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修改打包脚本

大爷 2 jaren geleden
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commit
0c1e24c2fd
1 gewijzigde bestanden met toevoegingen van 8 en 11 verwijderingen
  1. 8 11
      Unity/Assets/Scripts/Editor/BuildEditor/BuildEditor.cs

+ 8 - 11
Unity/Assets/Scripts/Editor/BuildEditor/BuildEditor.cs

@@ -113,24 +113,27 @@ namespace ET
                     }
                 }
                 //生成exe之前,先生成最新的link.xml
-                BuildModelAndHotfix(this.codeOptimization);
-                CopyHotfixdllToHybridDir();
-                LinkGeneratorCommand.GenerateLinkXml(EditorUserBuildSettings.activeBuildTarget);
+                //BuildModelAndHotfix(this.codeOptimization);
+                //CopyHotfixdllToHybridDir();
+                //LinkGeneratorCommand.GenerateLinkXml(EditorUserBuildSettings.activeBuildTarget);
 
                 BuildHelper.Build(this.platformType, this.buildAssetBundleOptions, this.buildOptions, this.isBuildExe, this.isContainAB, this.clearFolder);
             }
 
             GUILayout.Label("");
             GUILayout.Label("Build & copy AOTMetadlls");
-            if (GUILayout.Button("BuildAOTDlls & copy "))
+            if (GUILayout.Button("Hybrid-GenerateAll & copy2CodeDll"))
             {
                 BuildTarget target = EditorUserBuildSettings.activeBuildTarget;
                 CompileDllCommand.CompileDll(target);
+                //生成最新的mode.dll & hotfix.dll,然后copy到hotupdate目录,供linkxml用
+                BuildModelAndHotfix(this.codeOptimization);
                 CopyHotfixdllToHybridDir();
 
+                //Hybrid-GenerateAll
                 Il2CppDefGeneratorCommand.GenerateIl2CppDef();
                 // 这几个生成依赖HotUpdateDlls
-                //LinkGeneratorCommand.GenerateLinkXml(target);
+                LinkGeneratorCommand.GenerateLinkXml(target);
                 // 生成裁剪后的aot dll
                 StripAOTDllCommand.GenerateStripedAOTDlls(target, EditorUserBuildSettings.selectedBuildTargetGroup);
                 // 桥接函数生成依赖于AOT dll,必须保证已经build过,生成AOT dll
@@ -183,12 +186,6 @@ namespace ET
             {
                 //Directory.Delete("Assets/Bundles/Config", true);
                 ToolsEditor.ExcelExporter();
-
-                // 设置ab包
-                AssetImporter assetImporter = AssetImporter.GetAtPath($"Assets/Bundles/Config");
-                assetImporter.assetBundleName = "Config.unity3d";
-                AssetDatabase.SaveAssets();
-                AssetDatabase.Refresh();
             }
 
             if (GUILayout.Button("Proto2CS"))