配置好三个环境,否则无法使用cmd命令执行的
package com.myunity;
import net.lingala.zip4j.core.ZipFile;
import java.io.BufferedReader;
import java.io.File;
import java.io.FileInputStream;
import java.io.FileOutputStream;
import java.io.InputStreamReader;
/**
* Created by Administrator on 2017/12/13.
*/
public class GenerateUnityAAR {
private static void copyFileTo(String oldFilePath, String newFilePath) {
File mManifestFile = new File(oldFilePath);
FileInputStream fisManifest = null;
try {
fisManifest = new FileInputStream(mManifestFile);
FileOutputStream outManifest = new FileOutputStream(new File(newFilePath));
int count = fisManifest.available();
byte[] data = new byte[count];
if ((fisManifest.read(data)) != -1) {
outManifest.write(data); // 复制文件内容
}
outManifest.close(); // 关闭输出流
fisManifest.close(); // 关闭输入流
} catch (Exception e) {
e.printStackTrace();
}
}
public static void main(String[] args) {
String androidAppPath = "C:\\Users\\MrDai\\Desktop\\myunity\\app\\";
// FIXKXT: 2017/12/14 Unity Assets-Plugins-Android文件夹目录
String mUnityAndroidPath = "C:\\Users\\MrDai\\Desktop\\MyUnityDemo\\Assets\\Plugins\\Android";
try {
File mAarFile = new File(androidAppPath, "build/outputs/aar/app-debug.aar");
ZipFile zipFile = new ZipFile(mAarFile);
zipFile.setFileNameCharset("GBK");
zipFile.removeFile("libs/classes.jar");
zipFile.removeFile("libs/zip4j_1.3.2.jar");
zipFile.extractFile("AndroidManifest.xml", androidAppPath + "/build/outputs/aar/");
copyFileTo(androidAppPath + "/build/outputs/aar/AndroidManifest.xml", mUnityAndroidPath + "\\AndroidManifest.xml");
copyFileTo(androidAppPath + "/build/outputs/aar/app-debug.aar", mUnityAndroidPath + "\\app.aar");
System.out.println("操作AAR成功");
} catch (Exception e) {
e.printStackTrace();
}
}
}
这段代码放置到android代码中,并添加zip4j的jar,我们在unity一键打包时需要命令执行java编译GenerateUnityAAR文件的
image.png
接下来我们编写Unity代码,在Editor 中创建文件UnityMenu 代码如下
image.png
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Text;
using System.Threading;
using UnityEditor;
using UnityEngine;
public class UnityMenu : MonoBehaviour
{
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
}
[MenuItem("Install APP/编译并且安装")]
private static void startBuild()
{
//编译JAVA
//javac -cp C:\Users\MrDai\Desktop\myunity\app\libs\zip4j_1.3.2.jar -encoding utf-8 -d C:\Users\MrDai\Desktop\myunity\app C:\Users\MrDai\Desktop\myunity\app\src\main\java\com\myunity\GenerateUnityAAR.java
//执行JAVA
//cd C:\Users\MrDai\Desktop\myunity\app
//C:
//java -cp .;C:\Users\MrDai\Desktop\myunity\app\libs\zip4j_1.3.2.jar com.myunity.GenerateUnityAAR
string mAndroidPath = "C:\\Users\\MrDai\\Desktop\\myunity\\app\\";//安卓路径
string mAndroidPf = "C:";//安卓盘符
string mAndroidJavaFile = "com\\myunity\\GenerateUnityAAR.java";
string mAndroidClassFile = "com.myunity.GenerateUnityAAR";
//gradle 编译
string buildAndroidCmd = " /c cd " + mAndroidPath + " & " + mAndroidPf + " & gradle clean & gradle assembleDebug";
UnityEngine.Debug.Log("Gradle build 编译.... " + buildAndroidCmd);
exeCmd(buildAndroidCmd,true);
//编译javac
string moveFileToUnityCmd = " /c javac -cp "
+ mAndroidPath + "\\libs\\zip4j_1.3.2.jar -encoding utf-8 -d "
+ mAndroidPath + " "
+ mAndroidPath + "\\src\\main\\java\\"+ mAndroidJavaFile;
UnityEngine.Debug.Log("java 代码编译.... " + moveFileToUnityCmd);
exeCmd(moveFileToUnityCmd, true);
//编译javac
string runJavaCmd = " /c cd "+ mAndroidPath+ " & java -cp .;"+ mAndroidPath + "\\libs\\zip4j_1.3.2.jar "+ mAndroidClassFile;
UnityEngine.Debug.Log("java 代码编译.... " + runJavaCmd);
exeCmd(runJavaCmd, true);
//打包所有场景
List<string> lsit = new List<string>();
foreach (EditorBuildSettingsScene scene in EditorBuildSettings.scenes)
{
if (scene.enabled)
{
lsit.Add(scene.path);
}
}
//开始执行代码,各种打包
string buildOut = BuildPipeline.BuildPlayer(lsit.ToArray(), "Sample.apk", BuildTarget.Android, BuildOptions.None);
UnityEngine.Debug.Log("buildOut.... " + buildOut);
string unityApkPath = "C:\\Users\\MrDai\\Desktop\\MyUnityDemo\\Sample.apk";
exeCmd(" /k adb install -r " + unityApkPath,false);
}
private static void exeCmd(string cmdInfo,bool isOpenCmdWin)
{
ProcessStartInfo mCmdProcess = new ProcessStartInfo("C:\\Windows\\system32\\cmd.exe");
mCmdProcess.Arguments = cmdInfo;
mCmdProcess.CreateNoWindow = isOpenCmdWin; // 不创建新窗口
mCmdProcess.UseShellExecute = true; //不启用shell启动进程
mCmdProcess.RedirectStandardOutput = false; // 重定向标准输出
mCmdProcess.RedirectStandardInput = false; // 重定向标准输出
mCmdProcess.RedirectStandardError = false; // 重定向错误输出
Process mProcess = Process.Start(mCmdProcess);
mCmdProcess.StandardOutputEncoding = System.Text.Encoding.GetEncoding("GBK");
mCmdProcess.StandardErrorEncoding = System.Text.Encoding.GetEncoding("GBK");
try {
String myReadInfo = mProcess.StandardOutput.ReadToEnd();
if (myReadInfo != null) {
UnityEngine.Debug.Log("Cmd执行.... " + myReadInfo);
}
}
catch (Exception e) {
}
mProcess.WaitForExit();
}
}
在startBuild上配上[MenuItem("Install APP/编译并且安装")]则会在Unity工具任务栏出现Install App选项了
Unity 中创建Button,添加一个点击事件和Android进行交互
交互代码:
AndroidJavaClass jc = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
AndroidJavaObject jo = jc.GetStatic<AndroidJavaObject>("currentActivity");
jo.Call("showCurrentTime");
这里的showCurrentTime是Android中预留的public方法
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