Unity一键打渠道包

版权声明:本文为博主原创文章,未经博主允许不得转载。 https://blog.csdn.net/u010476348/article/details/79208897

忙了好一阵接入安卓sdk,也算积累了一些经验,在这里总结一下,如有不足,欢迎大大指出;

项目接了大大小小十多个sdk,我的想法是在android studio打好aar包,和资源文件还有AndroidManifest.xml保存成一个压缩包,用的时候解压缩到项目的Plugins/Android目录下,设置好需要的参数,一键出包或者出多个渠道包

接下来看代码把:

using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;
using System;
using System.Collections.Generic;
using UnityEditor.Callbacks;

public class BuildWindow : EditorWindow
{
    enum Build_Asset
    {
        UseSign,
        OutPath,
        SignPath,
        keyaliasName,
    }

    //以下为各个SDK的压缩包名,改动可能导致打包失败,勿动!!!
    private const string XiaoMi = "AndroidXiaoMi.rar";
    private const string MeiZu = "AndroidMeiZu.rar";
    private const string OPPO = "AndroidOppo.rar";
    private const string HuaWei = "AndroidHuaWei.rar";
    private const string JinLi = "AndroidJinLi.rar";
    private const string VIVO = "AndroidVIVO.rar";
    private const string JinLiYouXi = "AndroidJinLiYouXi.rar";
    private const string QIHOO360 = "AndroidQIHOO360.rar";
    private const string QuickSDK = "AndroidQuickSDK.rar";
    private const string M4399 = "AndroidM4399.rar";
    private const string PapaWuFan = "AndroidPapa.rar";
    private const string Samsung = "AndroidSamsung.rar";
    private const string Lehaihai = "AndroidLehaihai.rar";
    private const string Nubiya = "AndroidNubiya.rar";
    private const string Yingyongbao = "AndroidYingyongbao.rar";
    //以下为各个SDK的包名,改动可能导致打包失败,勿动!!!
    private const string XiaoMi_Identifier = "com.magicbirds.master.sf.mi";
    private const string MeiZu_Identifier = "com.magicbirds.fighter.mz";
    private const string OPPO_Identifier = "com.magicbirds.fighters.nearme.gamecenter";
    private const string Huawei_Identifier = "com.magicbirds.master.huawei";
    private const string JinLi_Identifier = "com.magicbirds.fighters.jinli";
    private const string JinLiYouXi_Identifier = "com.magicbirds.fighters.jinli";
    private const string VIVO_Identifier = "com.magicbirds.fighter.vivo";
    private const string QIHOO360_Identifier = "com.magicbirds.master.sll";
    private const string QuickSDK_Identifier = "com.qk.test";
    private const string M4399_Identifier = "com.magicbirds.master.m4399";
    private const string PapaWuFan_Identifier = "com.magicbirds.master.papa";
    private const string Samsung_Identifier = "com.magicbirds.master.samsung";
    private const string Lehaihai_Identifier = "com.magicbirds.master.lhh";
    private const string Nubiya_Identifier = "com.magicbirds.master.nubia";
    private const string Yingyongbao_Identifier = "com.magicbirds.fighters.nearme.gamecenter";
    private void AddZipNameAndIdentifier()
    {
        ZipNameDict.Add(SDK_TYPE.XiaoMi, XiaoMi);
        IdentifierDict.Add(SDK_TYPE.XiaoMi, XiaoMi_Identifier);

        ZipNameDict.Add(SDK_TYPE.MeiZu, MeiZu);
        IdentifierDict.Add(SDK_TYPE.MeiZu, MeiZu_Identifier);

        ZipNameDict.Add(SDK_TYPE.Oppo, OPPO);
        IdentifierDict.Add(SDK_TYPE.Oppo, OPPO_Identifier);

        ZipNameDict.Add(SDK_TYPE.Huawei, HuaWei);
        IdentifierDict.Add(SDK_TYPE.Huawei, Huawei_Identifier);

