三国卡牌客户端基础资源仓库
hch
2026-05-10 681b1c9d5ee328ccf6b8cffd6034f53fb7acb172
0312 导出AS工程
2个文件已修改
36 ■■■■ 已修改文件
Assets/Editor/AssetBundleBrowser/AssetBundleBuildTab.cs 6 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Tool/ClientPackage.cs 30 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/AssetBundleBrowser/AssetBundleBuildTab.cs
@@ -537,7 +537,11 @@
            EditorGUILayout.Space();
            GUILayout.Label("Export Android Project", EditorStyles.boldLabel);
            GUILayout.BeginHorizontal();
            EditorGUILayout.TextField("Export Path", AndroidExportPath);
            var newExportPath = EditorGUILayout.TextField("Export Path", AndroidExportPath);
            if (!string.IsNullOrEmpty(newExportPath) && newExportPath != AndroidExportPath)
            {
                AndroidExportPath = newExportPath;
            }
            if (GUILayout.Button("Browse", GUILayout.MaxWidth(75f)))
            {
                BrowseForAndroidExport();
Assets/Editor/Tool/ClientPackage.cs
@@ -615,39 +615,12 @@
            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);
@@ -663,7 +636,6 @@
                         : 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;