一般来讲如果项目是PC或Android、IOS端不会有批量Build打包这样的需求,但如果项目是WebGL端可能会遇到这样的需求:不同场景打包成不同的包体,入口是前端在页面中布局的,点击链接打开相应的程序。依次手动打包比较繁琐而且需要等待很长时间,因此写了批量Build这样的功能,下班时点击Build经历漫长的夜晚,第二天上班时包体已经都打好了。

核心API是UnityEditor.BuildPipeline类中的BuildPlayer,调用该方法传入相应参数即可实现打包,我们要做的是做一个配置文件,在其中配置打包不同包体对应的数据,包含打包的场景、名称和平台等。首先构建可序列化类:
- /// <summary>
- /// 打包任务
- /// </summary>
- [Serializable]
- public sealed class BuildTask
- {
- /// <summary>
- /// 名称
- /// </summary>
- public string ProductName;
- /// <summary>
- /// 目标平台
- /// </summary>
- public BuildTarget BuildTarget;
- /// <summary>
- /// 打包路径
- /// </summary>
- public string BuildPath;
- /// <summary>
- /// 打包场景
- /// </summary>
- public List<SceneAsset> SceneAssets = new List<SceneAsset>(0);
- }
使用ScriptableObject构建配置:
- /// <summary>
- /// 打包配置表
- /// </summary>
- [CreateAssetMenu(fileName = "New Build Profile", menuName = "Build Profile")]
- public sealed class BuildProfile : ScriptableObject
- {
- /// <summary>
- /// 打包任务列表
- /// </summary>
- public List<BuildTask> BuildTasks = new List<BuildTask>(0);
- }