        ZipNameDict.Add(SDK_TYPE.JinLiAibei, JinLi);
        IdentifierDict.Add(SDK_TYPE.JinLiAibei, JinLi_Identifier);

        ZipNameDict.Add(SDK_TYPE.VIVO, VIVO);
        IdentifierDict.Add(SDK_TYPE.VIVO, VIVO_Identifier);

        ZipNameDict.Add(SDK_TYPE.JinLiYouXi, JinLiYouXi);
        IdentifierDict.Add(SDK_TYPE.JinLiYouXi, JinLiYouXi_Identifier);

        ZipNameDict.Add(SDK_TYPE.QIHO360, QIHOO360);
        IdentifierDict.Add(SDK_TYPE.QIHO360, QIHOO360_Identifier);

        ZipNameDict.Add(SDK_TYPE.QuickSDK, QuickSDK);
        IdentifierDict.Add(SDK_TYPE.QuickSDK, QuickSDK_Identifier);

        ZipNameDict.Add(SDK_TYPE.M4399, M4399);
        IdentifierDict.Add(SDK_TYPE.M4399, M4399_Identifier);

        ZipNameDict.Add(SDK_TYPE.PapaWuFan, PapaWuFan);
        IdentifierDict.Add(SDK_TYPE.PapaWuFan, PapaWuFan_Identifier);

        ZipNameDict.Add(SDK_TYPE.SamsungAibei, Samsung);
        IdentifierDict.Add(SDK_TYPE.SamsungAibei, Samsung_Identifier);

        ZipNameDict.Add(SDK_TYPE.Lehaihai, Lehaihai);
        IdentifierDict.Add(SDK_TYPE.Lehaihai, Lehaihai_Identifier);

        ZipNameDict.Add(SDK_TYPE.Nubiya, Nubiya);
        IdentifierDict.Add(SDK_TYPE.Nubiya, Nubiya_Identifier);

        ZipNameDict.Add(SDK_TYPE.Yingyongbao, Yingyongbao);
        IdentifierDict.Add(SDK_TYPE.Yingyongbao, Yingyongbao_Identifier);
    }


    public static BuildWindow instance = null;

    public bool IsUnzipFile = false;
    private SDK_TYPE SDK_State = SDK_TYPE.None;

    private Dictionary<SDK_TYPE, string> ZipNameDict = new Dictionary<SDK_TYPE, string>();
    private Dictionary<SDK_TYPE, string> IdentifierDict = new Dictionary<SDK_TYPE, string>();


    //显示的行列
    private int row = 0;
    private const int Line = 4;
    private int TypeMax = 0;


    public bool UseSign = false;
    public string OutPath = "";
    public string SignPath = "";
    public string keyaliasName = "";

    GUIStyle fontStyle;
    GUIStyle SVStyle;

    private bool BuildAll = false;
    [MenuItem("Window/Build Android Player Setting")]
    public static void Init()
    {
        //弹出窗口        
        EditorWindow.GetWindow(typeof(BuildWindow));

    }

    private static void InitData()
    {

        if (instance == null)
        {
            Debug.LogError("instance is null");
            return;
        }
        instance.UseSign = EditorPrefs.GetBool(Build_Asset.UseSign.ToString(), instance.UseSign);
        instance.OutPath = EditorPrefs.GetString(Build_Asset.OutPath.ToString(), instance.OutPath);
        instance.SignPath = EditorPrefs.GetString(Build_Asset.SignPath.ToString(), instance.SignPath);
        instance.keyaliasName = EditorPrefs.GetString(Build_Asset.keyaliasName.ToString(), instance.keyaliasName);

    }

    BuildWindow()
    {
        instance = this;
        InitData();
        this.titleContent = new GUIContent("打包设置");

        fontStyle = new GUIStyle();
        fontStyle.normal.background = null;    //设置背景填充  
        fontStyle.normal.textColor = new Color(1, 0, 0);   //设置字体颜色  
        fontStyle.fontSize = 20;       //字体大小  
        fontStyle.alignment = TextAnchor.MiddleCenter;

