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。本文主要为大家介绍Unity中如何实现Build批量打包的,需要的朋友可以参考一下
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);
}
}
到此这篇关于Unity实现批量Build打包详解的文章就介绍到这了,更多相关Unity批量Build打包内容请搜索得得之家以前的文章希望大家以后多多支持得得之家!
本文标题为:Unity实现批量Build打包详解
基础教程推荐
- winform把Office转成PDF文件 2023-06-14
- linux – 如何在Debian Jessie中安装dotnet core sdk 2023-09-26
- C#类和结构详解 2023-05-30
- C# windows语音识别与朗读实例 2023-04-27
- C# List实现行转列的通用方案 2022-11-02
- C# 调用WebService的方法 2023-03-09
- C#控制台实现飞行棋小游戏 2023-04-22
- 一个读写csv文件的C#类 2022-11-06
- unity实现动态排行榜 2023-04-27
- ZooKeeper的安装及部署教程 2023-01-22