[Unity]设置自动打包脚本

背景 我们经常会使用自动打包功能

文件名称:

AutoBuild.cs
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEngine;

public class AutoBuilder
{
    [MenuItem("Build/GetCurrentBuildTarget")]
    public static void GetCurrentBuildTarget()
    {
        Debug.Log($"当前平台为:{EditorUserBuildSettings.activeBuildTarget}");
        Debug.Log(
            $"当前平台组为:{BuildPipeline.GetBuildTargetGroup(EditorUserBuildSettings.activeBuildTarget)}"
        );
    }

    [MenuItem("Build/Build")]
    public static void Build()
    {
        BuildTarget currentTarget = EditorUserBuildSettings.activeBuildTarget;
        BuildTargetGroup currentGroup = BuildPipeline.GetBuildTargetGroup(currentTarget);

        BuildTarget buildTarget = BuildTarget.StandaloneWindows64;
        BuildTargetGroup buildTargetGroup = BuildTargetGroup.Standalone;

        Debug.Log($"当前平台:  {currentTarget}");

        if (currentTarget != buildTarget)
        {
            Debug.Log($"检测到非 {buildTarget} 平台,正在切换...");
            bool success = EditorUserBuildSettings.SwitchActiveBuildTarget(
                buildTargetGroup,
                buildTarget
            );

            if (success)
            {
                Debug.Log($"切换至 {buildTarget} 平台成功");
                // 可选:保存工程设置(非必须)
                AssetDatabase.SaveAssets();
            }
            else
            {
                Debug.LogError($"切换失败!请检查 {buildTarget} 模块是否已安装");
            }
        }
        else
        {
            Debug.Log($"当前已是 {buildTarget} 平台,无需切换");
        }

        // 获取场景设置中的所有场景
        string[] scenes = EditorBuildSettings
            .scenes.Where(scene => scene.enabled) // 过滤出被启用的场景
            .Select(scene => scene.path) // 获取场景路径
            .ToArray();

        string projectPath = Directory.GetParent(Application.dataPath).FullName;
        Debug.Log("Project Path: " + projectPath);

        string outputpath =
            buildTargetGroup == BuildTargetGroup.Standalone
                ? Path.Combine(
                    projectPath,
                    buildTargetGroup.ToString(),
                    EditorUserBuildSettings.activeBuildTarget.ToString()
                )
                : Path.Combine(projectPath, EditorUserBuildSettings.activeBuildTarget.ToString());
        Debug.Log("Output Path: " + outputpath);

        // 执行构建
        BuildPipeline.BuildPlayer(scenes, outputpath, buildTarget, BuildOptions.None);
    }
}

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