        AddZipNameAndIdentifier();
        SetRows();
    }



    private void SetRows()
    {
        TypeMax = (int)SDK_TYPE.Max;
        row = TypeMax / 3;

    }

    Vector2 SVpos = new Vector2(0, 0);

    void OnGUI()
    {
        EditorGUILayout.BeginVertical();
        ////绘制标题
        GUILayout.Space(10);

        fontStyle.fontSize = 24;       //字体大小  
        fontStyle.alignment = TextAnchor.MiddleCenter;//居中

        GUILayout.Label("打包设置", fontStyle);
        //绘制文本 应用名字
        GUILayout.Space(15);
        PlayerSettings.productName = EditorGUILayout.TextField("ProductName", PlayerSettings.productName);

        GUILayout.Space(15);
        PlayerSettings.bundleVersion = EditorGUILayout.TextField("Version", PlayerSettings.bundleVersion);

        GUILayout.Space(15);
        PlayerSettings.Android.bundleVersionCode = int.Parse(EditorGUILayout.TextField("BundleVersionCode", PlayerSettings.Android.bundleVersionCode.ToString()));


        //绘制包名
        GUILayout.Space(20);
        fontStyle.fontSize = 14;       //字体大小  
        fontStyle.alignment = TextAnchor.UpperLeft;//居中
        fontStyle.normal.textColor = Color.white;

        GUILayout.Label("Bundle Identifier:        " + PlayerSettings.bundleIdentifier, fontStyle);

        GUILayout.Space(20);
        fontStyle.fontSize = 14;       //字体大小  
        fontStyle.alignment = TextAnchor.UpperLeft;//居中

        GUILayout.Label("Min Sdk Version:          " + PlayerSettings.Android.minSdkVersion.ToString(), fontStyle);

        GUILayout.Space(20);
        GUILayout.Label("Save Path", fontStyle);

        EditorGUILayout.BeginHorizontal();
        EditorGUILayout.TextField(OutPath, GUILayout.ExpandWidth(false));
        if (GUILayout.Button("Browse", GUILayout.ExpandWidth(false)))
        {

            if (string.IsNullOrEmpty(OutPath))
                OutPath = EditorUtility.SaveFolderPanel("Path to Save Images", @"C:\Users\mlxn\Desktop", @"C:\Users\mlxn\Desktop");   //打开保存文件夹面板
            else
                OutPath = EditorUtility.SaveFolderPanel("Path to Save Images", OutPath, OutPath);   //打开保存文件夹面板

            EditorPrefs.SetString(Build_Asset.OutPath.ToString(), OutPath);
        }

        EditorGUILayout.EndHorizontal();
        //是否开启签名
        UseSign = EditorGUILayout.Toggle("Use Sign", UseSign);
        if (UseSign)
        {  //开关点开
            GUILayout.Label("Sign Path", fontStyle);
            EditorGUILayout.BeginHorizontal();
            if (string.IsNullOrEmpty(SignPath))
            {
                EditorGUILayout.TextField(PlayerSettings.Android.keystoreName, GUILayout.ExpandWidth(false));
            }
            else
            {
                PlayerSettings.Android.keystoreName = SignPath;
                PlayerSettings.Android.keyaliasName = keyaliasName;
                EditorGUILayout.TextField(PlayerSettings.Android.keystoreName, GUILayout.ExpandWidth(false));
            }

            if (GUILayout.Button("Browse", GUILayout.ExpandWidth(false)))
            {
                SignPath = EditorUtility.OpenFilePanel("Path to Save Images", @"C:\Users\mlxn\Desktop", "keystore");   //打开保存文件夹面板 
                string[] temp = SignPath.Split('/');
                keyaliasName = temp[temp.Length - 1];
                PlayerSettings.Android.keystoreName = SignPath;
                PlayerSettings.Android.keyaliasName = keyaliasName;

