http://blog.csdn.net/pandawuwyj/article/details/7959335html
Unity3D的項目,這周吃虧在宏上了。大背景是項目須要在Unity中用Hudson自動生成不一樣平臺的版本。數組
程序設計語言的預處理的概念:在編譯以前進行的處理。函數
#if UNITY_WEBPLAYER
BuildTarget target = BuildTarget.WebPlayer;
#elif UNITY_STANDALONE_WIN && UNITY_EDITOR
BuildTarget target = BuildTarget.StandaloneWindows;
#elif UNITY_ANDROID
BuildTarget target = BuildTarget.Android;
#else
BuildTarget target = BuildTarget.iPhone;
#endifui
#if UNITY_WEBPLAYER
public const string AssetRootPath = AutomaticBuild.WebPlatFormDataPath + "/";
#elif UNITY_STANDALONE_WIN && UNITY_EDITOR
public const string AssetRootPath = AutomaticBuild.WinPlatFormDataPath + "/";
#elif UNITY_ANDROID
public const string AssetRootPath = AutomaticBuild.AndRoidPlatFormDataPath + "/";
#else
public const string AssetRootPath = AutomaticBuild.IOSPlatFormDataPath + "/";
#endifspa
如上面兩段代碼,打開Unity項目(例如PC & Mac Standalone保存的)以後,再打開項目的Script(這裏用VS2008+VA),會發現上述加粗行高亮。即Target和AssetRootPath在編譯前已然肯定,且以後不能對其作出變動。.net
當採用Unity支持的命令編譯時C:\program files\Unity\Editor>Unity.exe -quit -batchmode -executeMethod MyEditorScript.MyMethod設計
此時MyMethod可能用了以下代碼,3d
BuildPipeline.BuildPlayer( levels, "WebPlayerBuild", BuildTarget.WebPlayer, BuildOptions.None);
但Target和AssetRootPath並無賦予應有的Web相應值,會形成生成的Unity3D文件能生成但不對,執行BuildPlayer時會報Runtime Error錯。code
不由讓我想起Effective C++裏的第2個條款:儘可能以const, enum, inline替換 #define。果真金科玉律……orm
個人解決方式以下:
1.在MyMethod中先調用
private static string AssetRootPath = null;
public static string GetAssetRootPath()
{
if (AssetRootPath != null)
return AssetRootPath;
if (EditorUserBuildSettings.activeBuildTarget==BuildTarget.WebPlayer)
{
AssetRootPath = "WebData/LatestData/";
}
else if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.Android)
{
AssetRootPath = "AndroidData/LatestData/";
}
else if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.StandaloneWindows)
{
AssetRootPath = "WinData/LatestData/";
}
else
{
AssetRootPath = "IOSData/LatestData/";
}
return AssetRootPath;
}
public static BuildTarget GetBuildTarget()
{
return EditorUserBuildSettings.activeBuildTarget;
}
因爲需求的小變動,小小地重構了上次的代碼:
ClearISingleFileSeries(); ClearDirectorySeries(); /// <summary> /// 刪除單個文件的數組 /// </summary> static void ClearISingleFileSeries() { string[] SingleFileSeries = { Application.dataPath + "/Plugins/I18N.dll", Application.dataPath + "/Plugins/I18N.CJK.dll", Application.dataPath + "/Plugins/I18N.West.dll" }; ClearFiles(SingleFileSeries); } /// <summary> /// 刪除filesPath數組內指向的文件 /// </summary> /// <param name="filesPath"></param> static void ClearFiles(string[] filesPath) { foreach (string singleFilePath in filesPath) { if (File.Exists(singleFilePath)) { try { File.Delete(singleFilePath); } catch (System.Exception ex) { //catch ex } } } } /// <summary> /// 刪除目前作Web版本會出現內存問題的Audio資源 /// </summary> static void ClearDirectorySeries() { string[] audioPath = { Application.dataPath + "/Game/Audio/Resources", Application.dataPath + "/Game/Audio/SFX", Application.dataPath + "/Game/MyGUI" }; foreach (string audioDirectory in audioPath) { if (Directory.Exists(audioDirectory)) //保護,避免文件目錄不存在跳異常 ClearFilesAndDirectory(audioDirectory); } } /// <summary> /// 刪除dataPath文件目錄下的全部子文件及子文件夾 /// </summary> /// <param name="DirectoryPath"></param> static void ClearFilesAndDirectory(string DirectoryPath) { DirectoryInfo dir = new DirectoryInfo(DirectoryPath); //文件 foreach (FileInfo fChild in dir.GetFiles("*")) { if (fChild.Attributes != FileAttributes.Normal) fChild.Attributes = FileAttributes.Normal; fChild.Delete(); } //文件夾 foreach (DirectoryInfo dChild in dir.GetDirectories("*")) { if (dChild.Attributes != FileAttributes.Normal) dChild.Attributes = FileAttributes.Normal; ClearFilesAndDirectory(dChild.FullName); dChild.Delete(); } }