关于c#:Unity的BuildPlayerProcessor深入解析与实用案例

Unity BuildPlayerProcessor

Unity BuildPlayerProcessor是Unity引擎中的一个十分有用的性能,它能够让开发者在构建我的项目时主动执行一些操作。这个性能能够帮忙开发者进步工作效率,缩小手动操作的工夫和错误率。在本文中,咱们将介绍Unity BuildPlayerProcessor的应用办法,并提供三个应用例子,帮忙读者更好地了解这个。

Unity BuildPlayerProcessor的应用办法

Unity BuildPlayerProcessor是一个动态类,它蕴含一个名为BuildPlayer的静态方法。在这个办法中,咱们能够编写咱们须要执行的操作。下是一个简略的例子,演示了如何在构建我的项目时主动关上目录:

using UnityEditor;
using UnityEngine;
using System.Diagnostics;

public class BuildHandler
{
    [MenuItem("Build/Build and Open Output Folder")]
    public static void BuildAndOpenOutputFolder()
    {
        string outputPath = EditorUtility.SaveFolderPanel("Choose Location of Built Game", "", "");
        if (outputPath.Length == 0) return;
        BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions();
        buildPlayerOptions.scenes = EditorBuildSettings.scenes;
        buildPlayerOptions.locationPathName = outputPath;
        buildPlayerOptions.target = BuildTarget.StandaloneWindows64;
        buildPlayerOptions.options = BuildOptions.None;
        BuildPipeline.BuildPlayer(buildPlayerOptions);
        Process.Start(outputPath);
    }
}

在这个例子中,咱们首先应用EditorUtility的SaveFolderPanel办法获取构建我的项目的输入门路。而后,咱们创立一个BuildPlayerOptions,并设置它的scenes、locationPathName、target和options属性。接着,咱们调用BuildPipeline的BuildPlayer办法,构建我的项目。最初,咱们应用Process.Start办法关上这个输入目录。

应用例子

上面是三个应用Unity BuildPlayerProcessor的例子,每例子都提供了具体的实现。

例子1:主动上传构建后果

在这个例子中,咱们将演示如何在构建我的项目时主动上传构建后果。

using UnityEditor;
using UnityEngine;
using System.Net;
using System.IO;

public class BuildHandler
{
    [MenuItem("Build/Build and Upload")]
    public static void BuildAndUpload()
    {
        string outputPath = EditorUtility.SaveFolderPanel("Choose Location of Built Game", "", "");
        if (outputPath.Length == 0) return;
        BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions();
        buildPlayerOptions.scenes = EditorBuildSettings.scenes;
        buildPlayerOptions.locationPathName = outputPath;
        buildPlayerOptions.target = BuildTarget.StandaloneWindows64;
        buildPlayerOptions.options = BuildOptions.None;
        BuildPipeline.BuildPlayer(buildPlayerOptions);
        string url = "http://myserver.com/upload.php";
        WebClient client = new WebClient();
        client.UploadFile(url, outputPath);
    }
}

在这个例子中,咱们首先应用EditorUtility的SaveFolderPanel办法获取构建我的项目的输入门路。而后,咱们创立一个BuildPlayerOptions对象,并设置它的scenes、locationPathName、target和options属性。接着,调用BuildPipeline的BuildPlayer办法,构建我的项目。最初,咱们指定上传的URL,创立一个WebClient对象,并调用它的UploadFile办法,将构建后果上传到指定的URL。

子2:主动发送邮件

在这个例子中,咱们将演示如何在构建我的项目时主动发送邮件。

 UnityEditor;
using UnityEngine;
using System.Net;
using System.Net.Mail;

public class BuildHandler
{
    [MenuItem("Build/Build and Send Email")]
    public static void BuildAndSendEmail()
    {
        string outputPath = EditorUtility.SaveFolderPanel("Choose Location of Built Game", "", "");
        if (outputPath.Length == 0) return;
        BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions();
        buildPlayerOptions.scenes = EditorBuildSettings.scenes;
        buildPlayerOptions.locationPathName = outputPath;
        buildPlayerOptions.target = BuildTarget.StandaloneWindows64;
        buildPlayerOptions.options = BuildOptions.None;
        BuildPipeline.BuildPlayer(buildPlayerOptions);
        string subject = "Build completed successfully!";
        string body = "The build has been completed successfully.";
        string from = "myemail@gmail.com";
        string to = "youremail@gmail.com";
        string password = "mypassword";
        SmtpClient client = new SmtpClient("smtp.gmail.com", 587);
        client.EnableSsl = true;
        client.Credentials = new NetworkCredential(from, password);
        MailMessage message = new MailMessage(from, to, subject, body);
        Attachment attachment = new Attachment(outputPath);
        message.Attachments.Add(attachment);
        client.Send(message);
    }
}

在这个例子中,咱们首先应用EditorUtility的SaveFolderPanel办法获取构建我的项目的输入门路。而后,咱们创立一个BuildPlayerOptions对象,并设置它的scenes、locationPathName、target和options属性。接着,咱们调用BuildPipeline的BuildPlayer办法,构建我的项目。而后,咱们指定邮件的主题和注释。接着,咱们指定发件人和收件人的邮箱地址,以及发件人的明码。而后,咱们创立一个SmtpClient对象,并设置它的SMTP服务器和端口号。接着,咱们创立一个MailMessage对象,并设置它的件人、收件、主题和注释。最初,咱们创立一个Attachment对象,并将构建后果作为附件增加到邮件中。而后,咱们调用SmtpClient的Send办法,将邮件发送进来。

例子3:主动上传到FTP服务器

在这个子中,咱们将演示如何在构建我的项目时主动上传到FTP服务器。

using UnityEditor;
using UnityEngine;
using System.Net;

public class BuildHandler
{
    [MenuItem("Build/Build and Upload to FTP")]
    public static void BuildAndUploadToFTP()
    {
        string outputPath = EditorUtility.SaveFolderPanel("Choose Location of Built Game", "", "");
        if (outputPath.Length == 0) return;
        BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions();
        buildPlayerOptions.scenes = EditorBuildSettings.scenes;
        buildPlayerOptions.locationPathName = outputPath;
        buildPlayerOptions.target = BuildTarget.StandaloneWindows64;
        buildPlayerOptions.options = BuildOptions.None;
        BuildPipeline.BuildPlayer(buildPlayerOptions);
        string ftpUrl = "ftp://myserver.com/";
        string ftpUser = "myusername";
        string ftpPassword = "mypassword";
        WebClient client = new WebClient();
        client.Credentials = new NetworkCredential(ftpUser, ftpPassword);
        client.UploadFile(ftpUrl + "build.zip", outputPath);
    }
}

在这个例子中,咱们首先应用EditorUtility的SaveFolderPanel办法获取构建我的项目的输入门路。而后,咱们创立一个BuildPlayerOptions对象,并设置它的scenes、locationPathName、target和options属性。接着,咱们调用BuildPipeline的BuildPlayer办法,构建我的项目。而后,咱们指定FTP服务器的、用户名和明码。接着,咱们创立一个WebClient对象,并设置它的Credentials属性为指定的用户名和明码。而后,咱们调WebClient的UploadFile办法,将构建后果上传到FTP服务器上。

论断

Unity BuildPlayerProcessor是一个十分有用性能,能够帮忙发者进步工作效率,缩小手动操作的和错误率。在本文中,介绍了Unity BuildPlayerProcessor的应用办法,并供了三个例子,帮忙读者更好地解这个性能。心愿这篇文章对读者有所帮忙。

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