基于python脚本,实现Unity全平台的自动打包

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0. 概述

本文主要针对项目中自动打包过程进行调研,实现用python脚本来打出win/android/ios三个平台下的游戏运行包。

1.工具安装

首先基本的工具需要安装,Unity, python, 如果需要修改python脚本,则需要安装一下pycharm,对应的链接:

Download Python

用最新版本即可

pycharm安装

选中最新的即可

pyCharm最新2018激活码(转) - 老董 - 博客园

选用其中的破解补丁激活的方式,可以破解使用到2099年

2.基本流程

1)编写BuildProject相关的c#代码

在unity工程的Editor目录下,编写打包所需要的BuildProject.cs代码,基本操作可以简单归纳为:读取打包脚本的参数,根据参数更新相关设置,根据参数切换到对应的打包平台,执行打包操作。
部分参考代码如下:

    static void BuildTest()
    {
        PreBuild();

        BuildPlayer();

        PostBuild();
    }

    //构造之前
    static void PreBuild()
    {
        UpdateParam();
    }

2)编写python打包脚本

#!/user/bin/python
#coding = utf-8

import  subprocess
import  shutil
import  os

UNITYPATH = "D:/Unity/Editor/Unity.exe"
PROJECTPATH = "D:/WorkProgram/Python/UnityTest/UnityTest"
platform = "android,win,ios"

print("begin test")

subprocess.call(UNITYPATH + " -quit " + " -batchmode " + " -projectPath " + PROJECTPATH + " -executeMethod BuildProject.BuildTest "  + platform)

print("end test")

 

3)执行打包脚本

在pycharm下可以执行执行该打包脚本即可,如果想设置为定时的打包,在windows下可以设置一个定时计划任务,在每天定时执行一次打包脚本即可

3.IOS自动打包

在ios平台上打包,需要将Unity的工程导出为XCode工程,然后在XCode里面进行打ipa包的处理。
如果想要执行自动打包,则需要进行一些特殊的操作,分为以下几个部分:

1)工具准备

在Mac上,首先需要安装一些基本的工具(python/pycharm/XCode默认已经安装):

provisioningFile查看工具:ProfilesManager
查看网上各种操作查看provisioning profiles的操作,这个工具可以实现在XCode里面运行,简易直观的查看
自动打包脚本github示例
这个脚本提供了基本的操作命令,可以在此基础上进一步的编写自己的打包脚本

2)python基本脚本

参考上面的自动打包脚本,测试和修改一些bug(填坑~),得到一个可以基本运行的自动将xcodeproject导出为ipa的运行脚本,保留如下:

#! /usr/bin/python
# coding=utf-8
# -*- coding:utf8 -*-

from optparse import OptionParser
import subprocess
import os
import time


#unity path and project path
UNITYPATH = "/Applications/Unity/Unity.app/Contents/MacOS/Unity"
PROJECTPATH = "******"
# configuration for iOS build setting
CONFIGURATION = "Release"
SDK = "iphoneos"
PROJECT = "*****"
CACHAPATH = "*****"
TARGET = "****"
SCHEME = "Unity-iPhone"
#桌面上创建出ipa
EXPORT_MAIN_DIRECTORY = "~/Desktop/"
EXPORT_OPTIONS_PLIST = "exportOptions.plist"


def buildArchivePath(tempName):
    process = subprocess.Popen("pwd", stdout = subprocess.PIPE)
    (stdoutdata, stderrdata) = process.communicate()
    archiveName = "/%s.xcarchive" %(tempName)
    #print("name " + stdoutdata.strip().decode())
    archivePath = CACHAPATH  + archiveName
    return archivePath


def cleanArchiveFile(archiveFile):
    cleanCmd ="rm -r %s" %(archiveFile)
    process = subprocess.Popen(cleanCmd, shell=True)
    process.wait()
    print("clean archiveFile: %s" %(archiveFile))


def buildExportDirectory(scheme):
    dateCmd = 'date "+%Y-%m-%d_%H-%M-%S"'
    process = subprocess.Popen(dateCmd, stdout= subprocess.PIPE, shell= True)
    (stdoutdata, stderrdata) = process.communicate()
    exportDirectory = "%s%s%s" %(EXPORT_MAIN_DIRECTORY, scheme, "-test1")
    print("export directory: " + exportDirectory)
    return exportDirectory

def exportArchive(scheme, archivePath):
    exportDirectory = buildExportDirectory(scheme)
    exportCmd = "xcodebuild  -exportArchive -archivePath %s -exportPath %s  -allowProvisioningUpdates -exportOptionsPlist %s" %(archivePath, exportDirectory, EXPORT_OPTIONS_PLIST)
    process = subprocess.Popen(exportCmd, shell=True)
    (stdoutdata, stderrdata) = process.communicate()

