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 ListBuildApk = new List 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 ///(); 22 /// 进行update绑定 23 /// 24 static BwUnityScripsCompiling() 25 { 26 EditorApplication.update += Update; 27 } 28 /// 29 /// 检测导入.删除,移动,资源,使用 PlayerPrefs.SetInt进行存储 30 /// 31 /// 32 /// 33 /// 34 /// 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 /// 51 /// 判断unity编译更新文件是否完成 52 /// 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 /// 63 /// unity文件编译完成之后,可执行打包动作 64 /// 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 /// 73 /// 方法一:使用虚拟按键执行打包程序 执行:File-->Buile&Run 74 /// 75 /// 76 /// 77 /// 78 /// 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 /// 114 /// 方法二:利用unity3d自带API执行打包程序 执行:File-->Build 115 /// 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