            }
            EditorPrefs.SetString(Build_Asset.SignPath.ToString(), SignPath);
            PlayerSettings.Android.keystorePass = EditorGUILayout.PasswordField("keystorePass:", PlayerSettings.Android.keystorePass);
            PlayerSettings.Android.keyaliasPass = EditorGUILayout.PasswordField("keystorePass:", PlayerSettings.Android.keyaliasPass);
            EditorGUILayout.EndHorizontal();
        }
        else
        {
            PlayerSettings.Android.keystoreName = null;
            PlayerSettings.Android.keystorePass = null;
            PlayerSettings.Android.keyaliasName = null;
            PlayerSettings.Android.keyaliasPass = null;
        }
        EditorPrefs.SetBool(Build_Asset.UseSign.ToString(), UseSign);
        GUILayout.Space(12);


        EditorGUILayout.LabelField("请选择要打包的渠道:", fontStyle);//可选格式如粗体
        EditorGUILayout.Space();

        SVpos = EditorGUILayout.BeginScrollView(SVpos);

        for (int i = 0; i < row; i++)
        {
            EditorGUILayout.BeginHorizontal();
            for (int j = i * Line; j < (i + 1) * Line; j++)
            {
                if (j >= TypeMax) continue;
                if (GUILayout.Button(((SDK_TYPE)j).ToString(), GUILayout.MaxWidth(160), GUILayout.MinHeight(60), GUILayout.ExpandWidth(false)))
                {
                    SetSDKZip((SDK_TYPE)j);
                }
            }
            EditorGUILayout.EndHorizontal();
        }
        EditorGUILayout.EndScrollView();

        GUILayout.Space(12);

        EditorGUILayout.BeginHorizontal();

        if (GUILayout.Button("开始打包(单个)", GUILayout.MaxWidth(160), GUILayout.MinHeight(60), GUILayout.ExpandWidth(false)))
        {
            OnBuildClick();
        }
        if (GUILayout.Button("开始打包(All)", GUILayout.MaxWidth(160), GUILayout.MinHeight(60), GUILayout.ExpandWidth(false)))
        {
            OnBuildAllClick();
        }
        EditorGUILayout.EndHorizontal();
        EditorGUILayout.EndVertical();
    }

    private Queue<SDK_TYPE> BuildList;
    private void OnBuildAllClick()
    {

        if (!CheckIsFinish(true)) return;
        BuildList = new Queue<SDK_TYPE>();
        int max = (int)SDK_TYPE.Max;
        int otherOne = (int)SDK_TYPE.WhiteBag;
        int otherTwo = (int)SDK_TYPE.QuickSDK;
        for (int i = 0; i < max; i++)
        {
            if (i != otherOne && i != otherTwo)
                BuildList.Enqueue((SDK_TYPE)i);
        }
        BuildAll = true;
        StartBuildAll();
    }

    private void StartBuildAll()
    {
        if (BuildList.Count == 0)
        {
            BuildAll = false;
            EditorUtility.DisplayDialog("提示", "all apk build ok!", "确定");
        }    
        else
        {
            SetSDKZip(BuildList.Dequeue());
        }
          

    }
    public void StartBuildAllOne()
    {
        string NowPath = OutPath + "/" + "fighters_" + DateTime.Now.ToString("yyyyMMdd") + SDK_State.ToString() + ".apk";
        if (File.Exists(NowPath))
        {

            File.Delete(NowPath);
            BuildPipeline.BuildPlayer(GetBuildScenes(), NowPath, BuildTarget.Android, BuildOptions.None);

        }
        else
        {
            BuildPipeline.BuildPlayer(GetBuildScenes(), NowPath, BuildTarget.Android, BuildOptions.None);
        }
    }
    [PostProcessBuild]
    public static void OnPostProcessBuild(BuildTarget target, string path)
    {
        if (path.Contains(instance.SDK_State.ToString()) && instance.BuildAll)
        {
            instance.StartBuildAll();
        }
    }
    private void OnBuildClick()
    {
        if (!CheckIsFinish()) return;
        string NowPath = OutPath + "/" + "fighters_" + DateTime.Now.ToString("yyyyMMdd") + SDK_State.ToString() + ".apk";
        if (File.Exists(NowPath))
        {
            if (UnityEditor.EditorUtility.DisplayDialog("提示", "将替换路径下的同名文件!", "确定", "取消"))
            {
                File.Delete(NowPath);
                BuildPipeline.BuildPlayer(GetBuildScenes(), NowPath, BuildTarget.Android, BuildOptions.None);
            }
            else
            {
                Debug.LogError("操作取消");
            }
        }
        else
        {
            BuildPipeline.BuildPlayer(GetBuildScenes(), NowPath, BuildTarget.Android, BuildOptions.None);
        }

