Unity 5.x 打包Xcode工程自动添加framework、plist、lib、OC代码

功能:
使用Unity 5.x自带API打包Xcode工程自动添加framework、plist、lib、和插入OC代码

参考文章:
http://www.xuanyusong.com/archives/4026
http://www.xuanyusong.com/archives/2720
http://www.jianshu.com/p/f347e00abb9c
http://www.jianshu.com/p/dbd7c4b205b0

官方API:
https://docs.unity3d.com/ScriptReference/iOS.Xcode.PBXProject.html

开发环境

OS:macOS Sierra 10.12.2
Unity:5.3.6(p8)
Xcode:8.2

特别注意

以下的代码文件必须放在Unity工程下的Editor文件夹内才能生效否则会报错!

PBXProjectDemo.cs

using System.IO;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.iOS.Xcode;
using UnityEditor.Callbacks;
using UnityEditor.XCodeEditor;
#endif
using System.Collections;

public class PBXProjectDemo
{
    //该属性是在build完成后,被调用的callback
    [PostProcessBuildAttribute(0)]
    public static void OnPostprocessBuild(BuildTarget buildTarget, string pathToBuiltProject)
    {
        // BuildTarget需为iOS
        if (buildTarget != BuildTarget.iOS)
            return;

        // 初始化
        var projectPath = pathToBuiltProject + "/Unity-iPhone.xcodeproj/project.pbxproj";
        PBXProject pbxProject = new PBXProject();
        pbxProject.ReadFromFile(projectPath);
        string targetGuid = pbxProject.TargetGuidByName("Unity-iPhone");

        // 添加flag
        pbxProject.AddBuildProperty(targetGuid, "OTHER_LDFLAGS", "-ObjC");
        // 关闭Bitcode
        pbxProject.SetBuildProperty(targetGuid, "ENABLE_BITCODE", "NO");

         // 添加framwrok
        pbxProject.AddFrameworkToProject(targetGuid, "Security.framework", false);
        pbxProject.AddFrameworkToProject(targetGuid, "CoreTelephony.framework", false);
        pbxProject.AddFrameworkToProject(targetGuid, "SystemConfiguration.framework", false);
        pbxProject.AddFrameworkToProject(targetGuid, "CoreGraphics.framework", false);
        pbxProject.AddFrameworkToProject(targetGuid, "ImageIO.framework", false);
        pbxProject.AddFrameworkToProject(targetGuid, "CoreData.framework", false);
        
        //添加lib
        AddLibToProject(pbxProject, targetGuid, "libsqlite3.tbd");
        AddLibToProject(pbxProject, targetGuid, "libc++.tbd");
        AddLibToProject(pbxProject, targetGuid, "libz.tbd");

        // 应用修改
        File.WriteAllText(projectPath, pbxProject.WriteToString());

        // 修改Info.plist文件
        var plistPath = Path.Combine(pathToBuiltProject, "Info.plist");
        var plist = new PlistDocument();
        plist.ReadFromFile(plistPath);

        // 插入URL Scheme到Info.plsit(理清结构)
        var array = plist.root.CreateArray("CFBundleURLTypes");
        //插入dict
        var urlDict = array.AddDict();
        urlDict.SetString("CFBundleTypeRole", "Editor");
        //插入array
        var urlInnerArray = urlDict.CreateArray("CFBundleURLSchemes");
        urlInnerArray.AddString("blablabla");
        // 应用修改
        plist.WriteToFile(plistPath);

        //插入代码
        //读取UnityAppController.mm文件
        string unityAppControllerPath = pathToBuiltProject + "/Classes/UnityAppController.mm";
        XClass UnityAppController = new XClass(unityAppControllerPath);

