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,
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。
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:
/// <summary>
/// 打包任务
/// </summary>
[Serializable]
public sealed class BuildTask
{
/// <summary>
/// 名称
/// </summary>
public string ProductName;
/// <summary>
/// 目标平台
/// </summary>
public BuildTarget BuildTarget;
/// <summary>
/// 打包路径
/// </summary>
public string BuildPath;
/// <summary>
/// 打包场景
/// </summary>
public List<SceneAsset> SceneAssets = new List<SceneAsset>(0);
}
使用ScriptableObject构建配置:
/// <summary>
/// 打包配置表
/// </summary>
[CreateAssetMenu(fileName = "New Build Profile", menuName = "Build Profile")]
public sealed class BuildProfile : ScriptableObject
{
/// <summary>
/// 打包任务列表
/// </summary>
public List<BuildTask> BuildTasks = new List<BuildTask>(0);
}
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<BuildTask, bool> foldoutMap = new Dictionary<BuildTask, bool>();
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<EditorBuildSettingsScene> buildScenes = new List<EditorBuildSettingsScene>();
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);
}
}
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本文标题: Unity实现批量Build打包详解
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