【Unity编辑器扩展】扩展Unity工具栏Toolbar, 一键出包/打热更简化打包流程
GF_HybridCLR是基于GameFramework + HybridCLR的一款工具链完善,工作流简洁的游戏框架。拥有标准高效的开发工作流,开箱即用,适用于快速研发。
出包时经常遇到忘记刷新配置表、忘记重新打AB包等等,接入HybridCLR每次打热更包也需要重新编译热更dll,新发App时需要生成桥接函数等。各种琐碎的打包准备工作,一旦忘记操作就容易出故障。基于工作中遇到的痛点,迫切需要写一个傻瓜式一键打包/打热更的工具。
为了这个一键打包工具入口突出,就把它放在Unity编辑器的Toolbar栏,如图:

点击Toolbar栏Build App/Hotfix后打开一键打包/打热更工具:
一,扩展Unity编辑器的菜单栏(Toolbar):
Toolbar扩展方法可参考github开源项目: GitHub - marijnz/unity-toolbar-extender: Extend the Unity Toolbar with your own Editor UI code.
实现原理,通过反射获取UnityEditor的Toolbar类,扩展GUI出回调。
Toolbar扩展插件源代码:
using System;
using System.Collections.Generic;
using System.Reflection;
using UnityEditor;
using UnityEngine;
#if UNITY_2019_1_OR_NEWER
using UnityEngine.UIElements;
#else
using UnityEngine.Experimental.UIElements;
#endifnamespace UnityToolbarExtender
{public static class ToolbarCallback{static Type m_toolbarType = typeof(Editor).Assembly.GetType("UnityEditor.Toolbar");static Type m_guiViewType = typeof(Editor).Assembly.GetType("UnityEditor.GUIView");
#if UNITY_2020_1_OR_NEWERstatic Type m_iWindowBackendType = typeof(Editor).Assembly.GetType("UnityEditor.IWindowBackend");static PropertyInfo m_windowBackend = m_guiViewType.GetProperty("windowBackend",BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);static PropertyInfo m_viewVisualTree = m_iWindowBackendType.GetProperty("visualTree",BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
#elsestatic PropertyInfo m_viewVisualTree = m_guiViewType.GetProperty("visualTree",BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
#endifstatic FieldInfo m_imguiContainerOnGui = typeof(IMGUIContainer).GetField("m_OnGUIHandler",BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);static ScriptableObject m_currentToolbar;/// /// Callback for toolbar OnGUI method./// public static Action OnToolbarGUI;public static Action OnToolbarGUILeft;public static Action OnToolbarGUIRight;static ToolbarCallback(){EditorApplication.update -= OnUpdate;EditorApplication.update += OnUpdate;}static void OnUpdate(){// Relying on the fact that toolbar is ScriptableObject and gets deleted when layout changesif (m_currentToolbar == null){// Find toolbarvar toolbars = Resources.FindObjectsOfTypeAll(m_toolbarType);m_currentToolbar = toolbars.Length > 0 ? (ScriptableObject)toolbars[0] : null;if (m_currentToolbar != null){
#if UNITY_2021_1_OR_NEWERvar root = m_currentToolbar.GetType().GetField("m_Root", BindingFlags.NonPublic | BindingFlags.Instance);var rawRoot = root.GetValue(m_currentToolbar);var mRoot = rawRoot as VisualElement;RegisterCallback("ToolbarZoneLeftAlign", OnToolbarGUILeft);RegisterCallback("ToolbarZoneRightAlign", OnToolbarGUIRight);void RegisterCallback(string root, Action cb){var toolbarZone = mRoot.Q(root);var parent = new VisualElement(){style = {flexGrow = 1,flexDirection = FlexDirection.Row,}};var container = new IMGUIContainer();container.style.flexGrow = 1;container.onGUIHandler += () => {cb?.Invoke();};parent.Add(container);toolbarZone.Add(parent);}
#else
#if UNITY_2020_1_OR_NEWERvar windowBackend = m_windowBackend.GetValue(m_currentToolbar);// Get it's visual treevar visualTree = (VisualElement) m_viewVisualTree.GetValue(windowBackend, null);
#else// Get it's visual treevar visualTree = (VisualElement) m_viewVisualTree.GetValue(m_currentToolbar, null);
#endif// Get first child which 'happens' to be toolbar IMGUIContainervar container = (IMGUIContainer) visualTree[0];// (Re)attach handlervar handler = (Action) m_imguiContainerOnGui.GetValue(container);handler -= OnGUI;handler += OnGUI;m_imguiContainerOnGui.SetValue(container, handler);#endif}}}static void OnGUI(){var handler = OnToolbarGUI;if (handler != null) handler();}}[InitializeOnLoad]public static class UnityEditorToolbar{static int m_toolCount;static GUIStyle m_commandStyle = null;public static readonly List LeftToolbarGUI = new List();public static readonly List RightToolbarGUI = new List();static UnityEditorToolbar(){Type toolbarType = typeof(Editor).Assembly.GetType("UnityEditor.Toolbar");#if UNITY_2019_1_OR_NEWERstring fieldName = "k_ToolCount";
#elsestring fieldName = "s_ShownToolIcons";
#endifFieldInfo toolIcons = toolbarType.GetField(fieldName,BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static);#if UNITY_2019_3_OR_NEWERm_toolCount = toolIcons != null ? ((int)toolIcons.GetValue(null)) : 8;
#elif UNITY_2019_1_OR_NEWERm_toolCount = toolIcons != null ? ((int) toolIcons.GetValue(null)) : 7;
#elif UNITY_2018_1_OR_NEWERm_toolCount = toolIcons != null ? ((Array) toolIcons.GetValue(null)).Length : 6;
#elsem_toolCount = toolIcons != null ? ((Array) toolIcons.GetValue(null)).Length : 5;
#endifToolbarCallback.OnToolbarGUI = OnGUI;ToolbarCallback.OnToolbarGUILeft = GUILeft;ToolbarCallback.OnToolbarGUIRight = GUIRight;}#if UNITY_2019_3_OR_NEWERpublic const float space = 8;
#elsepublic const float space = 10;
#endifpublic const float largeSpace = 20;public const float buttonWidth = 32;public const float dropdownWidth = 80;
#if UNITY_2019_1_OR_NEWERpublic const float playPauseStopWidth = 140;
#elsepublic const float playPauseStopWidth = 100;
#endifstatic void OnGUI(){// Create two containers, left and right// Screen is whole toolbarif (m_commandStyle == null){m_commandStyle = new GUIStyle("CommandLeft");}var screenWidth = EditorGUIUtility.currentViewWidth;// Following calculations match code reflected from Toolbar.OldOnGUI()float playButtonsPosition = Mathf.RoundToInt((screenWidth - playPauseStopWidth) / 2);Rect leftRect = new Rect(0, 0, screenWidth, Screen.height);leftRect.xMin += space; // Spacing leftleftRect.xMin += buttonWidth * m_toolCount; // Tool buttons
#if UNITY_2019_3_OR_NEWERleftRect.xMin += space; // Spacing between tools and pivot
#elseleftRect.xMin += largeSpace; // Spacing between tools and pivot
#endifleftRect.xMin += 64 * 2; // Pivot buttonsleftRect.xMax = playButtonsPosition;Rect rightRect = new Rect(0, 0, screenWidth, Screen.height);rightRect.xMin = playButtonsPosition;rightRect.xMin += m_commandStyle.fixedWidth * 3; // Play buttonsrightRect.xMax = screenWidth;rightRect.xMax -= space; // Spacing rightrightRect.xMax -= dropdownWidth; // LayoutrightRect.xMax -= space; // Spacing between layout and layersrightRect.xMax -= dropdownWidth; // Layers
#if UNITY_2019_3_OR_NEWERrightRect.xMax -= space; // Spacing between layers and account
#elserightRect.xMax -= largeSpace; // Spacing between layers and account
