http://www.xuanyusong.com/archives/2720
Unity打IOS时会先生成一个Xcode工程,如果你需要增加一些第三方的framework那么需要手动一条一条的添加,这太烦了。。而且可能你还需要修改Plist文件,甚至还可能要修改unity自动生成的oc代码,每次打包都要修改的话,那太累了。。这篇文章就是全自动打包的第一步。。建议使用XUPorter,我在它的基础上拓展了两个类,一个用来修改plist,一个用来修改unity生成出来的OC代码。文章的最后我会给出代码。。
那么我用一个比较变态的SDK举个例子ShareSDK,它就需要自动添加framework,修改plist,还有要修改oc的代码。第一步打开XUPorter/Mods/share.projmods 文件。
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{
"group":
"share",
"libs":
["libicucore.dylib","libz.1.2.5.dylib"],
"frameworks":
[
"SystemConfiguration.framework",
"QuartzCore.framework",
"CoreTelephony.framework",
"Security.framework",
"AdSupport.framework:optional",
"MessageUI.framework",
"StoreKit.framework",
"AudioToolbox.framework",
"QuartzCore.framework"
],
"headerpaths":
[],
"files":
[
"ShareSDK/Connection/SinaWeiboConnection.framework",
"ShareSDK/Connection/WeChatConnection.framework",
"ShareSDK/Core/AGCommon.framework",
"ShareSDK/Core/ShareSDKCoreService.framework",
"ShareSDK/ShareSDK.framework"
],
"folders":
["ShareSDK/"],
"excludes":
["^.*.meta$",
"^.*.mdown$",
"^.*.pdf$"],
"linker_flags":
[]
}
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frameworks分成两种,一种是系统自带的framework还有一种是第三方的framework。 “frameworks”节点里面放的是系统自带的frameworks。”files”节点里面放的是第三方做出来的framework。 尤其是第三方的framework如果位置放的不对,就不会被xcode所引用的!切记切记!!
folders:可以把某个文件夹下的所有文件拷贝在xcode工程里面,一般sdk都会附带一些oc的代码文件,最好通过folders把oc的代码拷贝在工程里面。或者你也可以把oc的代码放在plugins下面,同样打包的时候也会拷贝进xcode工程。
unity打完IOS或者Android包以后会自动回调一个静态方法。
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[PostProcessBuild
(100)]
public
static
void
OnPostProcessBuild
(BuildTarget
target,
string
pathToBuiltProject)
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自动添加framework的原理其实就是等包打完以后,在这个方法里面进行文件的操作,把需要的framework plist oc 代码拷贝进去,或者修改它们。。
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using
UnityEngine;
#if UNITY_EDITOR
using
UnityEditor;
using
UnityEditor.Callbacks;
using
UnityEditor.XCodeEditor;
using
System.Xml;
#endif
using
System.IO;
public
static
class
XCodePostProcess
{
#if
UNITY_EDITOR
[PostProcessBuild
(100)]
public
static
void
OnPostProcessBuild
(BuildTarget
target,
string
pathToBuiltProject)
{
if
(target
!=
BuildTarget.iPhone)
{
Debug.LogWarning
("Target
is not iPhone. XCodePostProcess will not run");
return;
}
//得到xcode工程的路径
string
path
=
Path.GetFullPath
(pathToBuiltProject);
//
Create a new project object from build target
XCProject
project
=
new
XCProject
(pathToBuiltProject);
//
Find and run through all projmods files to patch the project.
//
Please pay attention that ALL projmods files in your project folder will be excuted!
//在这里面把frameworks添加在你的xcode工程里面
string[]
files
=
Directory.GetFiles
(Application.dataPath,
"*.projmods",
SearchOption.AllDirectories);
foreach
(string
file
in
files)
{
project.ApplyMod
(file);
}
//增加一个编译标记。。没有的话sharesdk会报错。。
project.AddOtherLinkerFlags("-licucore");
//设置签名的证书,
第二个参数 你可以设置成你的证书
project.overwriteBuildSetting
("CODE_SIGN_IDENTITY",
"xxxxxx",
"Release");
project.overwriteBuildSetting
("CODE_SIGN_IDENTITY",
"xxxxxx",
"Debug");
//
编辑plist 文件
EditorPlist(path);
//编辑代码文件
EditorCode(path);
//
Finally save the xcode project
project.Save
();
}
private
static
void
EditorPlist(string
filePath)
{
XCPlist
list
=new
XCPlist(filePath);
string
bundle
=
"com.yusong.momo";
string
PlistAdd
=
@"
<key>CFBundleURLTypes</key>
<array>
<dict>
<key>CFBundleTypeRole</key>
<string>Editor</string>
<key>CFBundleURLIconFile</key>
<string>[email protected]</string>
<key>CFBundleURLName</key>
<string>"+bundle+@"</string>
<key>CFBundleURLSchemes</key>
<array>
<string>ww123456</string>
</array>
</dict>
</array>";
//在plist里面增加一行
list.AddKey(PlistAdd);
//在plist里面替换一行
list.ReplaceKey("<string>com.yusong.${PRODUCT_NAME}</string>","<string>"+bundle+"</string>");
//保存
list.Save();
}
private
static
void
EditorCode(string
filePath)
{
