Unity BuildPlayerProcessor是Unity引擎中的一个非常有用的功能,它可以让开发者在构建项目时自动执行一些操作。这个功能可以帮助开发者提高工作效率,减少手动操作的时间和错误率。在本文中,我们将介绍Unity BuildPlayerProcessor的使用方法,并提供三个使用例子,帮助读者更好地理解这个。
Unity BuildPlayerProcessor是一个静态类,它包含一个名为BuildPlayer的静态方法。在这个方法中,我们可以编写我们需要执行的操作。下是一个简单的例子,演示了如何在构建项目时自动打开目录:
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,我们首先使用EditorUtility的SaveFolderPanel方法获取构建项目的输出路径。然后,我们创建一个BuildPlayerOptions,并设置它的scenes、locationPathName、target和options属性。接着,我们调用BuildPipeline的BuildPlayer方法,构建项目。最后,我们使用Process.Start方法打开这个输出目录。
下面是三个使用Unity BuildPlayerProcessor的例子,每例子都提供了具体的实现。
在这个例子中,我们将演示如何在构建项目时自动上传构建结果。
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,我们首先使用EditorUtility的SaveFolderPanel方法获取构建项目的输出路径。然后,我们创建一个BuildPlayerOptions对象,并设置它的scenes、locationPathName、target和options属性。接着,调用BuildPipeline的BuildPlayer方法,构建项目。最后,我们指定上传的URL,创建一个WebClient对象,并调用它的UploadFile方法,将构建结果上传到指定的URL。
在这个例子中,我们将演示如何在构建项目时自动发送邮件。
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,我们首先使用EditorUtility的SaveFolderPanel方法获取构建项目的输出路径。然后,我们创建一个BuildPlayerOptions对象,并设置它的scenes、locationPathName、target和options属性。接着,我们调用BuildPipeline的BuildPlayer方法,构建项目。然后,我们指定邮件的主题和正文。接着,我们指定发件人和收件人的邮箱地址,以及发件人的密码。然后,我们创建一个SmtpClient对象,并设置它的SMTP服务器和端口号。接着,我们创建一个MailMessage对象,并设置它的件人、收件、主题和正文。最后,我们创建一个Attachment对象,并将构建结果作为附件添加到邮件中。然后,我们调用SmtpClient的Send方法,将邮件发送出去。
在这个子中,我们将演示如何在构建项目时自动上传到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,我们首先使用EditorUtility的SaveFolderPanel方法获取构建项目的输出路径。然后,我们创建一个BuildPlayerOptions对象,并设置它的scenes、locationPathName、target和options属性。接着,我们调用BuildPipeline的BuildPlayer方法,构建项目。然后,我们指定FTP服务器的、用户名和密码。接着,我们创建一个WebClient对象,并设置它的Credentials属性为指定的用户名和密码。然后,我们调WebClient的UploadFile方法,将构建结果上传到FTP服务器上。
Unity BuildPlayerProcessor是一个非常有用功能,可以帮助发者提高工作效率,减少手动操作的和错误率。在本文中,介绍了Unity BuildPlayerProcessor的使用方法,并供了三个例子,帮助读者更好地解这个功能。希望这篇文章对读者有所帮助。
本文由博客一文多发平台 OpenWrite 发布!