    }


    private bool CheckIsFinish(bool isbuildAll=false )
    {
        if (string.IsNullOrEmpty(OutPath))
        {
            EditorUtility.DisplayDialog("提示", "请选择保存路径!", "确定");
            return false;
        }
        if (UseSign && string.IsNullOrEmpty(SignPath))
        {
            EditorUtility.DisplayDialog("提示", "请选择签名文件路径!", "确定");
            return false;
        }
        if (UseSign && (string.IsNullOrEmpty(PlayerSettings.Android.keystorePass) || string.IsNullOrEmpty(PlayerSettings.Android.keyaliasPass)))
        {
            EditorUtility.DisplayDialog("提示", "请输入签名文件密码!", "确定");
            return false;
        }
        if (SDK_State == SDK_TYPE.None && !isbuildAll)
        {
            EditorUtility.DisplayDialog("提示", "请选择要打的渠道包!", "确定");
            return false;
        }
        if (!ClientMgr.IsOpenChannel && SDK_State != SDK_TYPE.WhiteBag && SDK_State != SDK_TYPE.None)
        {
            EditorUtility.DisplayDialog("提示", "请将渠道开关打开!", "确定");
            return false;
        }
        if (ClientMgr.IsOpenChannel && SDK_State == SDK_TYPE.WhiteBag)
        {
            EditorUtility.DisplayDialog("提示", "请关闭渠道开关!", "确定");
            return false;
        }
        if (SDK_State == SDK_TYPE.QuickSDK && (!ClientMgr.IsOpenChannel || !ClientMgr.IsQuickSDK))
        {
            EditorUtility.DisplayDialog("提示", "请打开渠道开关和QuickSDK开关!", "确定");
            return false;
        }
        if (SDK_State != SDK_TYPE.QuickSDK && ClientMgr.IsQuickSDK)
        {
            EditorUtility.DisplayDialog("提示", "请关闭QuickSDK开关!", "确定");
            return false;
        }
        return true;
    }

    static string[] GetBuildScenes()
    {
        List<string> pathList = new List<string>();
        foreach (EditorBuildSettingsScene scene in EditorBuildSettings.scenes)
        {
            if (scene.enabled)
            {
                pathList.Add(scene.path);
            }
        }
        return pathList.ToArray();
    }
    void SetSDKZip(SDK_TYPE type)
    {
        if (BuildAll)
        {
            SDK_State = type;
            SetAssets(type);
        }
        else
        {
            if (IsUnzipFile) return;
            IsUnzipFile = true;
            SDK_State = type;
            SetAssets(type);
        }


    }



    private static void SetAssets(SDK_TYPE type)
    {
        SetSdkVersion(type);
        string Name = "";
        if (type == SDK_TYPE.WhiteBag)
        {
            DeleteFolder(PathUtil.PathAndroid);
            AssetDatabase.Refresh();
            AssetDatabase.SaveAssets();
            EditorUtility.DisplayDialog("提示", "删除完成!", "确定");
        }
        else
        {
            Name = instance.ZipNameDict.ContainsKey(type) ? instance.ZipNameDict[type] : string.Empty;
            PlayerSettings.bundleIdentifier = instance.IdentifierDict.ContainsKey(type) ? instance.IdentifierDict[type] : string.Empty;
            
