日期:2014-05-17 浏览次数:21280 次
项目生成时屏蔽Debug代码的脚本:
using System;
using System.IO;
using UnityEditor;
using UnityEngine;
public class BuildPlayer : ScriptableObject
{
static string rootPath = Application.dataPath + Path.DirectorySeparatorChar;
static string rootParent = new DirectoryInfo(rootPath).Parent.FullName + Path.DirectorySeparatorChar;
static string projectName = new DirectoryInfo(rootPath).Parent.Name;
static string scenePath = Application.dataPath + Path.DirectorySeparatorChar + "Scenes" + Path.DirectorySeparatorChar;
static string apkNameDebug = rootParent + projectName + "_Debug_[Date].apk";
static string apkNameRelease = rootParent + projectName + "_Release_[Date].apk";
[MenuItem("Build Player/Build Android Debug", false, 101)]
static void BuildAndroidDebug()
{
AssetDatabase.Refresh();
// set build options and build player
BuildOptions options = BuildOptions.Development | BuildOptions.AllowDebugging | BuildOptions.ShowBuiltPlayer;
string[] allScenes = GetAllScenes();
BuildPipeline.BuildPlayer(allScenes, InsertDateString(apkNameDebug), BuildTarget.Android, options);
}
[MenuItem("Build Player/Build Android Debug(Auto Deploy)", false, 102)]
static void BuildAndroidDebugAutoDeploy()
{
AssetDatabase.Refresh();
// set build options and build player
BuildOptions options = BuildOptions.Development | BuildOptions.AutoRunPlayer | BuildOptions.AllowDebugging;
string[] allScenes = GetAllScenes();
BuildPipeline.BuildPlayer(allScenes, InsertDateString(apkNameDebug), BuildTarget.Android, options);
}
[MenuItem("Build Player/Build Android Debug(Auto Deploy And Connect Profiler)", false, 103)]
static void BuildAndroidDebugAutoDeployAndConnectProfiler()
{
AssetDatabase.Refresh();
// set build options and build player
BuildOptions options = BuildOptions.Development | BuildOptions.AutoRunPlayer | BuildOptions.ConnectWithProfiler | BuildOptions.AllowDebugging;
string[] allScenes = GetAllScenes();
BuildPipeline.BuildPlayer(allScenes, InsertDateString(apkNameDebug), BuildTarget.Android, options);
}
[MenuItem("Build Player/Build Android Release", false, 201)]
static void BuildAndroidRelease()
{
// rename all debug scripts to *.rem
RenameDebugScripts();
// set build options and build player
BuildOptions options = BuildOptions.ShowBuiltPlayer;
string[] allScenes = GetAllScenes();
BuildPipeline.BuildPlayer(allScenes, InsertDateString(apkNameRelease), BuildTarget.Android, options);
// restore all debug scripts' file names
RestoreDebugScripts();
}
[MenuItem("Build Player/Build Android Release(Auto Deploy)", false, 202)]
static void BuildAndroidReleaseAutoDeploy()
{
// rename all debug scripts to *.rem
RenameDebugScripts();
// set build options and build player
BuildOptions options = BuildOptions.AutoRunPlayer;
string[] allScenes = GetAllScenes();
BuildPipeline.BuildPlayer(allScenes, InsertDateString(apkNameRelease), BuildTarget.Android, options);
// restore all debug scripts' file names
RestoreDebugScripts();
}
static void RenameDebugScripts()
{
string[] allDebugDirectories = Directory.GetDirectories(rootPath, "_Debug", SearchOption.AllDirectories);
foreach (string directory in allDebugDirectories)
{
string[] scripts = Directory.GetFiles(directory, "*.cs", SearchOption.AllDirectories);
foreach (string script in scripts)
{
string newScriptName = script + ".rem";
File.Move(script, newScriptName);
File.Delete(script + ".meta");
}
}
AssetDatabase.Refresh();
}
static void RestoreDebugScripts()
{
string[] allDebugDirectories = Directory.GetDirectories(rootPath, "_Debug", SearchOption.AllDirectories);
foreach (string directory in allDebugDirectories)
{
string[] renamedScripts = Directory.GetFiles(directory,