Unity实现批量Build打包详解

一般来讲如果项目是PC或Android、IOS端不会有批量Build打包这样的需求,但如果项目是WebGL端可能会遇到这样的需求:不同场景打包成不同的包体,入口是前端在页面中布局的,点击链接打开相应的程序。依次手动打包比较繁琐而且需要等待很长时间,因此写了批量Build这样的功能,下班时点击Build经历漫长的夜晚,第二天上班时包体已经都打好了。

Unity实现批量Build打包详解_第1张图片

核心API是UnityEditor.BuildPipeline类中的BuildPlayer,调用该方法传入相应参数即可实现打包,我们要做的是做一个配置文件,在其中配置打包不同包体对应的数据,包含打包的场景、名称和平台等。首先构建可序列化类:

/// 
/// 打包任务
/// 
[Serializable]
public sealed class BuildTask
{
    /// 
    /// 名称
    /// 
    public string ProductName;
    /// 
    /// 目标平台
    /// 
    public BuildTarget BuildTarget;
    /// 
    /// 打包路径
    /// 
    public string BuildPath;
    /// 
    /// 打包场景
    /// 
    public List SceneAssets = new List(0);
}

使用ScriptableObject构建配置:

/// 
/// 打包配置表
/// 
[CreateAssetMenu(fileName = "New Build Profile", menuName = "Build Profile")]
public sealed class BuildProfile : ScriptableObject
{
    /// 
    /// 打包任务列表
    /// 
    public List BuildTasks = new List(0);
}

Unity实现批量Build打包详解_第2张图片

有了BuildProfile后,配置打包列表,批量打包要做的就是遍历该列表依次调用BuildPipeline中的BuildPlayer方法。创建Editor类,重写BuildProfile的Inspector面板,编写打包功能,以及添加、移除打包项等菜单。

[CustomEditor(typeof(BuildProfile))]
public sealed class BuildProfileInspector : Editor
{
    private readonly Dictionary foldoutMap = new Dictionary();
    private Vector2 scroll = Vector2.zero;
    private BuildProfile profile;
 
