【m】打包修改
This commit is contained in:
@@ -1,202 +1,523 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using Sirenix.OdinInspector;
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using Sirenix.OdinInspector.Editor;
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using UnityEditor;
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using UnityEditor.Build.Reporting;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace Stary.Evo.Editor
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{
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/// <summary>
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/// Android APK打包工具窗口
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/// </summary>
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public class BuildApkWindow : OdinEditorWindow
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{
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public static OdinEditorWindow window;
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#region 字段与属性
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private static OdinEditorWindow window;
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private bool _isBuilding;
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private UnityEditor.Build.Reporting.BuildReport _lastBuildReport;
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private string[] _scenePaths;
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[Title("设备类型选择", titleAlignment: TitleAlignments.Centered)] [EnumToggleButtons, HideLabel]
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public DeviceType deviceType = DeviceType.Xreal;
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[Title("包裹列表", titleAlignment: TitleAlignments.Centered)]
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[LabelText("Domain子包")]
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[ValueDropdown("GetAvailablePackageNames")]
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[OnValueChanged("OnPackageNameChanged")]
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public string selectedPackageName;
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[Title("打包配置", titleAlignment: TitleAlignments.Centered)] [ToggleLeft] [LabelText("自动递增版本号")]
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public bool autoIncrementVersion = true;
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[Title("打包配置", titleAlignment: TitleAlignments.Centered)] [ToggleLeft] [LabelText("是否添加水印")]
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public bool isWatermark = false;
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[ToggleLeft] [LabelText("开发构建")] public bool developmentBuild = false;
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[ToggleLeft] [LabelText("构建完成后打开文件夹")] public bool openFolderOnComplete = true;
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[BoxGroup("缓存管理", centerLabel: true)]
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[Button("清空打包缓存", ButtonSizes.Large)]
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private void ClearBuildCache()
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{
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ClearCache();
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}
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[ButtonGroup]
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[Button("本地普通包", ButtonSizes.Large, ButtonStyle.FoldoutButton)]
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private void BuildNormalPackage()
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{
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StartBuild(PLayerMode.LOCAL_PLAYMODE);
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}
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[Button("服务器热更包", ButtonSizes.Large, ButtonStyle.FoldoutButton)]
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private void BuildServerPackage()
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{
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StartBuild(PLayerMode.HOST_PLAYMODE);
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}
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[Title("打包状态", titleAlignment: TitleAlignments.Centered)] [ReadOnly] [LabelText("当前状态")]
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public string buildStatus = "就绪";
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[ProgressBar(0, 100)] [ReadOnly] [LabelText("打包进度")]
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public int buildProgress;
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#endregion
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#region 菜单与初始化
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[MenuItem("Evo/Dev/Apk打包工具", false, 4)]
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static void ShowWindows()
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private static void ShowWindow()
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{
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window = (BuildApkWindow)EditorWindow.GetWindow(typeof(BuildApkWindow));
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window.maxSize = new Vector2(400, 500);
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window = GetWindow<BuildApkWindow>(false, "APK打包工具", true);
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window.maxSize = new Vector2(500, 700);
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window.minSize = new Vector2(400, 600);
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window.Show();
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}
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protected override void Initialize()
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{
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base.Initialize();
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buildApkLocalEntity = new BuildApkEntity(() => { BuildAndroid(false); }, null);
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buildApkServerEntity = new BuildApkEntity(null, null);
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buildApkWatermarkEntity = new BuildApkEntity(() => { BuildAndroid(true); }, null);
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FindScenesWithLoadDll();
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UpdateAvailablePackages();
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}
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[EnumToggleButtons, HideLabel] public DeviceType deviceType;
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#endregion
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#region 核心功能
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[HideLabel] [Title("包裹列表", titleAlignment: TitleAlignments.Centered)] [ValueDropdown("GetBuildPackageNames")]
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public string selectedPackageNames;
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[BoxGroup("Build(清空打包缓存)", centerLabel: true, order: 1)]