#endifrightRect.xMax -= dropdownWidth; // AccountrightRect.xMax -= space; // Spacing between account and cloudrightRect.xMax -= buttonWidth; // CloudrightRect.xMax -= space; // Spacing between cloud and collabrightRect.xMax -= 78; // Colab// Add spacing around existing controlsleftRect.xMin += space;leftRect.xMax -= space;rightRect.xMin += space;rightRect.xMax -= space;// Add top and bottom margins
#if UNITY_2019_3_OR_NEWERleftRect.y = 4;leftRect.height = 22;rightRect.y = 4;rightRect.height = 22;
#elseleftRect.y = 5;leftRect.height = 24;rightRect.y = 5;rightRect.height = 24;
#endifif (leftRect.width > 0){GUILayout.BeginArea(leftRect);GUILayout.BeginHorizontal();foreach (var handler in LeftToolbarGUI){handler();}GUILayout.EndHorizontal();GUILayout.EndArea();}if (rightRect.width > 0){GUILayout.BeginArea(rightRect);GUILayout.BeginHorizontal();foreach (var handler in RightToolbarGUI){handler();}GUILayout.EndHorizontal();GUILayout.EndArea();}}public static void GUILeft(){GUILayout.BeginHorizontal();foreach (var handler in LeftToolbarGUI){handler();}GUILayout.EndHorizontal();}public static void GUIRight(){GUILayout.BeginHorizontal();foreach (var handler in RightToolbarGUI){handler();}GUILayout.EndHorizontal();}}
}
使用方法:
定义一个静态类添加[UnityEditor.InitializeOnLoad],使其自动执行构造函数。
在Toolbar右侧绘制GUI: UnityEditorToolbar.RightToolbarGUI.Add(OnRightToolbarGUI);
在Toolbar左侧绘制GUI: UnityEditorToolbar.LeftToolbarGUI.Add(OnLeftToolbarGUI);
using UnityEngine;
using UnityEditor;
using UnityToolbarExtender;
using UnityGameFramework.Editor.ResourceTools;
[UnityEditor.InitializeOnLoad]
public static class EditorToolbarExtension
{private static GUIContent buildBtContent;static EditorToolbarExtension(){buildBtContent = EditorGUIUtility.TrTextContentWithIcon("Build App/Hotfix","打新包/打热更", "UnityLogo");UnityEditorToolbar.RightToolbarGUI.Add(OnRightToolbarGUI);UnityEditorToolbar.LeftToolbarGUI.Add(OnLeftToolbarGUI);}private static void OnLeftToolbarGUI(){//在Toolbar左侧绘制UI}private static void OnRightToolbarGUI(){
//在Toolbar右侧绘制UIif (GUILayout.Button(buildBtContent,EditorStyles.toolbarButton, GUILayout.MaxWidth(125), GUILayout.Height(EditorGUIUtility.singleLineHeight))){AppBuildEidtor.Open();GUIUtility.ExitGUI();}GUILayout.FlexibleSpace();}
}
二,打包工具功能设计:
先明确工具要解决的问题:
1. 工具界面可配置打资源和打App的相关设置,切配置持久化保存。
2. 可一键打热更资源,一键出包,简化流程。
具体功能设计:
1. 打单机包或增量热更包:
单机包或增量热更包出包时都需要把AB资源打进包里,点击Build App按钮逻辑流程为:若是热更包则生成热更(hotfix)Dll => 自动处理AB包重复依赖资源 => 打AB包 => 把AB包复制到SteamingAssets目录 => 若是热更包则执行HybridCLR预处理命令(生成link.xml,桥接函数等) => 把AOT泛型补充dll自动复制到Resources目录 => Build出包;
Build出包需要根据目标平台留出一些打包常用的参数设置入口,例如app版本号、Version Code, 打aab(谷歌商店包),开发者模式,安卓密钥等。
2. 打全热更包:
①全热更包是进入游戏后再从热更地址下载资源,所以出包时不用打AB包。点击Build App按钮逻辑流程为:HybridCLR预处理命令(生成link.xml,桥接函数等) => 把AOT泛型补充dll自动复制到Resources目录 => Build出包;
②打热更资源和dll,对于热更包(增量热更/全热更),每次更新只需要点击Build Resources按钮打出热更资源,然后把热更资源上传到资源服务器即可。点击Build Resources按钮逻辑流程为:一生成热更dll => 自动处理AB包重复依赖资源 => 打AB包;把打出的AB包提交到热更新资源服务器即可。
3. 其它功能:
打资源/出包常用配置项可在界面中配置并持久化保存配置数据;
Resource Mode: 可选择资源模式,单机模式 / 全热更模式 / 部分热更模式(即,需要某部分资源时再热更)
除了上述部分,还需要在各个功能模块区域显示对应的一键跳转按钮,如:
Resource Editor按钮: 打开AB包编辑器
Hotfix Settings按钮:打开HybridCLR Settings界面,配置C#代码热更相关(一般只需要配置一次)
Player Settings按钮:打开Player Setting界面,设置出包参数。
三,具体功能实现:
由于GF框架内置的打AB包工具已经有了打资源的相关配置和功能按钮,索性直接基于GF的Resource Builder工具做修改。
1. Resource Editor按钮, 打开GF的Resource Editor(AB包编辑器):
UnityGameFramework.Editor.ResourceTools.ResourceEditor类有个打开窗口的静态私有方法“Open”, 只需要通过反射调用即可:
private void OpenResourcesEditor(){var resEditorClass = Utility.Assembly.GetType("UnityGameFramework.Editor.ResourceTools.ResourceEditor");resEditorClass?.GetMethod("Open", BindingFlags.Static | BindingFlags.NonPublic)?.Invoke(null, null);}
2. Resource Mode资源模式切换(单机/全热更/需要时热更):

ResourceComponent留出了SetResourceMode()方法,但运行时调用却报错,原来ResourceComponent在Start回调里根据Resource Mode做一次初始化,不允许初始化之后再修改,即使修改了ResourceMode也是无效的。为了保持低耦合不能改GF源码,只能特殊处理,在其它MonoBehavior脚本的Awake方法中通过反射修改ResourceComponent的私有变量m_ResourceMode,Awake方法早于ResourceComponent的Start,这样设置就能生效了。
private void Awake(){var resCom = GameEntry.GetComponent();if (resCom != null){var resTp = resCom.GetType();var m_ResourceMode = resTp.GetField("m_ResourceMode", BindingFlags.Instance | BindingFlags.NonPublic);m_ResourceMode.SetValue(resCom, AppSettings.Instance.ResourceMode);Log.Info("------------Set ResourceMode:{0}", AppSettings.Instance.ResourceMode);}}
其中AppSettings是一个运行时的ScriptableObject,用于保存一些运行时配置,如是否开启debug模式,ResourceMode类型等。
AppSettings配置文件实现:
using GameFramework.Resource;
using UnityEngine;[CreateAssetMenu(fileName = "AppSettings", menuName = "ScriptableObject/AppSettings")]
public class AppSettings : ScriptableObject
{private static AppSettings mInstance = null;public static AppSettings Instance{get{if (mInstance == null){mInstance = Resources.Load("AppSettings");}return mInstance;}}[Tooltip("debug模式,默认显示debug窗口")]public bool DebugMode = false;[Tooltip("资源模式: 单机/全热更/需要时热更")]public ResourceMode ResourceMode = ResourceMode.Package;
}
AppSettings是全局配置,因此使用单例模式。当打包工具界面打开时,检测Resource目录是否存在AppSettings配置文件,若无则自动创建。工具界面ResourceMode设置实时同步保存到AppSettings, 游戏运行时获取并应用AppSettings中的配置。

Hotfix Settings(热更相关设置):
打热更资源时根据这些配置自动生成version.json文件,其中信息包含热更包hash code, 资源大小、资源版本号、热更下载地址、App是否有新版本、是否强制更新App、当前版本资源适用于哪些App版本等。游戏启动时会先从服务器请求version.json信息检测是否需要更新。
Update Prefix Uri: 热更资源下载地址;
Applicable Verison:当前版本资源适用哪些App版本,多版本用‘|’分割;
App Update Url:App下载跳转链接;
Force Update:是否强制更新App;
App Update Description:App更新说明,显示在新版本提示对话框;
Hotfix Settings跳转按钮,跳转到HybridCLR设置界面:
SettingsService.OpenProjectSettings("Project/HybridCLR Settings");
跳转到Player Settings界面:
SettingsService.OpenProjectSettings("Project/Player");
Build App Settings(出包相关设置):
Build App Buindle: 打谷歌商店aab文件;
Development Build: 开发者模式打包;
Debug Mode: 调试模式,true:默认显示GF Debug窗口;
Use Custom Keystore: 使用自定义keystore打安卓包;
选择keystore文件:
if (GUILayout.Button("Select Keystore", GUILayout.Width(160f))){var keystoreDir = string.IsNullOrWhiteSpace(AppBuildSettings.Instance.AndroidKeystoreName) ? Directory.GetParent(Application.dataPath).FullName : Path.GetDirectoryName(AppBuildSettings.Instance.AndroidKeyAliasName);var openPath = Directory.Exists(keystoreDir) ? keystoreDir : Directory.GetParent(Application.dataPath).FullName;string path = EditorUtility.OpenFilePanel("Select Keystore", openPath, "keystore,jks,ks");AppBuildSettings.Instance.AndroidKeystoreName = PlayerSettings.Android.keystoreName = path;GUIUtility.ExitGUI();}
一键打热更资源实现:
直接调用GF框架自带的ResourceBuilderController的BuildResources()方法即可;
一键出包:
Unity的Build Settings界面已经有了现成的出包功能,可以直接通过反射调用。

从Unity开源代码中可以找到具体实现:https://github.com/Unity-Technologies/UnityCsReference
在BuildPlayerWindow.cs可以看到,Build按钮调用了CallBuildMethods静态方法,但是此方法每次Build都会弹出Build路径选择界面,这绝对是不能接受的。而且我们还需要根据版本号、是否为debug版等信息命名包文件。