    private void OnEnable()
    {
        profile = target as BuildProfile;
    }
    public override void OnInspectorGUI()
    {
        GUILayout.BeginHorizontal();
        {
            if (GUILayout.Button("新建", "ButtonLeft"))
            {
                Undo.RecordObject(profile, "Create");
                var task = new BuildTask()
                {
                    ProductName = "Product Name",
                    BuildTarget = BuildTarget.StandaloneWindows64,
                    BuildPath = Directory.GetParent(Application.dataPath).FullName
                };
                profile.BuildTasks.Add(task);
            }
            if (GUILayout.Button("展开", "ButtonMid"))
            {
                for (int i = 0; i < profile.BuildTasks.Count; i++)
                {
                    foldoutMap[profile.BuildTasks[i]] = true;
                }
            }
            if (GUILayout.Button("收缩", "ButtonMid"))
            {
                for (int i = 0; i < profile.BuildTasks.Count; i++)
                {
                    foldoutMap[profile.BuildTasks[i]] = false;
                }
            }
            GUI.color = Color.yellow;
            if (GUILayout.Button("清空", "ButtonMid"))
            {
                Undo.RecordObject(profile, "Clear");
                if (EditorUtility.DisplayDialog("提醒", "是否确定清空列表?", "确定", "取消"))
                {
                    profile.BuildTasks.Clear();
                }
            }
            GUI.color = Color.cyan;
            if (GUILayout.Button("打包", "ButtonRight"))
            {
                if (EditorUtility.DisplayDialog("提醒", "打包需要耗费一定时间,是否确定开始?", "确定", "取消"))
                {
                    StringBuilder sb = new StringBuilder();
                    sb.Append("打包报告:\r\n");
                    for (int i = 0; i < profile.BuildTasks.Count; i++)
                    {
                        EditorUtility.DisplayProgressBar("Build", "Building...", i + 1 / profile.BuildTasks.Count);
                        var task = profile.BuildTasks[i];
                        List buildScenes = new List();
                        for (int j = 0; j < task.SceneAssets.Count; j++)
                        {
                            var scenePath = AssetDatabase.GetAssetPath(task.SceneAssets[j]);
                            if (!string.IsNullOrEmpty(scenePath))
                            {
                                buildScenes.Add(new EditorBuildSettingsScene(scenePath, true));
                            }
                        }
                        string locationPathName = $"{task.BuildPath}/{task.ProductName}";
                        var report = BuildPipeline.BuildPlayer(buildScenes.ToArray(), locationPathName, task.BuildTarget, BuildOptions.None);
                        sb.Append($"[{task.ProductName}] 打包结果: {report.summary.result}\r\n");
                    }
                    EditorUtility.ClearProgressBar();
                    Debug.Log(sb.ToString());
                }
                return;
            }
            GUI.color = Color.white;
        }
        GUILayout.EndHorizontal();
        scroll = GUILayout.BeginScrollView(scroll);
        {
            for (int i = 0; i < profile.BuildTasks.Count; i++)
            {
                var task = profile.BuildTasks[i];
                if (!foldoutMap.ContainsKey(task)) foldoutMap.Add(task, true);
                GUILayout.BeginHorizontal("Badge");
                GUILayout.Space(12);
                foldoutMap[task] = EditorGUILayout.Foldout(foldoutMap[task], $"{task.ProductName}", true);
                GUILayout.Label(string.Empty);
                if (GUILayout.Button(EditorGUIUtility.IconContent("TreeEditor.Trash"), "IconButton", GUILayout.Width(20)))
                {
                    Undo.RecordObject(profile, "Delete Task");
                    foldoutMap.Remove(task);
                    profile.BuildTasks.Remove(task);
                    break;
                }
                GUILayout.EndHorizontal();
                if (foldoutMap[task])
                {
                    GUILayout.BeginVertical("Box");
                    GUILayout.BeginHorizontal();
                    GUILayout.Label("打包场景:", GUILayout.Width(70));
                    if (GUILayout.Button(EditorGUIUtility.IconContent("Toolbar Plus More"), GUILayout.Width(28)))
                    {
                        task.SceneAssets.Add(null);
                    }
                    GUILayout.EndHorizontal();
                    if (task.SceneAssets.Count > 0)
                    {
                        GUILayout.BeginHorizontal();
                        GUILayout.Space(75);
                        GUILayout.BeginVertical("Badge");
                        for (int j = 0; j < task.SceneAssets.Count; j++)
                        {
                            var sceneAsset = task.SceneAssets[j];
                            GUILayout.BeginHorizontal();
                            GUILayout.Label($"{j + 1}.", GUILayout.Width(20));
                            task.SceneAssets[j] = EditorGUILayout.ObjectField(sceneAsset, typeof(SceneAsset), false) as SceneAsset;
                            if (GUILayout.Button("↑", "MiniButtonLeft", GUILayout.Width(20)))
                            {
                                if (j > 0)
                                {
                                    Undo.RecordObject(profile, "Move Up Scene Assets");
                                    var temp = task.SceneAssets[j - 1];
                                    task.SceneAssets[j - 1] = sceneAsset;
                                    task.SceneAssets[j] = temp;
                                }
                            }
                            if (GUILayout.Button("↓", "MiniButtonMid", GUILayout.Width(20)))
                            {
                                if (j < task.SceneAssets.Count - 1)
                                {
                                    Undo.RecordObject(profile, "Move Down Scene Assets");
                                    var temp = task.SceneAssets[j + 1];
                                    task.SceneAssets[j + 1] = sceneAsset;
                                    task.SceneAssets[j] = temp;
                                }
                            }
                            if (GUILayout.Button(EditorGUIUtility.IconContent("Toolbar Plus"), "MiniButtonMid", GUILayout.Width(20)))
                            {
                                Undo.RecordObject(profile, "Add Scene Assets");
                                task.SceneAssets.Insert(j + 1, null);
                                break;
                            }
                            if (GUILayout.Button(EditorGUIUtility.IconContent("Toolbar Minus"), "MiniButtonMid", GUILayout.Width(20)))
                            {
                                Undo.RecordObject(profile, "Delete Scene Assets");
                                task.SceneAssets.RemoveAt(j);
                                break;
                            }
                            GUILayout.EndHorizontal();
                        }
                        GUILayout.EndVertical();
                        GUILayout.EndHorizontal();
                    }
                    GUILayout.BeginHorizontal();
                    GUILayout.Label("产品名称:", GUILayout.Width(70));
                    var newPN = GUILayout.TextField(task.ProductName);
                    if (task.ProductName != newPN)
                    {
                        Undo.RecordObject(profile, "Product Name");
                        task.ProductName = newPN;
                    }
                    GUILayout.EndHorizontal();
                    GUILayout.BeginHorizontal();
                    GUILayout.Label("打包平台:", GUILayout.Width(70));
                    var newBT = (BuildTarget)EditorGUILayout.EnumPopup(task.BuildTarget);
                    if (task.BuildTarget != newBT)
                    {
                        Undo.RecordObject(profile, "Build Target");
                        task.BuildTarget = newBT;
                    }
                    GUILayout.EndHorizontal();
                    GUILayout.BeginHorizontal();
                    GUILayout.Label("打包路径:", GUILayout.Width(70));
                    GUILayout.TextField(task.BuildPath);
                    if (GUILayout.Button("Browse", GUILayout.Width(60)))
                    {
                        task.BuildPath = EditorUtility.SaveFolderPanel("Build Path", task.BuildPath, "");
                    }
                    GUILayout.EndHorizontal();
                    GUILayout.EndVertical();
                }
            }
        }
        GUILayout.EndScrollView();
        serializedObject.ApplyModifiedProperties();
        if (GUI.changed) EditorUtility.SetDirty(profile);
    }
}

Unity实现批量Build打包详解_第3张图片

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