不会,然后截选了里面自己能够使用的代码)
1 using System;
2 using System.Collections;
3 using System.Collections.Generic;
4 using System.IO;
5 using UnityEditor;
6 using UnityEngine;
7
8
9 public class BwUnityScripsCompiling:AssetPostprocessor {
10
11 //private static List<string> BuildApk = new List<string>();
12 private static bool BuildApk = false;
13 //private static bool BuildFinish = false;
14
15 public static void StartBuildApk()
16 {
17 BuildApk = true;
18 //BuildFinish = false;
19 return;
20 }
21 /// <summary>
22 /// 进行update绑定
23 /// </summary>
24 static BwUnityScripsCompiling()
25 {
26 EditorApplication.update += Update;
27 }
28 /// <summary>
29 /// 检测导入.删除,移动,资源,使用 PlayerPrefs.SetInt进行存储
30 /// </summary>
31 /// <param name="importedAssets"></param>
32 /// <param name="deletedAssets"></param>
33 /// <param name="movedAssets"></param>
34 /// <param name="movedFromAssetPaths"></param>
35 public static void OnPostprocessAllAssets(
36 String[] importedAssets,
37 String[] deletedAssets,
38 String[] movedAssets,
39 String[] movedFromAssetPaths) {
40 List<string> importedKeys = new List<string>() { "Assets/Plugins/Android/StoreSDK" };// 可添加文件夹子集
41 for (int i = 0; i < importedAssets.Length; i++) {
42 for (int j = 0; j < importedKeys.Count; j++) {
43 if (importedAssets[i].Contains(importedKeys[j])) {
44 PlayerPrefs.SetInt("ImportScripts", 1);
45 return;
46 }
47 }
48 }
49 }
50 /// <summary>
51 /// 判断unity编译更新文件是否完成
52 /// </summary>
53 private static void Update() {
54 bool importScripts = Convert.ToBoolean(PlayerPrefs.GetInt("ImportScripts", 1));
55 if (importScripts && !EditorApplication.isCompiling) {
56 OnUnityScripsCompilingCompleted();
57 importScripts = false;
58 PlayerPrefs.SetInt("ImportScripts", 0);
59 EditorApplication.update -= Update;
60 }
61 }
62 /// <summary>
63 /// unity文件编译完成之后,可执行打包动作
64 /// </summary>
65 private static void OnUnityScripsCompilingCompleted() {
66 Debug.Log("Unity Scrips Compiling completed.Start building........");
67 if (BuildApk == false)
68 return;
69 BuildApk = false;
70 BuildGameBag();
71 }
72 /// <summary>
73 /// 方法一:使用虚拟按键执行打包程序 执行:File-->Buile&Run
74 /// </summary>
75 /// <param name="bVk"></param>
76 /// <param name="bScan"></param>
77 /// <param name="dwFlags"></param>
78 /// <param name="dwExtraInfo"></param>
79 //[System.Runtime.InteropServices.DllImport("user32.dll", EntryPoint = "keybd_event", SetLastError = true)]
80 //private static extern void keybd_event(byte bVk, byte bScan, uint dwFlags, uint dwExtraInfo);
81 //public static void BuildGameBag()
82 //{
83 // const byte VK_CONTROL = 0x11;
84 // const byte VK_B = 0x42;
85 // const int KEYEVENTF_DOWN = 0x00;
86 // const int KEYEVENTF_KEYUP = 0x02;
87
88 // keybd_event(VK_CONTROL, 0, KEYEVENTF_DOWN, 0);
89 // keybd_event(VK_B, 0, KEYEVENTF_DOWN, 0);
90 // keybd_event(VK_B, 0, KEYEVENTF_KEYUP, 0);
91 // keybd_event(VK_CONTROL, 0, KEYEVENTF_KEYUP, 0);
92 //}
93
94
95 //在这里找出你当前工程所有的场景文件,假设你只想把部分的scene文件打包 那么这里可以写你的条件判断 总之返回一个字符串数组。
96 static string[] GetBuildScenes()
97 {
98 List<string> names = new List<string>();
99 foreach (EditorBuildSettingsScene e in EditorBuildSettings.scenes)
100 {
101 if (e == null)
102 continue;
103 if (e.enabled)
104 {
105 names.Add(e.path);
106 //Debug.LogError("参与打包场景的路径:" + e.path);
107 }
108 }
109 //Debug.LogError("添加的场景的个数为:" + names.Count);
110 return names.ToArray();
111 }
112
113 /// <summary>
114 /// 方法二:利用unity3d自带API执行打包程序 执行:File-->Build
115 /// </summary>
116 public static void BuildGameBag()
117 {
118 //Debug.LogError("测试自动打包Android::BuildForAndroid1()");
119
120 PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.Android, "BW");//设置标签,打包的为Android
121 string path = "C:/Users/Administrator/Desktop/Productvivo11.apk";//Path.GetFullPath(".") + "/Product2.apk";
122
123 // Debug.LogError("这是打完之后的包,存放的路径:" + path);
124 BuildPipeline.BuildPlayer(GetBuildScenes(), path, BuildTarget.Android, BuildOptions.None);//开始进行打包......
125
126 // Debug.LogError("测试自动打包Android::BuildForAndroid2()");
127
128 }
129
130 }
5.打包完成之后的检测可进行自己想要的操作
1 using System.Collections;
2 using System.Collections.Generic;
3 using UnityEditor;
4 using UnityEditor.Callbacks;
5 using UnityEngine;
6
7 public static class BwPostProcess {
8
9 #if UNITY_EDITOR
10 [PostProcessBuild(100)]
11 public static void OnPostProcessBuild(BuildTarget target, string pathToBuiltProject)
12 {
13
14 if (target == BuildTarget.Android)
15 {
16 //在里面可以进行自己想要的操作
17 }
18 }
19 #endif
20 }
暂时告一段落,并且执行无问题