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[Button("清空打包缓存")]
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void OnClearCache()
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/// <summary>
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/// 开始打包流程
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/// </summary>
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/// <param name="isWatermark">是否为水印包</param>
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private void StartBuild(PLayerMode playMode)
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{
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// 清理Library缓存目录
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// 使用System.IO删除
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// try {
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// System.IO.Directory.Delete(Application.dataPath + "/../Library/AssetImportState", true);
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// Debug.Log("成功删除AssetImportState");
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// } catch (System.Exception e) {
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// Debug.LogError($"删除失败: {e.Message}");
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// }
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// 使用System.IO删除
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try
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if (_isBuilding)
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{
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System.IO.Directory.Delete(Application.dataPath + "/../Library/BuildCache", true);
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Debug.Log("成功删除BuildCache");
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}
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catch (System.Exception e)
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{
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Debug.LogError($"删除失败: {e.Message}");
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}
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// 使用System.IO删除
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try
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{
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System.IO.Directory.Delete(Application.dataPath + "/../Library/ScriptAssemblies", true);
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Debug.Log("成功删除ScriptAssemblies");
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}
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catch (System.Exception e)
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{
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Debug.LogError($"删除失败: {e.Message}");
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}
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AssetDatabase.Refresh();
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EditorUtility.DisplayDialog("缓存清理", "已成功清除所有打包缓存文件", "确定");
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}
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[BoxGroup("Build(普通包\\服务器本地包)", centerLabel: true, order: 2), HideLabel]
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public BuildApkEntity buildApkLocalEntity;
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[BoxGroup("Build(服务器热更包)", centerLabel: true, order: 3), HideLabel]
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public BuildApkEntity buildApkServerEntity;
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[BoxGroup("Build(水印包)", centerLabel: true, order: 4), HideLabel]
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public BuildApkEntity buildApkWatermarkEntity;
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public void BuildAndroid(bool isWatermark)
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{
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HotfixMainResDomain hotfixMainResDomain = Resources.Load<HotfixMainResDomain>("HotfixMainResDomain");
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if (hotfixMainResDomain == null)
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{
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Debug.LogError("HotfixMainResDomain 资源在Resources下不存在,请检查!");
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Debug.LogWarning("打包正在进行中,请稍候...");
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return;
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}
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_isBuilding = true;
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buildStatus = "准备打包...";
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buildProgress = 0;
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Repaint();
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try
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{
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// 执行打包
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BuildAndroid(playMode);
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}
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catch (Exception e)
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{
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buildStatus = $"打包失败: {e.Message}";
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Debug.LogError($"打包过程中发生错误: {e}");
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ShowNotification(new GUIContent("APK打包失败!"), 3f);
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}
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finally
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{
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_isBuilding = false;
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buildProgress = 100;
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Repaint();
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}
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}
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/// <summary>
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/// Android打包核心逻辑
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/// </summary>
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private void BuildAndroid(PLayerMode pLayerMode)
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{
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buildStatus = "加载配置文件...";
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Repaint();
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buildStatus = "设置打包模式...";
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Repaint();
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ChangePlayerSchema.SetPlayerMode(PLayerMode.HOST_PLAYMODE);
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string packageName = "";
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// 检测包名格式
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if (!IsValidPackageName(selectedPackageNames))
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{
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// 不是有效包名格式,添加前缀 com.xosmo.