查看BuildPlayerWindowBuildMethods.cs源码可以发现,BuildPlayerWindow.RegisterGetBuildPlayerOptionsHandler()函数可以注册打包配置获取参数,这样就可以修打包配置,自动设置打包路径。
自定义打包配置:
private void Awake()
{BuildPlayerWindow.RegisterGetBuildPlayerOptionsHandler(CustomBuildOptions);
}private BuildPlayerOptions CustomBuildOptions(BuildPlayerOptions options){var buildTarget = GetSelectedBuildTarget();BuildTargetGroup buildTargetGroup = EditorUserBuildSettings.selectedBuildTargetGroup;int subtarget = (int)Utility.Assembly.GetType("UnityEditor.EditorUserBuildSettings").GetMethod("GetSelectedSubtargetFor", BindingFlags.Static | BindingFlags.NonPublic).Invoke(null, new object[] { buildTarget });string buildLocation = GetBuildLocation(buildTargetGroup, buildTarget, subtarget, options.options);bool isDir = !Path.HasExtension(buildLocation);if (string.IsNullOrWhiteSpace(buildLocation) || (isDir && !Directory.Exists(buildLocation)))throw new BuildMethodException("Build location for buildTarget " + buildTarget + " is not valid.");//Check if Lz4 is supported for the current buildtargetgroup and enable it if need beif ((bool)Utility.Assembly.GetType("UnityEditor.PostprocessBuildPlayer").GetMethod("SupportsLz4Compression", BindingFlags.Static | BindingFlags.Public).Invoke(null, new object[] { buildTargetGroup, buildTarget })){//internal enum Compression//{// None = 0,// Lz4 = 2,// Lz4HC = 3,//}var compression = (int)Utility.Assembly.GetType("UnityEditor.EditorUserBuildSettings").GetMethod("GetCompressionType", BindingFlags.Static | BindingFlags.NonPublic).Invoke(null, new object[] { buildTargetGroup });if (compression < 0)compression = (int)Utility.Assembly.GetType("UnityEditor.PostprocessBuildPlayer").GetMethod("GetDefaultCompression", BindingFlags.Static | BindingFlags.Public).Invoke(null, new object[] { buildTargetGroup, buildTarget });if (compression == 2)//Lz4options.options |= BuildOptions.CompressWithLz4;else if (compression == 3)//Lz4HCoptions.options |= BuildOptions.CompressWithLz4HC;}bool developmentBuild = EditorUserBuildSettings.development;if (developmentBuild)options.options |= BuildOptions.Development;if (EditorUserBuildSettings.allowDebugging && developmentBuild)options.options |= BuildOptions.AllowDebugging;if (EditorUserBuildSettings.symlinkSources)options.options |= BuildOptions.SymlinkSources;if (EditorUserBuildSettings.connectProfiler && (developmentBuild || buildTarget == BuildTarget.WSAPlayer))options.options |= BuildOptions.ConnectWithProfiler;if (EditorUserBuildSettings.buildWithDeepProfilingSupport && developmentBuild)options.options |= BuildOptions.EnableDeepProfilingSupport;if (EditorUserBuildSettings.buildScriptsOnly)options.options |= BuildOptions.BuildScriptsOnly;string connectID = Utility.Assembly.GetType("UnityEditor.Profiling.ProfilerUserSettings").GetProperty("customConnectionID", BindingFlags.Static | BindingFlags.Public).GetValue(null, null) as string;if (!string.IsNullOrEmpty(connectID) && developmentBuild)options.options |= BuildOptions.CustomConnectionID;var checkFunc = typeof(UnityEditor.BuildPlayerWindow.DefaultBuildMethods).GetMethod("IsInstallInBuildFolderOption", BindingFlags.Static | BindingFlags.NonPublic);if ((bool)checkFunc.Invoke(null, null)){options.options |= BuildOptions.InstallInBuildFolder;}options.target = buildTarget;options.subtarget = subtarget;options.targetGroup = buildTargetGroup;options.locationPathName = buildLocation;options.assetBundleManifestPath = Utility.Assembly.GetType("UnityEditor.PostprocessBuildPlayer").GetMethod("GetStreamingAssetsBundleManifestPath", BindingFlags.Static | BindingFlags.NonPublic).Invoke(null, null) as string;// Build a list of scenes that are enabledArrayList scenesList = new ArrayList();EditorBuildSettingsScene[] editorScenes = EditorBuildSettings.scenes;foreach (EditorBuildSettingsScene scene in editorScenes){if (scene.enabled){scenesList.Add(scene.path);break;// GF框架只需要把启动场景打进包里,其它场景动态加载}}options.scenes = scenesList.ToArray(typeof(string)) as string[];return options;}
获取不同平台的包文件名,例如Android平台可以打出apk或aab,也可以导出安卓工程,不同设置包文件格式不同,Build出的可能是一个文件,也有可能是一个文件夹。这些Unity内部已经有函数做了处理,要用反射调用Unity内部函数:
//获取Build Location
private static string GetBuildLocation(BuildTargetGroup targetGroup, BuildTarget target, int subtarget, BuildOptions options){string defaultFolder = UtilityBuiltin.ResPath.GetCombinePath(Directory.GetParent(Application.dataPath).FullName, AppBuildSettings.Instance.AppBuildDir, target.ToString());string defaultName = Utility.Text.Format("{0}_{1}{2}_v{3}", Application.productName, AppSettings.Instance.DebugMode ? "debug" : "release", EditorUserBuildSettings.development ? "Dev" : string.Empty, Application.version);string extension = Utility.Assembly.GetType("UnityEditor.PostprocessBuildPlayer").GetMethod("GetExtensionForBuildTarget", new Type[] { typeof(BuildTargetGroup), typeof(BuildTarget), typeof(int), typeof(BuildOptions) }).Invoke(null, new object[] { targetGroup, target, subtarget, options }) as string;string buildPath = defaultFolder;if (!string.IsNullOrEmpty(extension)){string appFileName = Utility.Text.Format("{0}.{1}", defaultName, extension);buildPath = UtilityBuiltin.ResPath.GetCombinePath(defaultFolder, appFileName);}return buildPath;}
然后就可以通过反射调用UnityEditor.BuildPlayerWindow.CallBuildMethods()方法:
private void CallBuildMethods(){
#if !DISABLE_HYBRIDCLRHybridCLR.Editor.Commands.PrebuildCommand.GenerateAll();
#endifvar buildWin = Utility.Assembly.GetType("UnityEditor.BuildPlayerWindow");if (buildWin != null){var buildFunc = buildWin.GetMethod("CallBuildMethods", System.Reflection.BindingFlags.Static | BindingFlags.NonPublic);buildFunc?.Invoke(null, new object[] { false, BuildOptions.ShowBuiltPlayer });}}private void BuildApp(){if ((m_Controller.OutputPackageSelected || m_Controller.OutputPackedSelected)){if (m_Controller.BuildResources()){AssetDatabase.Refresh();CallBuildMethods();}}else if (m_Controller.OutputFullSelected){DeleteStreamingAssets();CallBuildMethods();}}
工具完整代码:
using GameFramework;
using System;
using System.IO;
using System.Reflection;
using UnityEditor;
using UnityEngine;
using GameFramework.Resource;
using Unity.VisualScripting;
using HybridCLR.Editor.Commands;
using System.Text;
using System.Linq;
using static UnityEditor.BuildPlayerWindow;
using System.Collections;namespace UnityGameFramework.Editor.ResourceTools
