parent
d5f301fd30
commit
374ecc1d2a
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@ -1,4 +1,5 @@
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using System;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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@ -9,6 +10,7 @@ using UnityEditor.Build.Reporting;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using YooAsset;
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using Debug = UnityEngine.Debug;
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namespace ZEditor
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{
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@ -27,9 +29,9 @@ namespace ZEditor
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WebGL,
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}
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private static string pc = "Builds/PC";
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private static string pc = "Builds/PC/Game.exe";
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private static string webgl = "Builds/WebGL";
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private static string android = "Builds/Android";
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private static string android = "Builds/Android/Game.apk";
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#region Win
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@ -104,6 +106,8 @@ namespace ZEditor
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if (summary.result == BuildResult.Succeeded)
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{
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string path = Application.dataPath.Replace("Assets", outputFilePath);
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OpenFolder(path);
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Debug.Log($"{buildTarget} 平台构建完成! ");
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}
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else if (summary.result == BuildResult.Cancelled)
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@ -121,6 +125,23 @@ namespace ZEditor
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// Progress.Start("explorer.exe", outputFilePath);
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}
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private static void OpenFolder(string path)
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{
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// 根据不同的操作系统调用不同的命令来打开文件夹
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switch (Application.platform)
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{
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case RuntimePlatform.WindowsEditor:
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Process.Start("explorer.exe", path);
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break;
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case RuntimePlatform.OSXEditor:
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Process.Start("open", path);
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break;
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case RuntimePlatform.LinuxEditor:
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Process.Start("xdg-open", path);
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break;
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}
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}
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//
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static void ChangeAssetLoadMode(BuildType buildType)
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{
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@ -156,6 +177,8 @@ namespace ZEditor
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else
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Debug.LogError("检查一下,打包出问题了!没找到global");
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EditorUtility.SetDirty(gameObject);
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Debug.Log($"资源加载模式自动更改为 {playMode}.");
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}
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}
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