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packageName = "com.xosmo." + selectedPackageNames;
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// 设置包名和项目名
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PlayerSettings.productName = selectedPackageNames;
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PlayerSettings.applicationIdentifier = packageName;
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}
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else
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{
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// 分割包名字符串
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string[] segments = selectedPackageNames.Split('.');
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// 返回最后一个部分
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packageName = segments[segments.Length - 1];
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PlayerSettings.productName = packageName;
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PlayerSettings.applicationIdentifier = selectedPackageNames;
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}
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buildStatus = "配置包名...";
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Repaint();
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ConfigurePackageInfo();
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string[] scenelist = default;
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buildStatus = "配置场景列表...";
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Repaint();
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string[] sceneList = ConfigureScenes();
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buildStatus = "配置水印信息...";
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Repaint();
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if (isWatermark)
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{
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scenelist = new[]
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{
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hotfixMainResDomain.projectInfo.loadingScenePath,
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$"Assets/Main/main_{deviceType.ToString()}.unity"
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};
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PlayerSettings.productName += "_watermark";
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PlayerSettings.applicationIdentifier += "_watermark";
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Sprite xosmo = Resources.Load<Sprite>("logo");
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PlayerSettings.virtualRealitySplashScreen = xosmo.texture;
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PlayerSettings.SplashScreen.showUnityLogo = false;
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PlayerSettings.SplashScreen.logos = new[]
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{
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PlayerSettings.SplashScreenLogo.Create(3f, xosmo),
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};
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ConfigureWatermark();
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}
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else
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buildStatus = "执行打包...";
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Repaint();
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// 打包前检查
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if (!PreBuildCheck())
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{
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scenelist = new[]
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{
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$"Assets/Main/main_{deviceType.ToString()}.unity"
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};
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PlayerSettings.virtualRealitySplashScreen = null;
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PlayerSettings.SplashScreen.showUnityLogo = false;
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PlayerSettings.SplashScreen.logos = null;
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return;
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}
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// 配置构建选项
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// BuildPlayerOptions buildOptions = new BuildPlayerOptions
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// {
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// scenes = scenelist,
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// locationPathName = $"Builds/Android/{PlayerSettings.productName}.apk",
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// target = BuildTarget.Android,
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// options = BuildOptions.None
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// };
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//
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// // 执行打包
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// var report = BuildPipeline.BuildPlayer(buildOptions);
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//
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// BuildSummary summary = report.summary;
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// if (summary.result == BuildResult.Succeeded)
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// {
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// Debug.Log("Build succeeded: " + summary.totalSize + " bytes");
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// }
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//
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// if (summary.result == BuildResult.Failed)
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// {
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// Debug.LogError("Build failed");
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// }
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BuildPlayerOptions buildOptions = ConfigureBuildOptions(sceneList, isWatermark);
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// 执行打包
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var report = BuildPipeline.BuildPlayer(buildOptions);
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_lastBuildReport = report;
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// 处理打包结果
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HandleBuildResult(report, buildOptions.locationPathName);
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}
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public enum DeviceType