//读取UnityAppController.mm文件
XClass
UnityAppController
=
new
XClass(filePath
+
"/Classes/UnityAppController.mm");
//在指定代码后面增加一行代码
UnityAppController.WriteBelow("#include
\"PluginBase/AppDelegateListener.h\"","#import
<ShareSDK/ShareSDK.h>");
//在指定代码中替换一行
UnityAppController.Replace("return
YES;","return
[ShareSDK handleOpenURL:url sourceApplication:sourceApplication annotation:annotation wxDelegate:nil];");
//在指定代码后面增加一行
UnityAppController.WriteBelow("UnityCleanup();\n}","-
(BOOL)application:(UIApplication *)application handleOpenURL:(NSURL *)url\r{\r return [ShareSDK handleOpenURL:url wxDelegate:nil];\r}");
}
#endif
}
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在回到ShareSDK上,在接微信平台的时候,它们需要在pList 里面增加URL types选项,这里我通过XCPlist增加一行 或者替换一行。
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using
UnityEngine;
using
System.Collections;
using
System.Collections.Generic;
using
System.IO;
namespace
UnityEditor.XCodeEditor
{
public
partial
class
XCPlist
:
System.IDisposable
{
private
string
filePath;
List<string>
contents
=
new
List<string>();
public
XCPlist(string
fPath)
{
filePath
=
Path.Combine(
fPath,
"info.plist"
);
if(
!System.IO.File.Exists(
filePath
)
)
{
Debug.LogError(
filePath
+"路径下文件不存在"
);
return;
}
FileInfo
projectFileInfo
=
new
FileInfo(
filePath
);
StreamReader
sr
=
projectFileInfo.OpenText();
while
(sr.Peek()
>=
0)
{
contents.Add(sr.ReadLine());
}
sr.Close();
}
public
void
AddKey(string
key)
{
if(contents.Count
<
2)
return;
contents.Insert(contents.Count
-
2,key);
}
public
void
ReplaceKey(string
key,string
replace){
for(int
i
=
0;i
<
contents.Count;i++){
if(contents[i].IndexOf(key)
!=
-1){
contents[i]
=
contents[i].Replace(key,replace);
}
}
}
public
void
Save()
{
StreamWriter
saveFile
=
File.CreateText(filePath);
foreach(string
line
in
contents)
saveFile.WriteLine(line);
saveFile.Close();
}
public
void
Dispose()
{
}
}
}
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ShareSDK在接入微信平台的时候 必须修改Unity生成的UnityAppController.mm 文件,这里我通过 XClass 自动修改UnityAppController.mm生成的代码。 主要是增加代码和替换代码 两部分。。
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using
UnityEngine;
using
System.Collections;
using
System.Collections.Generic;
using
System.IO;
namespace
UnityEditor.XCodeEditor
{
public
partial
class
XClass
:
System.IDisposable
{
private
string
filePath;
public
XClass(string
fPath)
{
filePath
=
fPath;
if(
!System.IO.File.Exists(
filePath
)
)
{
Debug.LogError(
filePath
+"路径下文件不存在"
);
return;
}
}
public
void
WriteBelow(string
below,
string
text)
{
StreamReader
streamReader
=
new
StreamReader(filePath);
string
text_all
=
streamReader.ReadToEnd();
streamReader.Close();
int
beginIndex
=
text_all.IndexOf(below);
if(beginIndex
==
-1){
Debug.LogError(filePath
+"中没有找到标致"+below);
return;
}
int
endIndex
=
text_all.LastIndexOf("\n",
beginIndex
+
below.Length);
text_all
=
text_all.Substring(0,
endIndex)
+
"\n"+text+"\n"
+
text_all.Substring(endIndex);
StreamWriter
streamWriter
=
new
StreamWriter(filePath);
streamWriter.Write(text_all);
streamWriter.Close();
}
public
void
Replace(string
below,
string
newText)
{
StreamReader
streamReader
=
new
StreamReader(filePath);
string
text_all
=
streamReader.ReadToEnd();
streamReader.Close();
int
beginIndex
=
text_all.IndexOf(below);
if(beginIndex
==
-1){
Debug.LogError(filePath
+"中没有找到标致"+below);
return;
}
text_all
= text_all.Replace(below,newText);
StreamWriter
streamWriter
=
new
StreamWriter(filePath);
streamWriter.Write(text_all);
streamWriter.Close();
}
public
void
Dispose()
{
}
}
}
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像这样,我就可以把unity生成的代码修改了。。
最后是工程地址:http://pan.baidu.com/s/1i3gLDTN
建议大家把工程下载下来看看一基本上就明白它的工作原理了。如果你掌握者本篇文章的知识 那么恭喜你 自动化打包就已经完成了一半。。 现在我们已经可以自动化生成 xcode工程了,等有时间的话我会把下一半shell 自动化打包.ipa的方法在整理出来。。
- 本文固定链接: http://www.xuanyusong.com/archives/2720
- 转载请注明: 雨松MOMO 2014年06月09日 于 雨松MOMO程序研究院 发表