{/// /// 资源生成器。/// public class AppBuildEidtor : EditorWindow{private readonly string[] keystoreExtNames = { ".keystore", ".jks", ".ks" };private ResourceBuilderController m_Controller = null;private bool m_OrderBuildResources = false;private int m_CompressionHelperTypeNameIndex = 0;private int m_BuildEventHandlerTypeNameIndex = 0;private GUIContent hotfixUrlContent;private GUIContent applicableVerContent;private GUIContent forceUpdateAppContent;private GUIContent appUpdateUrlContent;private GUIContent appUpdateDescContent;private GUIContent revealFolderContent;private GUIContent buildResBtContent;private GUIContent buildAppBtContent;private GUIContent saveBtContent;private GUIContent playerSettingBtContent;private GUIContent hybridclrSettingBtContent;private Vector2 scrollPosition;private GUIStyle dropDownBtStyle;public static void Open(){AppBuildEidtor window = GetWindow("App Builder", true);
#if UNITY_2019_3_OR_NEWERwindow.minSize = new Vector2(800f, 800f);
#elsewindow.minSize = new Vector2(800f, 750f);
#endif}private void Awake(){BuildPlayerWindow.RegisterGetBuildPlayerOptionsHandler(CustomBuildOptions);}private void OnEnable(){hotfixUrlContent = new GUIContent("Update Prefix Uri", "热更新资源服务器地址");applicableVerContent = new GUIContent("Applicable Version", "资源适用的客户端版本号,多版本用'|'分割");forceUpdateAppContent = new GUIContent("Force Update", "是否强制更新App");appUpdateUrlContent = new GUIContent("App Update Url", "App更新下载地址");appUpdateDescContent = new GUIContent("App Update Description:", "App更新公告,用于显示在对话框(支持TextMeshPro富文本)");revealFolderContent = new GUIContent("Reveal Folder", "打包完成后打开资源输出目录");buildResBtContent = EditorGUIUtility.TrTextContentWithIcon("Build Resources", "打AB包/热更", "CloudConnect@2x");buildAppBtContent = EditorGUIUtility.TrTextContentWithIcon("Build App", "打新包,首次打热更包请使用Full Build", "UnityLogo");playerSettingBtContent = EditorGUIUtility.TrTextContentWithIcon("Player Settings", "打开Player Settings界面", "Settings");hybridclrSettingBtContent = EditorGUIUtility.TrTextContentWithIcon("Hotfix Settings", "打开HybridCLR Settings界面", "Settings");saveBtContent = EditorGUIUtility.TrTextContentWithIcon("Save", "保存设置", "SaveAs@2x");string tgStyleName = "DropDownToggleButton";dropDownBtStyle = GUI.skin.FindStyle(tgStyleName) ?? EditorGUIUtility.GetBuiltinSkin(EditorSkin.Inspector).FindStyle(tgStyleName);if (AppSettings.Instance == null){AssetDatabase.CreateAsset(CreateInstance(), "Assets/Resources/AppSettings.asset");}RefreshHybridCLREnable();m_Controller = new ResourceBuilderController();m_Controller.OnLoadingResource += OnLoadingResource;m_Controller.OnLoadingAsset += OnLoadingAsset;m_Controller.OnLoadCompleted += OnLoadCompleted;m_Controller.OnAnalyzingAsset += OnAnalyzingAsset;m_Controller.OnAnalyzeCompleted += OnAnalyzeCompleted;m_Controller.ProcessingAssetBundle += OnProcessingAssetBundle;m_Controller.ProcessingBinary += OnProcessingBinary;m_Controller.ProcessResourceComplete += OnProcessResourceComplete;m_Controller.BuildResourceError += OnBuildResourceError;m_OrderBuildResources = false;if (m_Controller.Load()){Debug.Log("Load configuration success.");m_CompressionHelperTypeNameIndex = 0;string[] compressionHelperTypeNames = m_Controller.GetCompressionHelperTypeNames();for (int i = 0; i < compressionHelperTypeNames.Length; i++){if (m_Controller.CompressionHelperTypeName == compressionHelperTypeNames[i]){m_CompressionHelperTypeNameIndex = i;break;}}m_Controller.RefreshCompressionHelper();m_BuildEventHandlerTypeNameIndex = 0;string[] buildEventHandlerTypeNames = m_Controller.GetBuildEventHandlerTypeNames();for (int i = 0; i < buildEventHandlerTypeNames.Length; i++){if (m_Controller.BuildEventHandlerTypeName == buildEventHandlerTypeNames[i]){m_BuildEventHandlerTypeNameIndex = i;break;}}m_Controller.RefreshBuildEventHandler();}else{Debug.LogWarning("Load configuration failure.");}if (string.IsNullOrWhiteSpace(m_Controller.OutputDirectory) || !Directory.Exists(m_Controller.OutputDirectory)){m_Controller.OutputDirectory = ConstEditor.AssetBundleOutputPath;}}private void Update(){if (m_OrderBuildResources){m_OrderBuildResources = false;BuildResources();}}private void OnGUI(){EditorGUILayout.BeginVertical(GUILayout.Width(position.width), GUILayout.Height(position.height));scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);{GUILayout.Space(5f);EditorGUILayout.LabelField("Environment Information", EditorStyles.boldLabel);EditorGUILayout.BeginVertical("box");{EditorGUILayout.BeginHorizontal();{EditorGUILayout.LabelField("Product Name", GUILayout.Width(160f));EditorGUILayout.LabelField(m_Controller.ProductName);}EditorGUILayout.EndHorizontal();EditorGUILayout.BeginHorizontal();{EditorGUILayout.LabelField("Company Name", GUILayout.Width(160f));EditorGUILayout.LabelField(m_Controller.CompanyName);}EditorGUILayout.EndHorizontal();EditorGUILayout.BeginHorizontal();{EditorGUILayout.LabelField("Game Identifier", GUILayout.Width(160f));EditorGUILayout.LabelField(m_Controller.GameIdentifier);}EditorGUILayout.EndHorizontal();EditorGUILayout.BeginHorizontal();{EditorGUILayout.LabelField("Game Framework Version", GUILayout.Width(160f));EditorGUILayout.LabelField(m_Controller.GameFrameworkVersion);}EditorGUILayout.EndHorizontal();EditorGUILayout.BeginHorizontal();{EditorGUILayout.LabelField("Unity Version", GUILayout.Width(160f));EditorGUILayout.LabelField(m_Controller.UnityVersion);}EditorGUILayout.EndHorizontal();EditorGUILayout.BeginHorizontal();{EditorGUILayout.LabelField("Applicable Game Version", GUILayout.Width(160f));EditorGUILayout.LabelField(m_Controller.ApplicableGameVersion);}EditorGUILayout.EndHorizontal();}EditorGUILayout.EndVertical();GUILayout.Space(5f);EditorGUILayout.BeginHorizontal();{EditorGUILayout.BeginVertical();{EditorGUILayout.LabelField("Platforms", EditorStyles.boldLabel);EditorGUILayout.BeginHorizontal("box");{EditorGUILayout.BeginVertical();{DrawPlatform(Platform.Windows, "Windows");DrawPlatform(Platform.Windows64, "Windows x64");DrawPlatform(Platform.MacOS, "macOS");}EditorGUILayout.EndVertical();EditorGUILayout.BeginVertical();{DrawPlatform(Platform.Linux, "Linux");DrawPlatform(Platform.IOS, "iOS");DrawPlatform(Platform.Android, "Android");}EditorGUILayout.EndVertical();EditorGUILayout.BeginVertical();{DrawPlatform(Platform.WindowsStore, "Windows Store");DrawPlatform(Platform.WebGL, "WebGL");}EditorGUILayout.EndVertical();}EditorGUILayout.EndHorizontal();}EditorGUILayout.EndVertical();}EditorGUILayout.EndHorizontal();GUILayout.Space(5f);EditorGUILayout.LabelField("Compression", EditorStyles.boldLabel);EditorGUILayout.BeginVertical("box");{EditorGUILayout.BeginHorizontal();{EditorGUILayout.LabelField("AssetBundle Compression", GUILayout.Width(160f));m_Controller.AssetBundleCompression = (AssetBundleCompressionType)EditorGUILayout.EnumPopup(m_Controller.AssetBundleCompression);}EditorGUILayout.EndHorizontal();EditorGUILayout.BeginHorizontal();{EditorGUILayout.LabelField("Compression