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{
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Xreal,
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Rokid
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}
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/// <summary>
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/// 检测当前所有包裹
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/// 配置包名和产品名称
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/// </summary>
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/// <returns></returns>
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private List<string> GetBuildPackageNames()
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private void ConfigurePackageInfo()
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{
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List<string> result = new List<string>();
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foreach (var name in CreatAssetWindow.GetCreatDomainAllName())
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string productName;
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string packageName;
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if (!IsValidPackageName(selectedPackageName))
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{
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result.Add(name);
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// 不是有效包名格式,添加前缀 com.xosmo.
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productName = selectedPackageName;
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packageName = "com.xosmo." + selectedPackageName;
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}
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else
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{
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// 分割包名字符串,使用最后一个部分作为产品名称
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string[] segments = selectedPackageName.Split('.');
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productName = segments.Last();
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packageName = selectedPackageName;
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}
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if (selectedPackageNames.IsNullOrEmpty())
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PlayerSettings.productName = productName;
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PlayerSettings.applicationIdentifier = packageName;
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// 自动递增版本号
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if (autoIncrementVersion)
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{
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if (result.Count > 0)
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IncrementBuildVersion();
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}
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}
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/// <summary>
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/// 配置场景列表
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/// </summary>
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/// <param name="isWatermark">是否为水印包</param>
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/// <param name="hotfixMainResDomain">资源配置</param>
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/// <returns>场景路径数组</returns>
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private string[] ConfigureScenes()
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{
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List<string> scenes = new List<string>();
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string mainScenePath = $"Assets/Main/main_{deviceType.ToString()}.unity";
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// 验证主场景是否存在
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if (!File.Exists(mainScenePath))
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{
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throw new Exception($"主场景文件不存在: {mainScenePath}");
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}
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if (deviceType == DeviceType.Xreal && isWatermark)
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{
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// 加载资源配置
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HotfixMainResDomain hotfixMainResDomain = Resources.Load<HotfixMainResDomain>("HotfixMainResDomain");
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if (hotfixMainResDomain == null)
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{
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selectedPackageNames = result[0];
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throw new Exception("HotfixMainResDomain资源在Resources下不存在,请检查!");
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}
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// 水印包包含水印场景
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string loadingScenePath = hotfixMainResDomain.projectInfo.loadingScenePath;
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if (!string.IsNullOrEmpty(loadingScenePath) && File.Exists(loadingScenePath))
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{
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scenes.Add(loadingScenePath);
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}
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else
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{
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selectedPackageNames = "";
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Debug.LogWarning($"加载场景不存在或未配置,仅打包主场景: {loadingScenePath}");
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}
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}
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return result;
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foreach (var scenePath in _scenePaths)
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{
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if (mainScenePath == scenePath)
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{
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LoadSceneForEditing(mainScenePath);
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}
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}
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scenes.Add(mainScenePath);
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return scenes.ToArray();
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}
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/// <summary>
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/// 配置水印信息