        //在指定代码后面增加一行代码
        UnityAppController.WriteBelow("#include \"PluginBase/AppDelegateListener.h\"", "#import ");

        string newCode = "\n" +
                   "    [[UMSocialManager defaultManager] openLog:YES];\n" +
                   "    [UMSocialGlobal shareInstance].type = @\"u3d\";\n" +
                   "    [[UMSocialManager defaultManager] setUmSocialAppkey:@\"" +"\"];\n" +
                   "    [[UMSocialManager defaultManager] setPlaform:UMSocialPlatformType_WechatSession appKey:@\""+"\" appSecret:@\""+ "\" redirectURL:@\"http://mobile.umeng.com/social\"];\n" +
                   "    \n"
                   ;
        //在指定代码后面增加一大行代码
        UnityAppController.WriteBelow("// if you wont use keyboard you may comment it out at save some memory", newCode);
        
    }

        //添加lib方法
    static void AddLibToProject(PBXProject inst, string targetGuid, string lib)
    {
        string fileGuid = inst.AddFile("usr/lib/" + lib, "Frameworks/" + lib, PBXSourceTree.Sdk);
        inst.AddFileToBuild(targetGuid, fileGuid);
    }
}

XClass.cs

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.IO;

namespace UnityEditor.XCodeEditor
{
    public partial class XClass : System.IDisposable
    {

        private string filePath;

        public XClass(string fPath)
        {
            filePath = fPath;
            if( !System.IO.File.Exists( filePath ) ) {
                    Debug.LogError( filePath +"路径下文件不存在" );
                    return;
            }
        }


        public void WriteBelow(string below, string text)
        {
            StreamReader streamReader = new StreamReader(filePath);
            string text_all = streamReader.ReadToEnd();
            streamReader.Close();

            int beginIndex = text_all.IndexOf(below);
            if(beginIndex == -1){
                Debug.LogError(filePath +"中没有找到标致"+below);
                return; 
            }

            int endIndex = text_all.LastIndexOf("\n", beginIndex + below.Length);

            text_all = text_all.Substring(0, endIndex) + "\n"+text+"\n" + text_all.Substring(endIndex);

            StreamWriter streamWriter = new StreamWriter(filePath);
            streamWriter.Write(text_all);
            streamWriter.Close();
        }

        public void Replace(string below, string newText)
        {
            StreamReader streamReader = new StreamReader(filePath);
            string text_all = streamReader.ReadToEnd();
            streamReader.Close();

            int beginIndex = text_all.IndexOf(below);
            if(beginIndex == -1){
                Debug.LogError(filePath +"中没有找到标致"+below);
                return; 
            }

            text_all =  text_all.Replace(below,newText);
            StreamWriter streamWriter = new StreamWriter(filePath);
            streamWriter.Write(text_all);
            streamWriter.Close();

        }

        public void Dispose()
        {

        }
    }
}

XCPlist.cs

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.IO;

namespace UnityEditor.XCodeEditor
{
    public partial class XCPlist : System.IDisposable
    {

        private string filePath;
        List contents = new List();
        public XCPlist(string fPath)
        {
            filePath = Path.Combine( fPath, "info.plist" );
            if( !System.IO.File.Exists( filePath ) ) {
                Debug.LogError( filePath +"路径下文件不存在" );
                return;
            }

            FileInfo projectFileInfo = new FileInfo( filePath );
            StreamReader sr = projectFileInfo.OpenText();
            while (sr.Peek() >= 0) 
            {
                contents.Add(sr.ReadLine());
            }
            sr.Close();

        }
        public void AddKey(string key)
        {
                if(contents.Count < 2)
                        return;
                contents.Insert(contents.Count - 2,key);

        }

        public void ReplaceKey(string key,string replace){
            for(int i = 0;i < contents.Count;i++){
                    if(contents[i].IndexOf(key) != -1){
                            contents[i] = contents[i].Replace(key,replace);
                    }
            }
        }

        public void Save()
        {
            StreamWriter saveFile = File.CreateText(filePath);
            foreach(string line in contents)
                    saveFile.WriteLine(line);
            saveFile.Close();
        }

        public void Dispose()
        {

        }
    }
}

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