Helper", GUILayout.Width(160f));string[] names = m_Controller.GetCompressionHelperTypeNames();int selectedIndex = EditorGUILayout.Popup(m_CompressionHelperTypeNameIndex, names);if (selectedIndex != m_CompressionHelperTypeNameIndex){m_CompressionHelperTypeNameIndex = selectedIndex;m_Controller.CompressionHelperTypeName = selectedIndex <= 0 ? string.Empty : names[selectedIndex];if (m_Controller.RefreshCompressionHelper()){Debug.Log("Set compression helper success.");}else{Debug.LogWarning("Set compression helper failure.");}}}EditorGUILayout.EndHorizontal();EditorGUILayout.BeginHorizontal();{EditorGUILayout.LabelField("Additional Compression", GUILayout.Width(160f));m_Controller.AdditionalCompressionSelected = EditorGUILayout.ToggleLeft("Additional Compression for Output Full Resources with Compression Helper", m_Controller.AdditionalCompressionSelected);}EditorGUILayout.EndHorizontal();}EditorGUILayout.EndVertical();GUILayout.Space(5f);EditorGUILayout.BeginHorizontal();{EditorGUILayout.LabelField("Build Resources Settings", EditorStyles.boldLabel);if (GUILayout.Button("Resources Editor", GUILayout.Width(160f))){OpenResourcesEditor();GUIUtility.ExitGUI();}}EditorGUILayout.EndHorizontal();EditorGUILayout.BeginVertical("box");{EditorGUILayout.BeginHorizontal();{EditorGUILayout.LabelField("Force Rebuild AssetBundle", GUILayout.Width(160f));m_Controller.ForceRebuildAssetBundleSelected = EditorGUILayout.Toggle(m_Controller.ForceRebuildAssetBundleSelected);}EditorGUILayout.EndHorizontal();EditorGUILayout.BeginHorizontal();{EditorGUILayout.LabelField("Build Event Handler", GUILayout.Width(160f));string[] names = m_Controller.GetBuildEventHandlerTypeNames();int selectedIndex = EditorGUILayout.Popup(m_BuildEventHandlerTypeNameIndex, names);if (selectedIndex != m_BuildEventHandlerTypeNameIndex){m_BuildEventHandlerTypeNameIndex = selectedIndex;m_Controller.BuildEventHandlerTypeName = selectedIndex <= 0 ? string.Empty : names[selectedIndex];if (m_Controller.RefreshBuildEventHandler()){Debug.Log("Set build event handler success.");}else{Debug.LogWarning("Set build event handler failure.");}}}EditorGUILayout.EndHorizontal();EditorGUILayout.BeginHorizontal();{EditorGUILayout.LabelField("Internal Resource Version", GUILayout.Width(160f));m_Controller.InternalResourceVersion = EditorGUILayout.IntField(m_Controller.InternalResourceVersion);}EditorGUILayout.EndHorizontal();EditorGUILayout.BeginHorizontal();{EditorGUILayout.LabelField("Resource Version", GUILayout.Width(160f));GUILayout.Label(Utility.Text.Format("{0} ({1})", m_Controller.ApplicableGameVersion, m_Controller.InternalResourceVersion.ToString()));}EditorGUILayout.EndHorizontal();EditorGUILayout.BeginHorizontal();{EditorGUILayout.LabelField("Output Directory", GUILayout.Width(160f));m_Controller.OutputDirectory = EditorGUILayout.TextField(m_Controller.OutputDirectory);if (GUILayout.Button("Browse...", GUILayout.Width(80f))){BrowseOutputDirectory();}}EditorGUILayout.EndHorizontal();EditorGUILayout.BeginHorizontal();{EditorGUILayout.LabelField("Output Resources Path", GUILayout.Width(160f));GUILayout.Label(GetResourceOupoutPathByMode(AppSettings.Instance.ResourceMode));EditorGUILayout.LabelField("Resource Mode:", GUILayout.Width(100f));EditorGUI.BeginChangeCheck();{AppSettings.Instance.ResourceMode = (ResourceMode)EditorGUILayout.EnumPopup(AppSettings.Instance.ResourceMode, GUILayout.Width(160f));}if (EditorGUI.EndChangeCheck()){RefreshHybridCLREnable();}if (AppSettings.Instance.ResourceMode != ResourceMode.Unspecified){SetResourceMode(AppSettings.Instance.ResourceMode);}AppBuildSettings.Instance.RevealFolder = EditorGUILayout.ToggleLeft(revealFolderContent, AppBuildSettings.Instance.RevealFolder, GUILayout.Width(105f));}EditorGUILayout.EndHorizontal();if (AppSettings.Instance.ResourceMode == ResourceMode.Unspecified){EditorGUILayout.HelpBox("ResourceMode is invalid.", MessageType.Error);}EditorGUILayout.BeginHorizontal();{EditorGUILayout.LabelField("Working Path", GUILayout.Width(160f));GUILayout.Label(m_Controller.WorkingPath);}EditorGUILayout.EndHorizontal();EditorGUILayout.BeginHorizontal();{EditorGUILayout.LabelField("Build Report Path", GUILayout.Width(160f));GUILayout.Label(m_Controller.BuildReportPath);}EditorGUILayout.EndHorizontal();}EditorGUILayout.EndVertical();string buildMessage = string.Empty;MessageType buildMessageType = MessageType.None;GetBuildMessage(out buildMessage, out buildMessageType);EditorGUILayout.HelpBox(buildMessage, buildMessageType);if (m_Controller.OutputFullSelected || m_Controller.OutputPackedSelected){DrawHotfixConfigPanel();}DrawAppBuildSettingsPanel();EditorGUILayout.EndScrollView();EditorGUILayout.BeginHorizontal();{EditorGUI.BeginDisabledGroup(m_Controller.Platforms == Platform.Undefined || string.IsNullOrEmpty(m_Controller.CompressionHelperTypeName) || !m_Controller.IsValidOutputDirectory || AppSettings.Instance.ResourceMode == ResourceMode.Unspecified);{if (GUILayout.Button(buildResBtContent, GUILayout.Height(35))){BuildHotfix();}DrawBuildAppButton();}EditorGUI.EndDisabledGroup();if (GUILayout.Button(saveBtContent, GUILayout.Width(140), GUILayout.Height(35))){SaveConfiguration();}}EditorGUILayout.EndHorizontal();GUILayout.Space(2f);}EditorGUILayout.EndVertical();}private void DrawBuildAppButton(){Rect buildRect = GUILayoutUtility.GetRect(buildAppBtContent, dropDownBtStyle,GUILayout.Height(35));Rect buildRectPopupButton = buildRect;buildRectPopupButton.x += buildRect.width - 35;buildRectPopupButton.width = 35;if (EditorGUI.DropdownButton(buildRectPopupButton, GUIContent.none, FocusType.Passive,GUIStyle.none)){GenericMenu menu = new GenericMenu();menu.AddItem(new GUIContent("Full Build(Generate AOT Dll)", "Build时生成AOT Dlls"), false,() =>{BuildApp(true);});menu.DropDown(buildRect);}else if (GUI.Button(buildRect, buildAppBtContent, dropDownBtStyle)){BuildApp(false);GUIUtility.ExitGUI();}}private void RefreshHybridCLREnable(){if (AppSettings.Instance.ResourceMode != ResourceMode.Unspecified){if (AppSettings.Instance.ResourceMode == ResourceMode.Package){
#if !DISABLE_HYBRIDCLRMyGameTools.DisableHybridCLR();
#endif}else{
#if DISABLE_HYBRIDCLRMyGameTools.EnableHybridCLR();
