| | |
| | | Debug.LogWarningFormat("AssetBundle路径为空或不存在: {0},导出工程将不包含游戏资源", _assetBundlePath);
|
| | | }
|
| | |
|
| | | // 清理Unity端旧的Android插件文件,避免导出工程时带入SDK相关文件(由AS处理)
|
| | | if (Directory.Exists(THE_2TH_WORLD_SDK_PATH))
|
| | | Directory.Delete(THE_2TH_WORLD_SDK_PATH, true);
|
| | | if (File.Exists(MANIFEST_PATH))
|
| | | File.Delete(MANIFEST_PATH);
|
| | | if (File.Exists(File_baseProjectTemplate))
|
| | | File.Delete(File_baseProjectTemplate);
|
| | | if (File.Exists(File_google_services))
|
| | | File.Delete(File_google_services);
|
| | | if (File.Exists(File_gradleTemplate))
|
| | | File.Delete(File_gradleTemplate);
|
| | | if (File.Exists(File_LauncherManifest))
|
| | | File.Delete(File_LauncherManifest);
|
| | | if (File.Exists(File_launcherTemplate))
|
| | | File.Delete(File_launcherTemplate);
|
| | | if (File.Exists(File_mainTemplate))
|
| | | File.Delete(File_mainTemplate);
|
| | | if (File.Exists(File_deps))
|
| | | File.Delete(File_deps);
|
| | | if (File.Exists(File_huawei_services))
|
| | | File.Delete(File_huawei_services);
|
| | | if (File.Exists(File_settingGradle))
|
| | | File.Delete(File_settingGradle);
|
| | |
|
| | | AssetDatabase.SaveAssets();
|
| | | AssetDatabase.Refresh();
|
| | |
|
| | | // 关键设置:导出为Gradle工程而非直接打APK
|
| | | EditorUserBuildSettings.exportAsGoogleAndroidProject = true;
|
| | | EditorUserBuildSettings.androidBuildSystem = AndroidBuildSystem.Gradle;
|
| | | EditorUserBuildSettings.development = _development;
|
| | |
|
| | | // 导出路径(确保为绝对路径)
|
| | | // 导出路径
|
| | | _outputPath = Path.GetFullPath(_outputPath);
|
| | | string outputDir = Path.Combine(_outputPath, versionName + "_" + versionConfig.clientPackageFlag);
|
| | |
|
| | |
| | | : BuildOptions.AcceptExternalModificationsToPlayer);
|
| | |
|
| | | Debug.LogFormat("导出Android工程完成!输出路径: {0}", outputDir);
|
| | | Debug.LogFormat("请将unityLibrary目录内容更新到AS工程中,然后在AS中进行打包");
|
| | |
|
| | | // 导出完成后恢复设置
|
| | | EditorUserBuildSettings.exportAsGoogleAndroidProject = false;
|