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/// </summary>
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private void ConfigureWatermark()
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{
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PlayerSettings.productName += "_watermark";
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PlayerSettings.applicationIdentifier += "_watermark";
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Sprite logoSprite = Resources.Load<Sprite>("logo");
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if (logoSprite != null)
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{
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PlayerSettings.virtualRealitySplashScreen = logoSprite.texture;
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PlayerSettings.SplashScreen.showUnityLogo = false;
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PlayerSettings.SplashScreen.logos = new[]
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{
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PlayerSettings.SplashScreenLogo.Create(3f, logoSprite)
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};
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}
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else
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{
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Debug.LogWarning("Resources下未找到logo图片,水印包将不显示自定义logo");
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}
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}
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/// <summary>
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/// 配置构建选项
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/// </summary>
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/// <param name="scenes">场景列表</param>
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/// <param name="isWatermark">是否为水印包</param>
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/// <returns>构建选项</returns>
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private BuildPlayerOptions ConfigureBuildOptions(string[] scenes, bool isWatermark)
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{
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string buildPath = GetBuildPath(isWatermark);
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// 确保构建目录存在
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string buildDir = Path.GetDirectoryName(buildPath);
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if (!Directory.Exists(buildDir))
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{
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Directory.CreateDirectory(buildDir);
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}
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BuildOptions buildOptions = BuildOptions.None;
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if (developmentBuild)
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{
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buildOptions |= BuildOptions.Development;
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buildOptions |= BuildOptions.AllowDebugging;
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buildOptions |= BuildOptions.ConnectWithProfiler;
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}
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return new BuildPlayerOptions
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{
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scenes = scenes,
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locationPathName = buildPath,
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target = BuildTarget.Android,
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options = buildOptions
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};
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}
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/// <summary>
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/// 获取构建路径
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/// </summary>
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/// <param name="isWatermark">是否为水印包</param>
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/// <returns>构建路径</returns>
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private string GetBuildPath(bool isWatermark)
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{
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string timestamp = DateTime.Now.ToString("yyyyMMdd_HHmmss");
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string packageType = isWatermark ? "watermark" : "normal";
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string buildFileName = $"{PlayerSettings.productName}_{packageType}_{timestamp}.apk";
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return Path.Combine("Builds", "Android", buildFileName);
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}
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/// <summary>
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/// 处理打包结果
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/// </summary>
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/// <param name="report">构建报告</param>
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/// <param name="buildPath">构建路径</param>
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private void HandleBuildResult(UnityEditor.Build.Reporting.BuildReport report, string buildPath)
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{
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BuildSummary summary = report.summary;
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if (summary.result == BuildResult.Succeeded)
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{
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buildStatus = $"打包成功!大小: {FormatBytes(summary.totalSize)}";
|
||||
Debug.Log($"构建成功: {buildPath},大小: {FormatBytes(summary.totalSize)}");
|
||||
ShowNotification(new GUIContent("APK打包成功!"), 3f);
|
||||
|
||||
// 构建完成后打开文件夹
|
||||
if (openFolderOnComplete)
|
||||
{
|
||||
OpenBuildFolder(Path.GetDirectoryName(buildPath));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
buildStatus = "打包失败!";
|
||||
Debug.LogError("构建失败");
|
||||
ShowNotification(new GUIContent("APK打包失败!"), 3f);
|
||||
|
||||
// 显示详细错误信息
|
||||
foreach (var step in report.steps)
|
||||
{
|
||||
foreach (var message in step.messages)
|
||||
{
|
||||
if (message.type == LogType.Error)
|
||||
{
|
||||
Debug.LogError($"构建错误: {message.content}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 辅助功能
|
||||
|
||||
/// <summary>
|
||||
/// 打包前检查
|
||||
/// </summary>
|
||||
/// <returns>检查是否通过</returns>
|
||||
private bool PreBuildCheck()
|
