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。
本文由博客一文多发平台 OpenWrite 公布!