Initial commit: Client Doc docs Server Tools
Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
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#if EngineEditor
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using HybridCLR.Editor.Commands;
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using HybridCLR.Editor.Installer;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using UnityEditor;
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using UnityEngine;
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namespace HybridCLR.Editor
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{
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public class BuildPlayerCommand
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{
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public static void CopyAssets(string outputDir)
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{
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Directory.CreateDirectory(outputDir);
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foreach(var srcFile in Directory.GetFiles(Application.streamingAssetsPath))
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{
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string dstFile = $"{outputDir}/{Path.GetFileName(srcFile)}";
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File.Copy(srcFile, dstFile, true);
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}
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}
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private static string[] FindEnabledEditorScenes()
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{
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List<string> EditorScenes = new List<string>();
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foreach (EditorBuildSettingsScene scene in EditorBuildSettings.scenes)
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{
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if (!scene.enabled) continue;
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EditorScenes.Add(scene.path);
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}
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return EditorScenes.ToArray();
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}
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[MenuItem("HybridCLR/Build/Win64")]
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public static void Build_Win64()
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{
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BuildTarget target = BuildTarget.StandaloneWindows64;
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BuildTarget activeTarget = EditorUserBuildSettings.activeBuildTarget;
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if (activeTarget != BuildTarget.StandaloneWindows64 && activeTarget != BuildTarget.StandaloneWindows)
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{
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Debug.LogError("请先切到Win平台再打包");
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return;
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}
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// Get filename.
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string outputPath = $"{SettingsUtil.ProjectDir}/Release-Win64";
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var buildOptions = BuildOptions.CompressWithLz4;
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string location = $"{outputPath}/HybridCLRTrial.exe";
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PrebuildCommand.GenerateAll();
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Debug.Log("====> Build App");
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BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions()
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{
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scenes = FindEnabledEditorScenes(),//new string[] { "Assets/Scenes/SimpleScene.unity" },
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locationPathName = location,
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options = buildOptions,
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target = target,
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targetGroup = BuildTargetGroup.Standalone,
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};
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var report = BuildPipeline.BuildPlayer(buildPlayerOptions);
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if (report.summary.result != UnityEditor.Build.Reporting.BuildResult.Succeeded)
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{
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Debug.LogError("打包失败");
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return;
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}
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Debug.Log("====> 复制热更新资源和代码");
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BuildAssetsCommand.BuildAndCopyABAOTHotUpdateDlls();
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BashUtil.CopyDir(Application.streamingAssetsPath, $"{outputPath}/HybridCLRTrial_Data/StreamingAssets", true);
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#if UNITY_EDITOR
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Application.OpenURL($"file:///{location}");
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#endif
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}
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}
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}
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#endif
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