Unity3D研究院之IOS全自动编辑framework、plist、oc代码

时间:2023-12-23 14:39:50

Unity打IOS时会先生成一个Xcode工程,如果你需要增加一些第三方的framework那么需要手动一条一条的添加,这太烦了。。而且可能你还需要修改Plist文件,甚至还可能要修改unity自动生成的oc代码,每次打包都要修改的话,那太累了。。这篇文章就是全自动打包的第一步。。建议使用XUPorter,我在它的基础上拓展了两个类,一个用来修改plist,一个用来修改unity生成出来的OC代码。文章的最后我会给出代码。。

那么我用一个比较变态的SDK举个例子ShareSDK,它就需要自动添加framework,修改plist,还有要修改oc的代码。第一步打开XUPorter/Mods/share.projmods 文件。

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{
    "group": "share",
    "libs": ["libicucore.dylib","libz.1.2.5.dylib"],
    "frameworks": [
                    "SystemConfiguration.framework",
                    "QuartzCore.framework",
                    "CoreTelephony.framework",
                    "Security.framework",
                    "AdSupport.framework:optional",
                    "MessageUI.framework",
                     "StoreKit.framework",
                     "AudioToolbox.framework",
                     "QuartzCore.framework"
                   ],
    "headerpaths": [],
    "files":   [
                "ShareSDK/Connection/SinaWeiboConnection.framework",
                "ShareSDK/Connection/WeChatConnection.framework",
                "ShareSDK/Core/AGCommon.framework",
                "ShareSDK/Core/ShareSDKCoreService.framework",
                "ShareSDK/ShareSDK.framework"
                ],
    "folders": ["ShareSDK/"],    
    "excludes": ["^.*.meta$", "^.*.mdown$", "^.*.pdf$"],
    "linker_flags": []
}

 frameworks分成两种,一种是系统自带的framework还有一种是第三方的framework。 “frameworks”节点里面放的是系统自带的frameworks。”files”节点里面放的是第三方做出来的framework。 尤其是第三方的framework如果位置放的不对,就不会被xcode所引用的!切记切记!!

folders:可以把某个文件夹下的所有文件拷贝在xcode工程里面,一般sdk都会附带一些oc的代码文件,最好通过folders把oc的代码拷贝在工程里面。或者你也可以把oc的代码放在plugins下面,同样打包的时候也会拷贝进xcode工程。

unity打完IOS或者Android包以后会自动回调一个静态方法。

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    [PostProcessBuild (100)]
    public static void OnPostProcessBuild (BuildTarget target, string pathToBuiltProject)

 自动添加framework的原理其实就是等包打完以后,在这个方法里面进行文件的操作,把需要的framework plist oc 代码拷贝进去,或者修改它们。。

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using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEditor.XCodeEditor;
using System.Xml;
#endif
using System.IO;
public static class XCodePostProcess
{
    #if UNITY_EDITOR
    [PostProcessBuild (100)]
    public static void OnPostProcessBuild (BuildTarget target, string pathToBuiltProject)
    {
        if (target != BuildTarget.iPhone) {
            Debug.LogWarning ("Target is not iPhone. XCodePostProcess will not run");
            return;
        }
        //得到xcode工程的路径
        string path = Path.GetFullPath (pathToBuiltProject);
        // Create a new project object from build target
        XCProject project = new XCProject (pathToBuiltProject);
        // Find and run through all projmods files to patch the project.
        // Please pay attention that ALL projmods files in your project folder will be excuted!
        //在这里面把frameworks添加在你的xcode工程里面
        string[] files = Directory.GetFiles (Application.dataPath, "*.projmods", SearchOption.AllDirectories);
        foreach (string file in files) {
            project.ApplyMod (file);
        }
        //增加一个编译标记。。没有的话sharesdk会报错。。
        project.AddOtherLinkerFlags("-licucore");
        //设置签名的证书, 第二个参数 你可以设置成你的证书
        project.overwriteBuildSetting ("CODE_SIGN_IDENTITY", "xxxxxx", "Release");
        project.overwriteBuildSetting ("CODE_SIGN_IDENTITY", "xxxxxx", "Debug");
        // 编辑plist 文件
        EditorPlist(path);
        //编辑代码文件
        EditorCode(path);
        // Finally save the xcode project
        project.Save ();
    }
    private static void EditorPlist(string filePath)
    {
        XCPlist list =new XCPlist(filePath);
        string bundle = "com.yusong.momo";
        string PlistAdd = @"  
            <key>CFBundleURLTypes</key>
            <array>
            <dict>
            <key>CFBundleTypeRole</key>
            <string>Editor</string>
            <key>CFBundleURLIconFile</key>
            <string>Icon@2x</string>
            <key>CFBundleURLName</key>
            <string>"+bundle+@"</string>
            <key>CFBundleURLSchemes</key>
            <array>
            <string>ww123456</string>
            </array>
            </dict>
            </array>";
        //在plist里面增加一行
        list.AddKey(PlistAdd);
        //在plist里面替换一行
        list.ReplaceKey("<string>com.yusong.${PRODUCT_NAME}</string>","<string>"+bundle+"</string>");
        //保存
        list.Save();
    }
    private static void EditorCode(string filePath)
    {
        //读取UnityAppController.mm文件
        XClass UnityAppController = new XClass(filePath + "/Classes/UnityAppController.mm");
        //在指定代码后面增加一行代码
        UnityAppController.WriteBelow("#include \"PluginBase/AppDelegateListener.h\"","#import <ShareSDK/ShareSDK.h>");
        //在指定代码中替换一行
        UnityAppController.Replace("return YES;","return [ShareSDK handleOpenURL:url sourceApplication:sourceApplication annotation:annotation wxDelegate:nil];");
        //在指定代码后面增加一行
        UnityAppController.WriteBelow("UnityCleanup();\n}","- (BOOL)application:(UIApplication *)application handleOpenURL:(NSURL *)url\r{\r    return [ShareSDK handleOpenURL:url wxDelegate:nil];\r}");
    }
    #endif
}