            RefreshInfo(Name);
            //SetAndroidIcon(type);
        }
    }

    private static void SetAndroidIcon(SDK_TYPE type)
    {
        Texture2D tx =null;
        tx = AssetDatabase.LoadAssetAtPath<Texture2D>("Assets/ArtWork/app_icon");
        Texture2D[] txs = { tx, tx, tx, tx, tx, tx, tx, };
        PlayerSettings.SetIconsForTargetGroup(BuildTargetGroup.Android, txs);
        
        switch (type)
        {
           
            case SDK_TYPE.QIHO360:
                tx = AssetDatabase.LoadAssetAtPath<Texture2D>("Assets/ArtWork/app_icon_360");
                Texture2D[] txs360 = { tx, tx, tx, tx, tx, tx, tx, };
                PlayerSettings.SetIconsForTargetGroup(BuildTargetGroup.Android, txs360);
                break;
          
            case SDK_TYPE.M4399:
                tx = AssetDatabase.LoadAssetAtPath<Texture2D>("Assets/ArtWork/app_icon_4399");
                Texture2D[] txs4399 = { tx, tx, tx, tx, tx, tx, tx, };
                PlayerSettings.SetIconsForTargetGroup(BuildTargetGroup.Android, txs4399);
                break;
            case SDK_TYPE.PapaWuFan:
                tx = AssetDatabase.LoadAssetAtPath<Texture2D>("Assets/ArtWork/app_icon_wufan");
                Texture2D[] txsPapa = { tx, tx, tx, tx, tx, tx, tx, };
                PlayerSettings.SetIconsForTargetGroup(BuildTargetGroup.Android, txsPapa);
                break;
           
            case SDK_TYPE.Lehaihai:
                tx = AssetDatabase.LoadAssetAtPath<Texture2D>("Assets/ArtWork/app_icon_lehaihai");
                Texture2D[] txsLehaihai = { tx, tx, tx, tx, tx, tx, tx, };
                PlayerSettings.SetIconsForTargetGroup(BuildTargetGroup.Android, txsLehaihai);
                break;
                 
        }
    }

    private static void SetSdkVersion(SDK_TYPE type)
    {
        PlayerSettings.Android.minSdkVersion = AndroidSdkVersions.AndroidApiLevel16;
        if (type == SDK_TYPE.QIHO360)
            PlayerSettings.Android.minSdkVersion = AndroidSdkVersions.AndroidApiLevel17;
    }

    private static void RefreshInfo(string Name)
    {
        DeleteFolder(PathUtil.PathAndroid);
        mZip.UnzipFile(Name,instance.BuildAll);
        AssetDatabase.Refresh();
        AssetDatabase.SaveAssets();
    }

    private static void DeleteFolder(string dir)
    {
        foreach (string d in Directory.GetFileSystemEntries(dir))
        {
            if (File.Exists(d))
            {
                FileInfo fi = new FileInfo(d);
                if (fi.Attributes.ToString().IndexOf("ReadOnly") != -1)
                    fi.Attributes = FileAttributes.Normal;
                File.Delete(d);
            }
            else
            {
                DirectoryInfo d1 = new DirectoryInfo(d);
                if (d1.GetFiles().Length != 0)
                {
                    DeleteFolder(d1.FullName);////递归删除子文件夹
                }
                Directory.Delete(d);
            }
        }
    }
}

public enum SDK_TYPE
{
    None = -1,
    WhiteBag,
    XiaoMi,//3
    MeiZu,//21
    Oppo,//14
    Huawei,//10
    JinLiAibei,//12
    VIVO,//13
    JinLiYouXi,//31
    QIHO360,//8
    QuickSDK,//9999
    M4399,//32
    PapaWuFan,//33
    SamsungAibei,//34
    Lehaihai,//35
    Nubiya,//36
    Yingyongbao,//37
    Max,
}
还有如何解压缩:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Web;

using System.Diagnostics;
using System.IO;