#endif}}}private string GetResourceOupoutPathByMode(ResourceMode mode){string result = null;switch (mode){case ResourceMode.Package:result = m_Controller.OutputPackagePath;break;case ResourceMode.Updatable:result = m_Controller.OutputFullPath;break;case ResourceMode.UpdatableWhilePlaying:result = m_Controller.OutputPackedPath;break;}return result;}private void SetResourceMode(ResourceMode mode){m_Controller.OutputPackageSelected = false;m_Controller.OutputFullSelected = false;m_Controller.OutputPackedSelected = false;switch (mode){case ResourceMode.Package:m_Controller.OutputPackageSelected = true;break;case ResourceMode.Updatable:m_Controller.OutputFullSelected = true;break;case ResourceMode.UpdatableWhilePlaying:m_Controller.OutputPackedSelected = true;break;}}private void OpenResourcesEditor(){var resEditorClass = Utility.Assembly.GetType("UnityGameFramework.Editor.ResourceTools.ResourceEditor");resEditorClass?.GetMethod("Open", BindingFlags.Static | BindingFlags.NonPublic)?.Invoke(null, null);}private void DrawAppBuildSettingsPanel(){GUILayout.Space(5f);EditorGUILayout.BeginHorizontal();{EditorGUILayout.LabelField("Build App Settings:", EditorStyles.boldLabel, GUILayout.Width(160));
#if UNITY_ANDROIDAppBuildSettings.Instance.BuildForGooglePlay = EditorUserBuildSettings.buildAppBundle = EditorGUILayout.ToggleLeft("Build App Bundle(GP)", AppBuildSettings.Instance.BuildForGooglePlay);
#endifAppBuildSettings.Instance.DevelopmentBuild = EditorUserBuildSettings.development = EditorGUILayout.ToggleLeft("Development Build", AppBuildSettings.Instance.DevelopmentBuild);AppSettings.Instance.DebugMode = EditorGUILayout.ToggleLeft("Debug Mode", AppSettings.Instance.DebugMode);if (GUILayout.Button(playerSettingBtContent)){SettingsService.OpenProjectSettings("Project/Player");GUIUtility.ExitGUI();}}EditorGUILayout.EndHorizontal();EditorGUILayout.BeginVertical("box");{EditorGUILayout.BeginHorizontal();{EditorGUILayout.LabelField("Version", GUILayout.Width(160f));PlayerSettings.bundleVersion = EditorGUILayout.TextField(PlayerSettings.bundleVersion);}EditorGUILayout.EndHorizontal();
#if UNITY_ANDROIDEditorGUILayout.BeginHorizontal();{EditorGUILayout.LabelField("Version Code", GUILayout.Width(160f));PlayerSettings.Android.bundleVersionCode = EditorGUILayout.IntField(PlayerSettings.Android.bundleVersionCode);}EditorGUILayout.EndHorizontal();EditorGUILayout.BeginHorizontal();{EditorGUILayout.LabelField("App Build Path", GUILayout.Width(160f));AppBuildSettings.Instance.AppBuildDir = EditorGUILayout.TextField(AppBuildSettings.Instance.AppBuildDir);if (GUILayout.Button("Select Path", GUILayout.Width(160f))){string projectRoot = Directory.GetParent(Application.dataPath).FullName;var appBuildDir = string.IsNullOrWhiteSpace(AppBuildSettings.Instance.AppBuildDir) ? projectRoot : AppBuildSettings.Instance.AppBuildDir;var openPath = Directory.Exists(appBuildDir) ? appBuildDir : projectRoot;string path = EditorUtility.OpenFolderPanel("Select App Build Path", openPath, "");if (!string.IsNullOrWhiteSpace(path)){AppBuildSettings.Instance.AppBuildDir = Path.GetRelativePath(projectRoot, path);}GUIUtility.ExitGUI();}EditorGUILayout.EndHorizontal();}EditorGUILayout.BeginHorizontal();{PlayerSettings.Android.useCustomKeystore = EditorGUILayout.ToggleLeft("Use Custom Keystore", PlayerSettings.Android.useCustomKeystore, GUILayout.Width(160f));EditorGUI.BeginDisabledGroup(!PlayerSettings.Android.useCustomKeystore);{AppBuildSettings.Instance.AndroidKeystoreName = PlayerSettings.Android.keystoreName = EditorGUILayout.TextField(AppBuildSettings.Instance.AndroidKeystoreName);if (GUILayout.Button("Select Keystore", GUILayout.Width(160f))){string projectRoot = Directory.GetParent(Application.dataPath).FullName;var keystoreDir = string.IsNullOrWhiteSpace(AppBuildSettings.Instance.AndroidKeystoreName) ? projectRoot : Path.GetDirectoryName(AppBuildSettings.Instance.AndroidKeyAliasName);var openPath = Directory.Exists(keystoreDir) ? keystoreDir : projectRoot;string path = EditorUtility.OpenFilePanel("Select Keystore", openPath, "keystore,jks,ks");if (!string.IsNullOrWhiteSpace(path)){AppBuildSettings.Instance.AndroidKeystoreName = PlayerSettings.Android.keystoreName = Path.GetRelativePath(projectRoot, path);}GUIUtility.ExitGUI();}}EditorGUI.EndDisabledGroup();}EditorGUILayout.EndHorizontal();if (PlayerSettings.Android.useCustomKeystore){EditorGUILayout.BeginHorizontal();{EditorGUILayout.LabelField("Keystore Password", GUILayout.Width(160f));AppBuildSettings.Instance.KeystorePass = PlayerSettings.keystorePass = EditorGUILayout.TextField(AppBuildSettings.Instance.KeystorePass);}EditorGUILayout.EndHorizontal();EditorGUILayout.BeginHorizontal();{EditorGUILayout.LabelField("KeyAliasName", GUILayout.Width(160f));AppBuildSettings.Instance.AndroidKeyAliasName = PlayerSettings.Android.keyaliasName = EditorGUILayout.TextField(AppBuildSettings.Instance.AndroidKeyAliasName);}EditorGUILayout.EndHorizontal();EditorGUILayout.BeginHorizontal();{EditorGUILayout.LabelField("Alias Password", GUILayout.Width(160f));AppBuildSettings.Instance.KeyAliasPass = PlayerSettings.keyaliasPass = EditorGUILayout.TextField(AppBuildSettings.Instance.KeyAliasPass);}EditorGUILayout.EndHorizontal();}#elif UNITY_IOSEditorGUILayout.BeginHorizontal();{EditorGUILayout.LabelField("Build Number", GUILayout.Width(160f));PlayerSettings.iOS.buildNumber = EditorGUILayout.TextField(PlayerSettings.iOS.buildNumber);}EditorGUILayout.EndHorizontal();
#endif}EditorGUILayout.EndVertical();}private void DrawHotfixConfigPanel(){GUILayout.Space(5f);EditorGUILayout.BeginHorizontal();{EditorGUILayout.LabelField("Hotfix Settings:", EditorStyles.boldLabel);if (GUILayout.Button(hybridclrSettingBtContent, GUILayout.Width(160f))){SettingsService.OpenProjectSettings("Project/HybridCLR Settings");GUIUtility.ExitGUI();}}EditorGUILayout.EndHorizontal();EditorGUILayout.BeginVertical("box");{EditorGUILayout.BeginHorizontal();{EditorGUILayout.LabelField(hotfixUrlContent, GUILayout.Width(160f));AppBuildSettings.Instance.UpdatePrefixUri = EditorGUILayout.TextField(AppBuildSettings.Instance.UpdatePrefixUri);}EditorGUILayout.EndHorizontal();EditorGUILayout.BeginHorizontal();{EditorGUILayout.LabelField(applicableVerContent, GUILayout.Width(160f));AppBuildSettings.Instance.ApplicableGameVersion = EditorGUILayout.TextField(AppBuildSettings.Instance.ApplicableGameVersion);}EditorGUILayout.EndHorizontal();EditorGUILayout.BeginHorizontal();{EditorGUILayout.LabelField(appUpdateUrlContent, GUILayout.Width(160f));AppBuildSettings.Instance.AppUpdateUrl = EditorGUILayout.TextField(AppBuildSettings.Instance.AppUpdateUrl);AppBuildSettings.Instance.ForceUpdateApp = EditorGUILayout.ToggleLeft(forceUpdateAppContent, AppBuildSettings.Instance.ForceUpdateApp, GUILayout.Width(100f));}EditorGUILayout.EndHorizontal();EditorGUILayout.Space(5);EditorGUILayout.LabelField(appUpdateDescContent, GUILayout.Width(160f));AppBuildSettings.Instance.AppUpdateDesc = EditorGUILayout.TextArea(AppBuildSettings.Instance.AppUpdateDesc, GUILayout.Height(50));}EditorGUILayout.EndVertical();}private void BuildHotfix(){
