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https://github.com/wechat-miniprogram/minigame-tuanjie-transform-sdk.git
synced 2025-11-13 11:45:55 +08:00
支持自定义构建的 BuildPlayerOptions 入参
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9a0f540a01
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@ -94,7 +94,7 @@ namespace WeChatWASM
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}
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}
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// 可以调用这个来集成
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public static WXExportError DoExport(bool buildWebGL = true)
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public static WXExportError DoExport(bool buildWebGL = true, BuildPlayerOptions buildPlayerOptions = default)
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{
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LifeCycleEvent.Init();
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Emit(LifeCycle.beforeExport);
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@ -154,7 +154,7 @@ namespace WeChatWASM
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UnityUtil.DelectDir(Path.Combine(config.ProjectConf.DST, webglDir + "/StreamingAssets"));
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}
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if (buildWebGL && Build() != 0)
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if (buildWebGL && Build(buildPlayerOptions) != 0)
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{
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return WXExportError.BUILD_WEBGL_FAILED;
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}
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@ -795,7 +795,7 @@ namespace WeChatWASM
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UnityEngine.Debug.LogFormat("[Converter] adapt framework done! ");
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}
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private static int Build()
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private static int Build(BuildPlayerOptions buildPlayerOptions)
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{
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#if PLATFORM_WEIXINMINIGAME
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PlayerSettings.WeixinMiniGame.emscriptenArgs = string.Empty;
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@ -915,6 +915,11 @@ namespace WeChatWASM
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option |= BuildOptions.CleanBuildCache;
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}
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#endif
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var projDir = Path.Combine(config.ProjectConf.DST, webglDir);
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buildPlayerOptions.scenes = GetScenePaths();
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buildPlayerOptions.locationPathName = projDir;
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buildPlayerOptions.options = option;
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#if TUANJIE_2022_3_OR_NEWER
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if (EditorUserBuildSettings.activeBuildTarget != BuildTarget.WeixinMiniGame)
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{
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@ -926,9 +931,10 @@ namespace WeChatWASM
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}
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}
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var projDir = Path.Combine(config.ProjectConf.DST, webglDir);
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buildPlayerOptions.target = BuildTarget.WeixinMiniGame;
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buildPlayerOptions.targetGroup = BuildPipeline.GetBuildTargetGroup(buildPlayerOptions.target);
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var result = BuildPipeline.BuildPlayer(GetScenePaths(), projDir, BuildTarget.WeixinMiniGame, option);
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var result = BuildPipeline.BuildPlayer(buildPlayerOptions);
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if (result.summary.result != UnityEditor.Build.Reporting.BuildResult.Succeeded)
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{
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UnityEngine.Debug.LogFormat("[Builder] BuildPlayer failed. emscriptenArgs:{0}", PlayerSettings.WeixinMiniGame.emscriptenArgs);
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@ -945,9 +951,10 @@ namespace WeChatWASM
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}
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}
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var projDir = Path.Combine(config.ProjectConf.DST, webglDir);
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buildPlayerOptions.target = BuildTarget.WebGL;
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buildPlayerOptions.targetGroup = BuildPipeline.GetBuildTargetGroup(buildPlayerOptions.target);
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var result = BuildPipeline.BuildPlayer(GetScenePaths(), projDir, BuildTarget.WebGL, option);
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var result = BuildPipeline.BuildPlayer(buildPlayerOptions);
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if (result.summary.result != UnityEditor.Build.Reporting.BuildResult.Succeeded)
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{
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UnityEngine.Debug.LogFormat("[Builder] BuildPlayer failed. emscriptenArgs:{0}", PlayerSettings.WebGL.emscriptenArgs);
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