public static class mZip 
{
 

    //压缩文件  
    public static void Button1_Click()
    {
        ProcessStartInfo startinfo = new ProcessStartInfo(); ;
        Process process = new Process();
        string rarName = "1.rar"; //压缩后文件名  
        string path = @"C:\images"; //待压缩打包文件夹  
        string rarPath = @"C:\zip";  //压缩后存放文件夹  
        string rarexe = @"c:\Program Files\WinRAR\WinRAR.exe";  //WinRAR安装位置  

        try
        {
            //压缩命令,相当于在要压缩的文件夹(path)上点右键->WinRAR->添加到压缩文件->输入压缩文件名(rarName)  
            string cmd = string.Format("a {0} {1} -r",
                                rarName,
                                path);
            startinfo.FileName = rarexe;
            startinfo.Arguments = cmd;                          //设置命令参数  
            startinfo.WindowStyle = ProcessWindowStyle.Hidden;  //隐藏 WinRAR 窗口  

            startinfo.WorkingDirectory = rarPath;
            process.StartInfo = startinfo;
            process.Start();
            process.WaitForExit(); //无限期等待进程 winrar.exe 退出  
            if (process.HasExited)
            {
                UnityEditor.EditorUtility.DisplayDialog("提示", "压缩成功!", "确定");
                
            }
        }
        catch (Exception ex)
        {
            UnityEngine.Debug.LogError(ex.Message);
            UnityEditor.EditorUtility.DisplayDialog("提示", ex.Message, "确定");
        }
        finally
        {
            process.Dispose();
            process.Close();
        }
    }

    //解压文件  
    public static void UnzipFile(string NameRar,bool IsAll=false)
    {

        if (string.IsNullOrEmpty(NameRar))
        {
            UnityEngine.Debug.LogError("NameRar为空,请检查是否写了压缩包名");
            BuildWindow.instance.IsUnzipFile = false;
            return;
        }
        string path = PathUtil.PathAndroid; //文件解压路径(绝对)  
        string rarPath = PathUtil.RarPath; //将要解压缩的 .rar 文件的存放目录(绝对路径)     
        string rarName = NameRar;  //将要解压缩的 .rar 文件名(包括后缀)  
        string rarexe = PathUtil.Rrarexe;// @"c:\Program Files\WinRAR\WinRAR.exe";  //WinRAR安装位置  

       
       
        if (!File.Exists(rarexe))
        {
            UnityEditor.EditorUtility.DisplayDialog("提示", "未检测到解压缩工具,请确定在"+ rarexe + "安装WinRAR!", "确定");
            return;
        }
        ProcessStartInfo startinfo = new ProcessStartInfo(); ;
        Process process = new Process();
        try
        {
            //解压缩命令,相当于在要压缩文件(rarName)上点右键->WinRAR->解压到当前文件夹  
            string cmd = string.Format("x {0} {1} -y",
                                rarName,
                                path);
            startinfo.FileName = rarexe;
            startinfo.Arguments = cmd;                          //设置命令参数  
            startinfo.WindowStyle = ProcessWindowStyle.Hidden;  //隐藏 WinRAR 窗口  

            startinfo.WorkingDirectory = rarPath;
            process.StartInfo = startinfo;
            process.Start();
            process.WaitForExit(); //无限期等待进程 winrar.exe 退出  
            if (process.HasExited)
            {
                if (!IsAll)
                {
                    if (UnityEditor.EditorUtility.DisplayDialog("提示", NameRar + "解压缩成功!", "确定"))
                    {
                        if (BuildWindow.instance != null)
                        {
                            BuildWindow.instance.IsUnzipFile = false;
                        }
                    }
                }
                else
                {
                    if (BuildWindow.instance != null)
                    {
                        BuildWindow.instance.StartBuildAllOne();
                    }
                }
               
               
            }
        }
        catch (Exception ex)
        {
            UnityEngine.Debug.LogError(ex.Message);
            UnityEditor.EditorUtility.DisplayDialog("提示", ex.Message, "确定");
           
        }
        finally
        {
            process.Dispose();
            process.Close();
        }
    }
}
每次只要手动添加包名和压缩包名字,还有渠道枚举值,就可以啦

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转载自blog.csdn.net/u010476348/article/details/79208897