#if !DISABLE_HYBRIDCLRMyGameTools.CompileTargetDll();
#endifm_OrderBuildResources = true;}private void BuildApp(bool generateAot){
#if UNITY_ANDROIDif (AppBuildSettings.Instance.AndroidUseKeystore && !CheckKeystoreAvailable(AppBuildSettings.Instance.AndroidKeystoreName)){EditorUtility.DisplayDialog("Build Error!", Utility.Text.Format("Keystore文件不存在或格式错误:{0}", AppBuildSettings.Instance.AndroidKeystoreName), "GOT IT");return;}
#endifif (m_Controller.OutputPackageSelected){if (m_Controller.BuildResources()){DeleteAotDlls();//单机模式删除Resource下的AOT dlls//AssetDatabase.Refresh();CallBuildMethods(generateAot);}}else if (m_Controller.OutputPackedSelected){
#if !DISABLE_HYBRIDCLRMyGameTools.CompileTargetDll(false);
#endifif (m_Controller.BuildResources()){//AssetDatabase.Refresh();CallBuildMethods(generateAot);}}else if (m_Controller.OutputFullSelected){DeleteStreamingAssets();CallBuildMethods(generateAot);}}private bool CheckKeystoreAvailable(string keystore){if (string.IsNullOrWhiteSpace(keystore)) return false;var ext = Path.GetExtension(keystore).ToLower();if (File.Exists(keystore) && keystoreExtNames.Contains(ext)){return true;}return false;}private void DeleteAotDlls(){string aotSaveDir = UtilityBuiltin.ResPath.GetCombinePath(Application.dataPath, "Resources", ConstBuiltin.AOT_DLL_DIR);if (Directory.Exists(aotSaveDir)){Directory.Delete(aotSaveDir, true);}}private void DeleteStreamingAssets(){string streamingAssetsPath = Path.Combine(Application.dataPath, "StreamingAssets");if (Directory.Exists(streamingAssetsPath)){Directory.Delete(streamingAssetsPath, true);}string streamMetaFile = streamingAssetsPath + ".meta";if (File.Exists(streamMetaFile)){File.Delete(streamMetaFile);}}private void CallBuildMethods(bool generateAotDll = false){
#if !DISABLE_HYBRIDCLRGenerateHotfixCodeStripConfig(false);HybridCLRGenerateAll(generateAotDll);
#elseGenerateHotfixCodeStripConfig(true);
#endifAssetDatabase.Refresh();var buildWin = Utility.Assembly.GetType("UnityEditor.BuildPlayerWindow");if (buildWin != null){var buildFunc = buildWin.GetMethod("CallBuildMethods", System.Reflection.BindingFlags.Static | BindingFlags.NonPublic);buildFunc?.Invoke(null, new object[] { false, BuildOptions.ShowBuiltPlayer });}}/// /// 生成或删除热更dlls防裁剪的link.xml/// 单机模式时需把热更dlls打到包里/// /// true生成; false删除private void GenerateHotfixCodeStripConfig(bool v){var linkDir = Path.GetDirectoryName(ConstEditor.HotfixAssembly);var linkFile = UtilityBuiltin.ResPath.GetCombinePath(linkDir, "link.xml");if (v){var strBuilder = new StringBuilder();strBuilder.AppendLine("");foreach (var dllName in HybridCLR.Editor.SettingsUtil.HotUpdateAssemblyNamesIncludePreserved){strBuilder.AppendLineFormat("\t ", dllName);}strBuilder.AppendLine(" ");File.WriteAllText(linkFile, strBuilder.ToString());}else{if (File.Exists(linkFile)) File.Delete(linkFile);//热更包不需要添加防裁剪}}/// /// 生成HybridCLR热更相关/// /// private void HybridCLRGenerateAll(bool generateAotDll){BuildTarget target = EditorUserBuildSettings.activeBuildTarget;MyGameTools.CompileTargetDll(false);// 生成裁剪后的aot dllif (generateAotDll){StripAOTDllCommand.GenerateStripedAOTDlls(target, EditorUserBuildSettings.selectedBuildTargetGroup);MyGameTools.CopyAotDllsToProject(target);}LinkGeneratorCommand.GenerateLinkXml(target);Il2CppDefGeneratorCommand.GenerateIl2CppDef();// 这几个生成依赖HotUpdateDlls// 桥接函数生成依赖于AOT dll,必须保证已经build过,生成AOT dllMethodBridgeGeneratorCommand.GenerateMethodBridge(target);ReversePInvokeWrapperGeneratorCommand.GenerateReversePInvokeWrapper(target);AOTReferenceGeneratorCommand.GenerateAOTGenericReference(target);}private void BrowseOutputDirectory(){string directory = EditorUtility.OpenFolderPanel("Select Output Directory", m_Controller.OutputDirectory, string.Empty);if (!string.IsNullOrEmpty(directory)){m_Controller.OutputDirectory = directory;}}private void GetBuildMessage(out string message, out MessageType messageType){message = string.Empty;messageType = MessageType.Error;if (m_Controller.Platforms == Platform.Undefined){if (!string.IsNullOrEmpty(message)){message += Environment.NewLine;}message += "Platform is invalid.";}if (string.IsNullOrEmpty(m_Controller.CompressionHelperTypeName)){if (!string.IsNullOrEmpty(message)){message += Environment.NewLine;}message += "Compression helper is invalid.";}if (!m_Controller.IsValidOutputDirectory){if (!string.IsNullOrEmpty(message)){message += Environment.NewLine;}message += "Output directory is invalid.";}if (!string.IsNullOrEmpty(message)){return;}messageType = MessageType.Info;if (Directory.Exists(m_Controller.OutputPackagePath)){message += Utility.Text.Format("{0} will be overwritten.", m_Controller.OutputPackagePath);messageType = MessageType.Warning;}if (Directory.Exists(m_Controller.OutputFullPath)){if (message.Length > 0){message += " ";}message += Utility.Text.Format("{0} will be overwritten.", m_Controller.OutputFullPath);messageType = MessageType.Warning;}if (Directory.Exists(m_Controller.OutputPackedPath)){if (message.Length > 0){message += " ";}message += Utility.Text.Format("{0} will be overwritten.", m_Controller.OutputPackedPath);messageType = MessageType.Warning;}if (messageType == MessageType.Warning){return;}message = "Ready to build.";}private void BuildResources(){if (m_Controller.BuildResources()){Debug.Log("Build resources success.");SaveConfiguration();}else{Debug.LogWarning("Build resources failure.");}}private void SaveConfiguration(){EditorUtility.SetDirty(AppSettings.Instance);AppBuildSettings.Save();if (m_Controller.Save()){Debug.Log("Save configuration success.");}else{Debug.LogWarning("Save configuration failure.");}}private void DrawPlatform(Platform platform, string platformName){m_Controller.SelectPlatform(platform, EditorGUILayout.ToggleLeft(platformName, m_Controller.IsPlatformSelected(platform)));}private void OnLoadingResource(int index, int count){EditorUtility.DisplayProgressBar("Loading Resources", Utility.Text.Format("Loading resources, {0}/{1} loaded.", index.ToString(), count.ToString()), (float)index / count);}private void OnLoadingAsset(int index, int count){EditorUtility.DisplayProgressBar("Loading Assets", Utility.Text.Format("Loading assets, {0}/{1} loaded.", index.ToString(), count.ToString()), (float)index / count);}private void OnLoadCompleted(){EditorUtility.ClearProgressBar();}private void OnAnalyzingAsset(int index, int