egret的iOS打包流程

环境:egretWing(4.1.4),xCode(9.4.1),Egret iOS Support(5.0.12)

1. egret项目打包

点击发布按钮

egret的iOS打包流程_第1张图片

version填成你喜欢的,选择Runtime,私钥填成空,不填成空的话我这边启动不了,不知道具体的原因。

egret的iOS打包流程_第2张图片

稍等片刻后会在项目的bin-release/native目录下生成文件。

egret的iOS打包流程_第3张图片
egret的iOS打包流程_第4张图片

将native/test目录下的两个文件进行压缩打包成zip包,切记是对game_code_test.zip+resource进行打包,不是对上一级的test目录打包。
这个步骤不是必须的,你也可以把game_code_test.zip和resource文件拷贝到iOS项目中,但是为了方便管理,我选择把文件夹压缩,只管理一个文件,然后运行时unzip。

egret的iOS打包流程_第5张图片

2. iOS项目工程构建

新建iOS空工程,并关闭bitcode(egret库不支持)。

egret的iOS打包流程_第6张图片

将下载的egret-ios-support-5.0.12/egret_ios_template/proj.ios/egret_libs文件夹与egret-ios-support-5.0.12/egret_ios_template/proj.ios/HelloEgret/SSZipArchive文件夹拷贝至项目中。
将刚才打包的test.zip也一并拷入。

egret的iOS打包流程_第7张图片

导入依赖的库。

egret的iOS打包流程_第8张图片

3. 代码编写

//EgretViewController.h
#import 

@interface EgretViewController : UIViewController


/**
 打开egret页面

 @param gameVersion 游戏版本号
 @param sourceController 来源视图
 */
+ (void)presentEgretVCWithVersion:(NSString *)gameVersion
                 sourceController:(UIViewController *)sourceController;

@end
//EgretViewController.m
#import "EgretViewController.h"
#import "SSZipArchive.h"
#import "EgretRuntime.h"

@interface EgretViewController ()
//游戏版本号
@property (nonatomic,strong) NSString *gameVersion;

//egret引擎所在的子视图
@property (nonatomic,strong) UIViewController *childViewController;
//egret引擎
@property (nonatomic,strong) EgretRuntime *egret;
@end

@implementation EgretViewController

#pragma mark - API
+ (void)presentEgretVCWithVersion:(NSString *)gameVersion
                 sourceController:(UIViewController *)sourceController;
{
    EgretViewController *vc = [[EgretViewController alloc] init];
    vc.gameVersion = gameVersion;
    [sourceController presentViewController:vc animated:YES completion:nil];
}


#pragma mark - Cycle
- (void)viewDidLoad
{
    [super viewDidLoad];
    self.view.backgroundColor = [UIColor blackColor];
    
    //绑定事件
    [self bindEvent];
    //运行游戏
    [self runGame];
}

#pragma mark - Method
//运行游戏
- (void)runGame
{
    //存储路径更目录路径
    NSString *rootPath = [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) objectAtIndex:0];
    //游戏解压后的核心zip文件路径
    NSString *gamePath= [NSString stringWithFormat:@"%@/%@/game/game_code_%@.zip",
                         rootPath,
                         self.gameVersion,
                         self.gameVersion];
    
    //判断游戏是否已经解压缩
    NSFileManager *fileManager = [NSFileManager defaultManager];
    if (![fileManager fileExistsAtPath:gamePath])
    {//未解压缩,进行解压缩操作
        
        //游戏压缩包文件路径
        NSString *gameZipPath = [[NSBundle mainBundle] pathForResource:self.gameVersion ofType:@"zip"];
        
        //游戏目录结构一定要为{$root}/{$version}/game/xxx.zip
        //{$root}/{$version}目录
        NSString *firstDir = [NSString stringWithFormat:@"%@/%@",rootPath,self.gameVersion];
        BOOL isDir = NO;
        BOOL existed = [fileManager fileExistsAtPath:firstDir
                                         isDirectory:&isDir];
        if (!(isDir == YES && existed == YES))
        {
            [fileManager createDirectoryAtPath:firstDir withIntermediateDirectories:YES attributes:nil error:nil];
        }
        //{$root}/{$version}/game目录
        NSString *secondDir = [NSString stringWithFormat:@"%@/%@/game",rootPath,self.gameVersion];
        isDir = NO;
        existed = [fileManager fileExistsAtPath:secondDir
                                    isDirectory:&isDir];
        if (!(isDir == YES && existed == YES))
        {
            [fileManager createDirectoryAtPath:secondDir withIntermediateDirectories:YES attributes:nil error:nil];
        }
        
        //解压文件
        dispatch_async(dispatch_get_main_queue(), ^{
            [SSZipArchive unzipFileAtPath:gameZipPath
                            toDestination:secondDir
                          progressHandler:^(NSString * _Nonnull entry, unz_file_info zipInfo, long entryNumber, long total) {
                              NSLog(@"解压进度:%.2f",(entryNumber*1.0/total));
                          }
                        completionHandler:^(NSString * _Nonnull path, BOOL succeeded, NSError * _Nonnull error) {
                            if (succeeded)
                            {
                                [self runGame];
                            }
                            else
                            {
                                NSLog(@"游戏资源解压出错");
                            }
                        }];
        });
        
    }
    else
    {//已解压缩,调用egret库运行游戏
        
        //运行参数
        NSMutableDictionary *options = [[NSMutableDictionary alloc] init];
        options[@OPTION_EGRET_ROOT] = rootPath;
        options[@OPTION_LOADER_URL] = [NSString stringWithFormat:@"game_code_%@.zip",self.gameVersion];
        options[@OPTION_GAME_ID] = self.gameVersion;
        [self.egret setOptions:options];
        [self.egret run];
        self.childViewController.view.hidden = NO;
        
    }
}

//绑定事件
- (void)bindEvent
{
    //__weak EgretViewController *weakSelf = self;
    [self.egret setRuntimeInterface:@"RuntimeInterface" block:^(NSString *value) {
        //to do sth.
    }];
}


#pragma mark - Getter
- (EgretRuntime *)egret
{
    if (_egret == nil)
    {
        _egret = [EgretRuntime createEgretRuntime];
        [_egret initWithViewController:self.childViewController];
    }
    return _egret;
}

- (UIViewController *)childViewController
{
    if (_childViewController == nil)
    {
        _childViewController = [[UIViewController alloc] init];
        [self addChildViewController:_childViewController];
        [self.view addSubview:_childViewController.view];
        _childViewController.view.hidden = true;
    }
    return _childViewController;
}

@end


然后在需要调用的地方写下以下代码即可

[EgretViewController presentEgretVCWithVersion:@"test"
                              sourceController:self];

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