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https://github.com/wechat-miniprogram/minigame-tuanjie-transform-sdk.git
synced 2025-11-12 19:25:55 +08:00
扩展BuildPlayerOptions 自定义
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parent
2cc9cdddf7
commit
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@ -148,7 +148,7 @@ namespace WeChatWASM
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return WXExportError.SUCCEED;
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return WXExportError.SUCCEED;
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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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// 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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{
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LifeCycleEvent.Init();
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LifeCycleEvent.Init();
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Emit(LifeCycle.beforeExport);
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Emit(LifeCycle.beforeExport);
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@ -183,7 +183,7 @@ namespace WeChatWASM
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UnityUtil.DelectDir(Path.Combine(config.ProjectConf.DST, webglDir + "/StreamingAssets"));
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UnityUtil.DelectDir(Path.Combine(config.ProjectConf.DST, webglDir + "/StreamingAssets"));
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}
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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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{
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return WXExportError.BUILD_WEBGL_FAILED;
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return WXExportError.BUILD_WEBGL_FAILED;
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}
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}
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@ -824,7 +824,7 @@ namespace WeChatWASM
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UnityEngine.Debug.LogFormat("[Converter] adapt framework done! ");
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UnityEngine.Debug.LogFormat("[Converter] adapt framework done! ");
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}
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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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{
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#if PLATFORM_WEIXINMINIGAME
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#if PLATFORM_WEIXINMINIGAME
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PlayerSettings.WeixinMiniGame.emscriptenArgs = string.Empty;
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PlayerSettings.WeixinMiniGame.emscriptenArgs = string.Empty;
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@ -965,8 +965,16 @@ 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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var projDir = Path.Combine(config.ProjectConf.DST, webglDir);
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// BuildPlayerOptions
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var result = BuildPipeline.BuildPlayer(GetScenePaths(), projDir, BuildTarget.WeixinMiniGame, option);
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{
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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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buildPlayerOptions.target = BuildTarget.WebGL;
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buildPlayerOptions.targetGroup = BuildPipeline.GetBuildTargetGroup(buildPlayerOptions.target);
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}
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var result = BuildPipeline.BuildPlayer(buildPlayerOptions);
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//var result = BuildPipeline.BuildPlayer(GetScenePaths(), projDir, BuildTarget.WeixinMiniGame, option);
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if (result.summary.result != UnityEditor.Build.Reporting.BuildResult.Succeeded)
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if (result.summary.result != UnityEditor.Build.Reporting.BuildResult.Succeeded)
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{
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{
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UnityEngine.Debug.LogFormat("[Builder] BuildPlayer failed. emscriptenArgs:{0}", PlayerSettings.WeixinMiniGame.emscriptenArgs);
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UnityEngine.Debug.LogFormat("[Builder] BuildPlayer failed. emscriptenArgs:{0}", PlayerSettings.WeixinMiniGame.emscriptenArgs);
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@ -984,8 +992,16 @@ 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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var projDir = Path.Combine(config.ProjectConf.DST, webglDir);
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// BuildPlayerOptions
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var result = BuildPipeline.BuildPlayer(GetScenePaths(), projDir, BuildTarget.WebGL, option);
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{
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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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buildPlayerOptions.target = BuildTarget.WebGL;
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buildPlayerOptions.targetGroup = BuildPipeline.GetBuildTargetGroup(buildPlayerOptions.target);
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}
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var result = BuildPipeline.BuildPlayer(buildPlayerOptions);
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//var result = BuildPipeline.BuildPlayer(GetScenePaths(), projDir, BuildTarget.WebGL, option);
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if (result.summary.result != UnityEditor.Build.Reporting.BuildResult.Succeeded)
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if (result.summary.result != UnityEditor.Build.Reporting.BuildResult.Succeeded)
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{
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{
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UnityEngine.Debug.LogFormat("[Builder] BuildPlayer failed. emscriptenArgs:{0}", PlayerSettings.WebGL.emscriptenArgs);
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UnityEngine.Debug.LogFormat("[Builder] BuildPlayer failed. emscriptenArgs:{0}", PlayerSettings.WebGL.emscriptenArgs);
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