有了BuildProfile后,配置打包列表,批量打包要做的就是遍历该列表依次调用BuildPipeline中的BuildPlayer方法。创建Editor类,重写BuildProfile的Inspector面板,编写打包功能,以及添加、移除打包项等菜单。
- [CustomEditor(typeof(BuildProfile))]
- public sealed class BuildProfileInspector : Editor
- {
- private readonly Dictionary<BuildTask, bool> foldoutMap = new Dictionary<BuildTask, bool>();
- private Vector2 scroll = Vector2.zero;
- private BuildProfile profile;
-
- private void OnEnable()
- {
- profile = target as BuildProfile;
- }
- public override void OnInspectorGUI()
- {
- GUILayout.BeginHorizontal();
- {
- if (GUILayout.Button("新建", "ButtonLeft"))
- {
- Undo.RecordObject(profile, "Create");
- var task = new BuildTask()
- {
- ProductName = "Product Name",
- BuildTarget = BuildTarget.StandaloneWindows64,
- BuildPath = Directory.GetParent(Application.dataPath).FullName
- };
- profile.BuildTasks.Add(task);
- }
- if (GUILayout.Button("展开", "ButtonMid"))
- {
- for (int i = 0; i < profile.BuildTasks.Count; i++)
- {
- foldoutMap[profile.BuildTasks[i]] = true;
- }
- }
- if (GUILayout.Button("收缩", "ButtonMid"))
- {
- for (int i = 0; i < profile.BuildTasks.Count; i++)
- {
- foldoutMap[profile.BuildTasks[i]] = false;
- }
- }
- GUI.color = Color.yellow;
- if (GUILayout.Button("清空", "ButtonMid"))
- {
- Undo.RecordObject(profile, "Clear");
- if (EditorUtility.DisplayDialog("提醒", "是否确定清空列表?", "确定", "取消"))
- {
- profile.BuildTasks.Clear();
- }
- }
- GUI.color = Color.cyan;
- if (GUILayout.Button("打包", "ButtonRight"))
- {
- if (EditorUtility.DisplayDialog("提醒", "打包需要耗费一定时间,是否确定开始?", "确定", "取消"))
- {
- StringBuilder sb = new StringBuilder();
- sb.Append("打包报告:\r\n");
- for (int i = 0; i < profile.BuildTasks.Count; i++)
- {
- EditorUtility.DisplayProgressBar("Build", "Building...", i + 1 / profile.BuildTasks.Count);
- var task = profile.BuildTasks[i];
- List<EditorBuildSettingsScene> buildScenes = new List<EditorBuildSettingsScene>();
- for (int j = 0; j < task.SceneAssets.Count; j++)
- {
- var scenePath = AssetDatabase.GetAssetPath(task.SceneAssets[j]);
- if (!string.IsNullOrEmpty(scenePath))
- {
- buildScenes.Add(new EditorBuildSettingsScene(scenePath, true));
- }
- }
- string locationPathName = $"{task.BuildPath}/{task.ProductName}";
- var report = BuildPipeline.BuildPlayer(buildScenes.ToArray(), locationPathName, task.BuildTarget, BuildOptions.None);
- sb.Append($"[{task.ProductName}] 打包结果: {report.summary.result}\r\n");
- }
- EditorUtility.ClearProgressBar();
- Debug.Log(sb.ToString());
- }
- return;
- }
- GUI.color = Color.white;
- }
- GUILayout.EndHorizontal();
- scroll = GUILayout.BeginScrollView(scroll);
- {
- for (int i = 0; i < profile.BuildTasks.Count; i++)
- {
- var task = profile.BuildTasks[i];
- if (!foldoutMap.ContainsKey(task)) foldoutMap.Add(task, true);
- GUILayout.BeginHorizontal("Badge");
- GUILayout.Space(12);
- foldoutMap[task] = EditorGUILayout.Foldout(foldoutMap[task], $"{task.ProductName}", true);
- GUILayout.Label(string.Empty);
- if (GUILayout.Button(EditorGUIUtility.IconContent("TreeEditor.Trash"), "IconButton", GUILayout.Width(20)))
- {
- Undo.RecordObject(profile, "Delete Task");
- foldoutMap.Remove(task);
- profile.BuildTasks.Remove(task);
- break;
- }
- GUILayout.EndHorizontal();
- if (foldoutMap[task])
- {
- GUILayout.BeginVertical("Box");
- GUILayout.BeginHorizontal();
- GUILayout.Label("打包场景:", GUILayout.Width(70));
- if (GUILayout.Button(EditorGUIUtility.IconContent("Toolbar Plus More"), GUILayout.Width(28)))
- {
- task.SceneAssets.Add(null);
- }
- GUILayout.EndHorizontal();
- if (task.SceneAssets.Count > 0)
- {
- GUILayout.BeginHorizontal();
- GUILayout.Space(75);
- GUILayout.BeginVertical("Badge");
- for (int j = 0; j < task.SceneAssets.Count; j++)
- {
- var sceneAsset = task.SceneAssets[j];
- GUILayout.BeginHorizontal();
- GUILayout.Label($"{j + 1}.", GUILayout.Width(20));
- task.SceneAssets[j] = EditorGUILayout.ObjectField(sceneAsset, typeof(SceneAsset), false) as SceneAsset;
- if (GUILayout.Button("↑", "MiniButtonLeft", GUILayout.Width(20)))
- {
- if (j > 0)
- {
- Undo.RecordObject(profile, "Move Up Scene Assets");
- var temp = task.SceneAssets[j - 1];
- task.SceneAssets[j - 1] = sceneAsset;
- task.SceneAssets[j] = temp;
- }
- }
- if (GUILayout.Button("↓", "MiniButtonMid", GUILayout.Width(20)))
- {
- if (j < task.SceneAssets.Count - 1)
- {
- Undo.RecordObject(profile, "Move Down Scene Assets");
- var temp = task.SceneAssets[j + 1];
- task.SceneAssets[j + 1] = sceneAsset;
- task.SceneAssets[j] = temp;
- }
- }
- if (GUILayout.Button(EditorGUIUtility.IconContent("Toolbar Plus"), "MiniButtonMid", GUILayout.Width(20)))
- {
- Undo.RecordObject(profile, "Add Scene Assets");
- task.SceneAssets.Insert(j + 1, null);
- break;
- }
- if (GUILayout.Button(EditorGUIUtility.IconContent("Toolbar Minus"), "MiniButtonMid", GUILayout.Width(20)))
- {
- Undo.RecordObject(profile, "Delete Scene Assets");
- task.SceneAssets.RemoveAt(j);
- break;
- }
- GUILayout.EndHorizontal();
- }
- GUILayout.EndVertical();
- GUILayout.EndHorizontal();
- }
- GUILayout.BeginHorizontal();
- GUILayout.Label("产品名称:", GUILayout.Width(70));
- var newPN = GUILayout.TextField(task.ProductName);
- if (task.ProductName != newPN)
- {
- Undo.RecordObject(profile, "Product Name");
- task.ProductName = newPN;
- }
- GUILayout.EndHorizontal();
- GUILayout.BeginHorizontal();
- GUILayout.Label("打包平台:", GUILayout.Width(70));
- var newBT = (BuildTarget)EditorGUILayout.EnumPopup(task.BuildTarget);
- if (task.BuildTarget != newBT)
- {
- Undo.RecordObject(profile, "Build Target");
- task.BuildTarget = newBT;
- }
- GUILayout.EndHorizontal();
- GUILayout.BeginHorizontal();
- GUILayout.Label("打包路径:", GUILayout.Width(70));
- GUILayout.TextField(task.BuildPath);
- if (GUILayout.Button("Browse", GUILayout.Width(60)))
- {
- task.BuildPath = EditorUtility.SaveFolderPanel("Build Path", task.BuildPath, "");
- }
- GUILayout.EndHorizontal();
- GUILayout.EndVertical();
- }
- }
- }
- GUILayout.EndScrollView();
- serializedObject.ApplyModifiedProperties();
- if (GUI.changed) EditorUtility.SetDirty(profile);
- }
- }

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