    signReturnCode = process.returncode
    if signReturnCode != 0:
        print("export %s failed" %scheme)
        return ""
    else:
        return exportDirectory


def buildProject(project, target, output):
    archivePath = buildArchivePath(SCHEME)
    print("arcivePath: "+ archivePath)
    process = subprocess.Popen('replace_provision_config', shell= True)
    process.wait()

    time1 = time.time()
    #archiveCmd = 'xcodebuild archive -archivePath %s' + archivePath + ' -scheme ' + "Unity-iPhone" + ' -quiet -configuration %s' + SCHEME
    archiveCmd = 'xcodebuild -project %s -scheme %s -configuration %s archive -archivePath %s -destination generic/platform=iOS' %(project, SCHEME, CONFIGURATION, archivePath)
    process = subprocess.Popen(archiveCmd, shell= True)
    process.wait()
    time2= time.time()
    print("finish archive cmd, used time: " + str(time2 - time1))
    archiveReturnCode = process.returncode;
    if archiveReturnCode != 0:
        print("archive project %s failed " %project)
        cleanArchiveFile(archivePath)
    else:
        print("begin export archive")
        time3 = time.time()
        exportDirectory = exportArchive(SCHEME, archivePath)
        time4 = time.time()
        print("finish export archive, used time: " + str(time4 - time3))
        cleanArchiveFile(archivePath)
        if exportDirectory != "":
            print("export archive success")


def showNotification(title, subtitle):
    os.system("osascript -e 'display notification \"" + subtitle + "\" with title \"" + title + "\"'")

#对xcode工程进行build
def xcbuild():
    output = os.path.expanduser("~") + '/Desktop/' + TARGET + '.ipa'
    #comments = options.comments
    print(output)
    buildProject(PROJECT, TARGET, output)


#先执行unity的build.buildplayer,导出xcode工程
#在windows平台可以用call调用,但是在Mac下,用Popen执行,不然会报文件无法查找的错误
#在mac平台下,则需要执行popen的操作来执行命令行
def buildProjectResource():
    print("先导出mac包")
    build = UNITYPATH + ' -quit -batchmode -projectPath ' + PROJECTPATH + ' -executeMethod BuildProject.BuildIOS '
    buildCmd = build + "mac"
    #subprocess.call(buildCmd)
    time1 = time.time()
    #process =  subprocess.Popen(buildCmd, shell = True)
    #process.wait()
    time2 = time.time()
    print("导出mac所用时间: " + str(time2-time1))
    #再导出apk包
    print("再导出apk")
    buildCmd = build + "android"
    time3 = time.time()
    #process = subprocess.Popen(buildCmd, shell = True)
    #process.wait()
    time4= time.time()
    print("导出apk所用时间: " + str(time4 - time3))
    #再导出ios
    print("再导出xcode")
    buildCmd = build + "ios"
    time5 = time.time()
    process = subprocess.Popen(buildCmd, shell = True)
    process.wait()
    time6 = time.time()
    print("导出Xcode工程所用时间: " + str(time6 - time5))

def main():
    buildProjectResource()
    xcbuild()


if __name__ == '__main__':
    main()

 

其中标注为"*****"为你对应的项目的相关路径,可以自行填写。

对应的exportOptions.plist文件为:

<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
    <key>provisioningProfiles</key>
    <dict>
        <key>com.topjoy.pod1</key>
        <string>XC com topjoy pod1 </string>
    </dict>
    <key>method</key>
    <string>development</string>
    <key>compileBitcode</key>
        <true/>
</dict>
</plist>

3)执行打包脚本

执行打包脚本,目前会在unity导出xcode工程后中断,需要手动点击导出的xcode工程,然后设置signing中的appID,生成对应的provisioning profiles,然后继续执行脚本,可以得到最终的ipa文件,这个可以集合后面的打包工具,实现XCode中的签证设置,最终实现一键打包操作。

4.拓展性

目前只是一个简单的打包脚本,后续针对不同平台会有不同的配置,则需要对应的填充和拓展打包脚本以及对应的c#脚本来执行打包。

有任何疑问,可以留言讨论

参考文章:

iOS自动打包并发布脚本
Xcode9 xcodebuild 命令行打包遇到的坑与解决方案

iOS 自动构建命令——xcodebuild

posted @ 2018-07-12 12:26  zblade  阅读(11646)  评论(2编辑  收藏  举报