count){EditorUtility.DisplayProgressBar("Analyzing Assets", Utility.Text.Format("Analyzing assets, {0}/{1} analyzed.", index.ToString(), count.ToString()), (float)index / count);}private void OnAnalyzeCompleted(){EditorUtility.ClearProgressBar();}private bool OnProcessingAssetBundle(string assetBundleName, float progress){if (EditorUtility.DisplayCancelableProgressBar("Processing AssetBundle", Utility.Text.Format("Processing '{0}'...", assetBundleName), progress)){EditorUtility.ClearProgressBar();return true;}else{Repaint();return false;}}private bool OnProcessingBinary(string binaryName, float progress){if (EditorUtility.DisplayCancelableProgressBar("Processing Binary", Utility.Text.Format("Processing '{0}'...", binaryName), progress)){EditorUtility.ClearProgressBar();return true;}else{Repaint();return false;}}private void OnProcessResourceComplete(Platform platform){EditorUtility.ClearProgressBar();Debug.Log(Utility.Text.Format("Build resources for '{0}' complete.", platform.ToString()));if (AppBuildSettings.Instance.RevealFolder){EditorUtility.RevealInFinder(UtilityBuiltin.ResPath.GetCombinePath(GetResourceOupoutPathByMode(AppSettings.Instance.ResourceMode), platform.ToString()));}}private void OnBuildResourceError(string errorMessage){EditorUtility.ClearProgressBar();Debug.LogWarning(Utility.Text.Format("Build resources error with error message '{0}'.", errorMessage));}private BuildTarget GetSelectedBuildTarget(){var buildTarget = (BuildTarget)Utility.Assembly.GetType("UnityEditor.EditorUserBuildSettingsUtils").GetMethod("CalculateSelectedBuildTarget", BindingFlags.Static | BindingFlags.Public).Invoke(null, null);return buildTarget;}private BuildPlayerOptions CustomBuildOptions(BuildPlayerOptions options){var buildTarget = GetSelectedBuildTarget();BuildTargetGroup buildTargetGroup = EditorUserBuildSettings.selectedBuildTargetGroup;int subtarget = (int)Utility.Assembly.GetType("UnityEditor.EditorUserBuildSettings").GetMethod("GetSelectedSubtargetFor", BindingFlags.Static | BindingFlags.NonPublic).Invoke(null, new object[] { buildTarget });string buildLocation = GetBuildLocation(buildTargetGroup, buildTarget, subtarget, options.options);bool isDir = !Path.HasExtension(buildLocation);if (string.IsNullOrWhiteSpace(buildLocation) || (isDir && !Directory.Exists(buildLocation)))throw new BuildMethodException("Build location for buildTarget " + buildTarget + " is not valid.");//Check if Lz4 is supported for the current buildtargetgroup and enable it if need beif ((bool)Utility.Assembly.GetType("UnityEditor.PostprocessBuildPlayer").GetMethod("SupportsLz4Compression", BindingFlags.Static | BindingFlags.Public).Invoke(null, new object[] { buildTargetGroup, buildTarget })){//internal enum Compression//{// None = 0,// Lz4 = 2,// Lz4HC = 3,//}var compression = (int)Utility.Assembly.GetType("UnityEditor.EditorUserBuildSettings").GetMethod("GetCompressionType", BindingFlags.Static | BindingFlags.NonPublic).Invoke(null, new object[] { buildTargetGroup });if (compression < 0)compression = (int)Utility.Assembly.GetType("UnityEditor.PostprocessBuildPlayer").GetMethod("GetDefaultCompression", BindingFlags.Static | BindingFlags.Public).Invoke(null, new object[] { buildTargetGroup, buildTarget });if (compression == 2)//Lz4options.options |= BuildOptions.CompressWithLz4;else if (compression == 3)//Lz4HCoptions.options |= BuildOptions.CompressWithLz4HC;}bool developmentBuild = EditorUserBuildSettings.development;if (developmentBuild)options.options |= BuildOptions.Development;if (EditorUserBuildSettings.allowDebugging && developmentBuild)options.options |= BuildOptions.AllowDebugging;if (EditorUserBuildSettings.symlinkSources)options.options |= BuildOptions.SymlinkSources;if (EditorUserBuildSettings.connectProfiler && (developmentBuild || buildTarget == BuildTarget.WSAPlayer))options.options |= BuildOptions.ConnectWithProfiler;if (EditorUserBuildSettings.buildWithDeepProfilingSupport && developmentBuild)options.options |= BuildOptions.EnableDeepProfilingSupport;if (EditorUserBuildSettings.buildScriptsOnly)options.options |= BuildOptions.BuildScriptsOnly;string connectID = Utility.Assembly.GetType("UnityEditor.Profiling.ProfilerUserSettings").GetProperty("customConnectionID", BindingFlags.Static | BindingFlags.Public).GetValue(null, null) as string;if (!string.IsNullOrEmpty(connectID) && developmentBuild)options.options |= BuildOptions.CustomConnectionID;var checkFunc = typeof(UnityEditor.BuildPlayerWindow.DefaultBuildMethods).GetMethod("IsInstallInBuildFolderOption", BindingFlags.Static | BindingFlags.NonPublic);if ((bool)checkFunc.Invoke(null, null)){options.options |= BuildOptions.InstallInBuildFolder;}options.target = buildTarget;options.subtarget = subtarget;options.targetGroup = buildTargetGroup;options.locationPathName = buildLocation;options.assetBundleManifestPath = Utility.Assembly.GetType("UnityEditor.PostprocessBuildPlayer").GetMethod("GetStreamingAssetsBundleManifestPath", BindingFlags.Static | BindingFlags.NonPublic).Invoke(null, null) as string;// Build a list of scenes that are enabledArrayList scenesList = new ArrayList();EditorBuildSettingsScene[] editorScenes = EditorBuildSettings.scenes;foreach (EditorBuildSettingsScene scene in editorScenes){if (scene.enabled){scenesList.Add(scene.path);break;// GF框架只需要把启动场景打进包里,其它场景动态加载}}options.scenes = scenesList.ToArray(typeof(string)) as string[];return options;}private static string GetBuildLocation(BuildTargetGroup targetGroup, BuildTarget target, int subtarget, BuildOptions options){string defaultFolder = UtilityBuiltin.ResPath.GetCombinePath(Directory.GetParent(Application.dataPath).FullName, AppBuildSettings.Instance.AppBuildDir, target.ToString());string defaultName = Utility.Text.Format("{0}_{1}{2}_v{3}", Application.productName, AppSettings.Instance.DebugMode ? "debug" : "release", EditorUserBuildSettings.development ? "Dev" : string.Empty, Application.version);string extension = Utility.Assembly.GetType("UnityEditor.PostprocessBuildPlayer").GetMethod("GetExtensionForBuildTarget", new Type[] { typeof(BuildTargetGroup), typeof(BuildTarget), typeof(int), typeof(BuildOptions) }).Invoke(null, new object[] { targetGroup, target, subtarget, options }) as string;string buildPath = defaultFolder;if (!string.IsNullOrEmpty(extension)){string appFileName = Utility.Text.Format("{0}.{1}", defaultName, extension);buildPath = UtilityBuiltin.ResPath.GetCombinePath(defaultFolder, appFileName);}return buildPath;}}
}
本文来自互联网用户投稿,文章观点仅代表作者本人,不代表本站立场,不承担相关法律责任。如若转载,请注明出处。 如若内容造成侵权/违法违规/事实不符,请点击【内容举报】进行投诉反馈!
