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Unity实现批量Build打包详解

程序员文章站 2022-03-04 14:03:21
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...

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

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);
}

Unity实现批量Build打包详解

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);
    }
}

Unity实现批量Build打包详解

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