||||
{
|
||||
// 检查是否选择了包裹
|
||||
if (string.IsNullOrEmpty(selectedPackageName))
|
||||
{
|
||||
ShowNotification(new GUIContent("请先选择一个包裹!"), 2f);
|
||||
return false;
|
||||
}
|
||||
|
||||
// 检查当前平台
|
||||
if (EditorUserBuildSettings.activeBuildTarget != BuildTarget.Android)
|
||||
{
|
||||
if (EditorUtility.DisplayDialog("平台提示", "当前平台不是Android,是否切换到Android平台?", "是", "否"))
|
||||
{
|
||||
EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Android, BuildTarget.Android);
|
||||
return false; // 切换平台后需要重新检查
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// 检查场景是否保存
|
||||
if (!EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清空打包缓存
|
||||
/// </summary>
|
||||
private void ClearCache()
|
||||
{
|
||||
try
|
||||
{
|
||||
buildStatus = "正在清理缓存...";
|
||||
Repaint();
|
||||
|
||||
string projectPath = Application.dataPath;
|
||||
string libraryPath = Path.GetFullPath(Path.Combine(projectPath, "../Library"));
|
||||
|
||||
// 要清理的缓存目录
|
||||
string[] cacheDirectories =
|
||||
{
|
||||
Path.Combine(libraryPath, "BuildCache"),
|
||||
Path.Combine(libraryPath, "ScriptAssemblies"),
|
||||
Path.Combine(libraryPath, "ArtifactDB")
|
||||
};
|
||||
|
||||
int clearedCount = 0;
|
||||
foreach (string cacheDir in cacheDirectories)
|
||||
{
|
||||
if (Directory.Exists(cacheDir))
|
||||
{
|
||||
Directory.Delete(cacheDir, true);
|
||||
clearedCount++;
|
||||
Debug.Log($"成功删除缓存目录: {cacheDir}");
|
||||
}
|
||||
}
|
||||
|
||||
// 清理构建输出目录
|
||||
string buildOutputPath = Path.Combine(Application.dataPath, "../Builds/Android");
|
||||
if (Directory.Exists(buildOutputPath))
|
||||
{
|
||||
// 只清理旧的APK文件,保留目录结构
|
||||
string[] oldApks = Directory.GetFiles(buildOutputPath, "*.apk", SearchOption.AllDirectories);
|
||||
foreach (string apkFile in oldApks)
|
||||
{
|
||||
File.Delete(apkFile);
|
||||
}
|
||||
|
||||
Debug.Log("成功清理旧的APK文件");
|
||||
}
|
||||
|
||||
AssetDatabase.Refresh();
|
||||
buildStatus = "缓存清理完成!";
|
||||
ShowNotification(new GUIContent("缓存清理完成!"), 2f);
|
||||
|
||||
Debug.Log($"缓存清理完成,共清理 {clearedCount} 个缓存目录");
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
buildStatus = "缓存清理失败!";
|
||||
Debug.LogError($"缓存清理失败: {e.Message}");
|
||||
ShowNotification(new GUIContent("缓存清理失败!"), 2f);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取可用的包裹名称列表
|
||||
/// </summary>
|
||||
/// <returns>包裹名称列表</returns>
|
||||
private List<string> GetAvailablePackageNames()
|
||||
{
|
||||
UpdateAvailablePackages();
|
||||
return CreatAssetWindow.GetCreatDomainAllName().ToList();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 更新可用包裹列表
|
||||
/// </summary>
|
||||
private void UpdateAvailablePackages()
|
||||
{
|
||||
var availablePackages = CreatAssetWindow.GetCreatDomainAllName().ToList();
|
||||
if (availablePackages.Any() && string.IsNullOrEmpty(selectedPackageName))
|
||||
{
|
||||
selectedPackageName = availablePackages.First();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 当包裹名称改变时的回调
|
||||
/// </summary>
|
||||
private void OnPackageNameChanged()
|
||||
{
|
||||
buildStatus = "就绪";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 自动递增版本号
|
||||
/// </summary>
|
||||
private void IncrementBuildVersion()
|
||||
{
|
||||
Version version = new Version(PlayerSettings.bundleVersion);
|
||||
Version newVersion = new Version(version.Major, version.Minor, version.Build + 1);
|
||||
PlayerSettings.bundleVersion = newVersion.ToString();
|
||||
Debug.Log($"版本号已递增: {newVersion}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 打开构建文件夹
|
||||
/// </summary>
|
||||
/// <param name="folderPath">文件夹路径</param>
|
||||
private void OpenBuildFolder(string folderPath)
|
||||
{
|
||||
if (Directory.Exists(folderPath))
|
||||
{
|
||||
EditorUtility.RevealInFinder(folderPath);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -230,5 +551,115 @@ namespace Stary.Evo.Editor
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 格式化字节大小
|
||||
/// </summary>
|
||||
/// <param name="bytes">字节数</param>
|
||||
/// <returns>格式化后的字符串</returns>
|
||||
private string FormatBytes(ulong bytes)
|
||||
{
|
||||
string[] suffixes = { "B", "KB", "MB", "GB" };
|
||||
int index = 0;
|
||||
double size = bytes;
|
||||
|
||||
while (size >= 1024 && index < suffixes.Length - 1)
|
||||
{
|
||||
size /= 1024;
|
||||
index++;
|
||||
}
|
||||
|
||||
return $"{size:F2} {suffixes[index]}";
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 场景处理
|
||||
|
||||
/// <summary>
|
||||
/// 查找所有包含LoadDll的场景文件
|
||||
/// </summary>
|
||||
private void FindScenesWithLoadDll()
|
||||
{
|
||||
List<string> sceneList = new List<string>();
|
||||
|
||||
// 搜索所有unity场景文件
|
||||
string[] allScenes = Directory.GetFiles(Application.dataPath, "*.unity", SearchOption.AllDirectories);
|
||||
|
||||
foreach (string scenePath in allScenes)
|
||||
{
|
||||
// 读取场景文本内容,检查是否包含LoadDll
|
||||
try
|
||||
{
|
||||
string sceneContent = File.ReadAllText(scenePath);
|
||||
if (sceneContent.Contains("m_Name: LoadDll"))
|
||||
{
|
||||
// 转换为Assets相对路径
|
||||
string assetsPath = scenePath.Replace(Application.dataPath, "Assets");
|
||||
sceneList.Add(assetsPath);
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogError($"读取场景文件失败: {scenePath}, 错误: {e.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
_scenePaths = sceneList.ToArray();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 加载场景进行编辑
|
||||
/// </summary>
|
||||
private void LoadSceneForEditing(string scenePath)
|
||||
{
|
||||
try
|
||||
{
|
||||
// 加载场景
|
||||
EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Single);
|
||||
|
||||
// 查找所有LoadDll物体
|
||||
GameObject[] loadDllObjects = GameObject.FindGameObjectsWithTag("LoadDll");
|
||||
|
||||
// 如果没有找到,尝试按名称查找
|
||||
if (loadDllObjects.Length == 0)
|
||||
{
|
||||
GameObject loadDllObj = GameObject.Find("LoadDll");
|
||||
if (loadDllObj != null)
|
||||
{
|
||||
loadDllObjects = new GameObject[] { loadDllObj };
|
||||
}
|
||||
}
|
||||
|
||||
// 收集HybridClREntrance组件
|
||||
HybridClREntrance entrance = null;
|
||||
foreach (GameObject obj in loadDllObjects)
|
||||
{
|
||||
entrance = obj.GetComponent<HybridClREntrance>();
|
||||
entrance.loadDomain = selectedPackageName;
|
||||
}
|
||||
|
||||
Debug.Log($"成功加载场景: {scenePath}");
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogError($"加载场景失败: {scenePath}, 错误: {e.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 枚举
|
||||
|
||||
/// <summary>
|
||||
/// 设备类型
|
||||
/// </summary>
|
||||
public enum DeviceType
|
||||
{
|
||||
Xreal,
|
||||
Rokid
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "com.staryevo.tools",
|
||||
"version": "1.3.16",
|
||||
"version": "1.3.17",
|
||||
"displayName": "00.StaryEvo.Tools",
|
||||
"description": "This is an Framework package(后台服务器版本,端口9527)",
|
||||
"unity": "2021.3",
|
||||
|
||||
Reference in New Issue
Block a user