Unity一键打包ipa(C#文件)

Unity发布iOS,一键导出Xcode工程并且自动生成ipa文件。C#代码如下:

using UnityEditor;

public class ExportIPAHelper
{
    public static void ExeCommand(string vFileName, string vWorkingDirectory, string vArguments)
    {
            System.Diagnostics.ProcessStartInfo info = new System.Diagnostics.ProcessStartInfo();
            info.FileName = vFileName;
            info.Arguments = vArguments;
            info.WindowStyle = System.Diagnostics.ProcessWindowStyle.Normal;
            info.UseShellExecute = true;
            info.WorkingDirectory = vWorkingDirectory;
            info.ErrorDialog = true;
            UnityEngine.Debug.Log(info.FileName + " " + info.Arguments);
           UnityEngine.Debug.Log(info.WorkingDirectory);
            System.Diagnostics.Process pro = System.Diagnostics.Process.Start(info);
            pro.WaitForExit();
    }
        
    public enum ExportIOSType
    {
        AppStore,
        TestFlight,
        Internal,
    }

       //入口函数
    [MenuItem("Tools/ExportIPA")]
    public static void ExeCommandXcodeBuildIPATest()
    {
        ExeCommandXcodeBuildIPA(ExportIOSType.AppStore);
    }

    public static void ExeCommandXcodeBuildIPA(ExportIOSType exportIOSType = ExportIOSType.AppStore)
    {
        //export to xcode project
        UnityEngine.Debug.Log("[1]export xcode project");
        string xcodeProjectPathRelative = "build/iOS/XcodeProject" + exportIOSType.ToString();//相对于Unity工程的xcode工程路径
        string xcodeProjectPath = GetAssetsRootDir(xcodeProjectPathRelative);//xcode工程绝对路径
        if (!System.IO.Directory.Exists(xcodeProjectPath))
            System.IO.Directory.CreateDirectory(xcodeProjectPath);
        BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions();
        #error buildPlayerOptions.scenes参数,请根据自己的项目自定义
        buildPlayerOptions.scenes = new[] { "Assets/Splash.unity", "Assets/Update.unity", "Assets/Main.unity" };
        buildPlayerOptions.locationPathName = xcodeProjectPathRelative;
        buildPlayerOptions.target = BuildTarget.iOS;
        buildPlayerOptions.options = BuildOptions.StrictMode;
        BuildPipeline.BuildPlayer(buildPlayerOptions);

        //clean xcode project
        UnityEngine.Debug.Log("[2]clean xcode project");
        ExeCommand("xcodebuild", xcodeProjectPath, "clean -quiet");

        //export archive
        UnityEngine.Debug.Log("[3]export archive");
        #error 请建一个相对于工程的目录build/iOS/Export(也就是build目录和Assets、ProjectSettings同级)
        string exportPath = System.IO.Path.Combine(GetAssetsRootDir("build/iOS/Export"), exportIOSType.ToString() + System.DateTime.Now.ToString("yyyyMMdd"));
        if (System.IO.Directory.Exists(exportPath))
            System.IO.Directory.Delete(exportPath, true);
        string appName = string.Format("mygame_{0}_{1}_zone{2}_{3}", System.DateTime.Now.ToString("yyyyMMdd"), "1.0", "1", exportIOSType == ExportIOSType.Internal ? "debug" : "release");
        string archivePath = System.IO.Path.Combine(exportPath, appName + ".xcarchive");
        ExeCommand("xcodebuild", xcodeProjectPath, string.Format("archive -scheme \"Unity-iPhone\" -configuration \"Release\" -archivePath {0} -quiet", archivePath));

        //export ipa
        UnityEngine.Debug.Log("[4]export ipa");
        string ipaPath = exportPath;
        #error 请建一个相对于工程的目录build/iOS/Info(也就是build目录和Assets、ProjectSettings同级)
        string exportOptionsPlist = GetAssetsRootDir("build/iOS/Info/ExportOptions.plist");//自己Xcode手动打一次ipa,在ipa同目录下会看ExportOptions.plist,把它copy过来build/iOS/Info目录下
        ExeCommand("xcodebuild", xcodeProjectPath, string.Format("-exportArchive -archivePath {0} -configuration \"Release\" -exportPath {1} -exportOptionsPlist {2} -quiet", archivePath, ipaPath, exportOptionsPlist));

        //open dir
        System.Diagnostics.Process.Start(exportPath);
    }

    public static string GetAssetsRootDir(string append = null)
    {
        string dataPath = UnityEngine.Application.dataPath;
        dataPath = dataPath.Replace("\\", "/");
        int index = dataPath.IndexOf("/Assets");
        string rootDir = dataPath.Substring(0, index);
        if (string.IsNullOrEmpty(append))
            return rootDir;

        return System.IO.Path.Combine(rootDir, append);
    }

}

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