using System; using System.Diagnostics; using System.IO; using System.Linq; using System.Text.RegularExpressions; using UnityEditor; using UnityEngine; using Application = UnityEngine.Application; using BuildResult = UnityEditor.Build.Reporting.BuildResult; public class Build : MonoBehaviour { static readonly string ProjectPath = Path.GetFullPath(Path.Combine(Application.dataPath, "..")); static readonly string apkPath = Path.Combine(ProjectPath, "Builds/" + Application.productName + ".apk"); [MenuItem("Flutter/Export Android %&a", false, 1)] public static void DoBuildAndroid() { string buildPath = Path.Combine(apkPath, Application.productName); string exportPath = Path.GetFullPath(Path.Combine(ProjectPath, "../android/UnityExport")); if (Directory.Exists(apkPath)) Directory.Delete(apkPath, true); if (Directory.Exists(exportPath)) Directory.Delete(exportPath, true); EditorUserBuildSettings.androidBuildSystem = AndroidBuildSystem.Gradle; var options = BuildOptions.AcceptExternalModificationsToPlayer; var report = BuildPipeline.BuildPlayer( GetEnabledScenes(), apkPath, BuildTarget.Android, options ); if (report.summary.result != BuildResult.Succeeded) throw new Exception("Build failed"); Copy(buildPath, exportPath); // Modify build.gradle var build_file = Path.Combine(exportPath, "build.gradle"); var build_text = File.ReadAllText(build_file); build_text = build_text.Replace("com.android.application", "com.android.library"); build_text = Regex.Replace(build_text, @"\n.*applicationId '.+'.*\n", "\n"); File.WriteAllText(build_file, build_text); // Modify AndroidManifest.xml var manifest_file = Path.Combine(exportPath, "src/main/AndroidManifest.xml"); var manifest_text = File.ReadAllText(manifest_file); manifest_text = Regex.Replace(manifest_text, @"", ""); Regex regex = new Regex(@"(\s|\S)+?", RegexOptions.Multiline); manifest_text = regex.Replace(manifest_text, ""); File.WriteAllText(manifest_file, manifest_text); } [MenuItem("Flutter/Export IOS %&i", false, 2)] public static void DoBuildIOS() { string exportPath = Path.GetFullPath(Path.Combine(ProjectPath, "../ios/UnityExport")); if (Directory.Exists(exportPath)) Directory.Delete(exportPath, true); EditorUserBuildSettings.iOSBuildConfigType = iOSBuildType.Release; var options = BuildOptions.AcceptExternalModificationsToPlayer; var report = BuildPipeline.BuildPlayer( GetEnabledScenes(), exportPath, BuildTarget.iOS, options ); if (report.summary.result != BuildResult.Succeeded) throw new Exception("Build failed"); } static void Copy(string source, string destinationPath) { if (Directory.Exists(destinationPath)) Directory.Delete(destinationPath, true); Directory.CreateDirectory(destinationPath); foreach (string dirPath in Directory.GetDirectories(source, "*", SearchOption.AllDirectories)) Directory.CreateDirectory(dirPath.Replace(source, destinationPath)); foreach (string newPath in Directory.GetFiles(source, "*.*", SearchOption.AllDirectories)) File.Copy(newPath, newPath.Replace(source, destinationPath), true); } static string[] GetEnabledScenes() { var scenes = EditorBuildSettings.scenes .Where(s => s.enabled) .Select(s => s.path) .ToArray(); return scenes; } }