在回到ShareSDK上,在接微信平台的时候,它们需要在pList 里面增加URL types选项,这里我通过XCPlist增加一行 或者替换一行。

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.IO;
namespace UnityEditor.XCodeEditor
{
    public partial class XCPlist : System.IDisposable
    {
        private string filePath;
        List<string> contents = new List<string>();
        public XCPlist(string fPath)
        {
            filePath = Path.Combine( fPath, "info.plist" );
            if( !System.IO.File.Exists( filePath ) ) {
                Debug.LogError( filePath +"路径下文件不存在" );
                return;
            }
            FileInfo projectFileInfo = new FileInfo( filePath );
            StreamReader sr = projectFileInfo.OpenText();
            while (sr.Peek() >= 0)
            {
                contents.Add(sr.ReadLine());
            }
            sr.Close();
        }
        public void AddKey(string key)
        {
                if(contents.Count < 2)
                        return;
                contents.Insert(contents.Count - 2,key);
        }
        public void ReplaceKey(string key,string replace){
            for(int i = 0;i < contents.Count;i++){
                    if(contents[i].IndexOf(key) != -1){
                            contents[i] = contents[i].Replace(key,replace);
                    }
            }
        }
        public void Save()
        {
            StreamWriter saveFile = File.CreateText(filePath);
            foreach(string line in contents)
                    saveFile.WriteLine(line);
            saveFile.Close();
        }
        public void Dispose()
        {
        }
    }
}

 ShareSDK在接入微信平台的时候 必须修改Unity生成的UnityAppController.mm 文件,这里我通过 XClass 自动修改UnityAppController.mm生成的代码。 主要是增加代码和替换代码 两部分。。

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.IO;
namespace UnityEditor.XCodeEditor
{
    public partial class XClass : System.IDisposable
    {
        private string filePath;
        public XClass(string fPath)
        {
            filePath = fPath;
            if( !System.IO.File.Exists( filePath ) ) {
                    Debug.LogError( filePath +"路径下文件不存在" );
                    return;
            }
        }
        public void WriteBelow(string below, string text)
        {
            StreamReader streamReader = new StreamReader(filePath);
            string text_all = streamReader.ReadToEnd();
            streamReader.Close();
            int beginIndex = text_all.IndexOf(below);
            if(beginIndex == -1){
                Debug.LogError(filePath +"中没有找到标致"+below);
                return;
            }
            int endIndex = text_all.LastIndexOf("\n", beginIndex + below.Length);
            text_all = text_all.Substring(0, endIndex) + "\n"+text+"\n" + text_all.Substring(endIndex);
            StreamWriter streamWriter = new StreamWriter(filePath);
            streamWriter.Write(text_all);
            streamWriter.Close();
        }
        public void Replace(string below, string newText)
        {
            StreamReader streamReader = new StreamReader(filePath);
            string text_all = streamReader.ReadToEnd();
            streamReader.Close();
            int beginIndex = text_all.IndexOf(below);
            if(beginIndex == -1){
                Debug.LogError(filePath +"中没有找到标致"+below);
                return;
            }
            text_all =  text_all.Replace(below,newText);
            StreamWriter streamWriter = new StreamWriter(filePath);
            streamWriter.Write(text_all);
            streamWriter.Close();
        }
        public void Dispose()
        {
        }
    }
}

像这样,我就可以把unity生成的代码修改了。。

Unity3D研究院之IOS全自动编辑framework、plist、oc代码

最后是工程地址:http://pan.baidu.com/s/1i3gLDTN

建议大家把工程下载下来看看一基本上就明白它的工作原理了。如果你掌握者本篇文章的知识 那么恭喜你 自动化打包就已经完成了一半。。 现在我们已经可以自动化生成 xcode工程了,等有时间的话我会把下一半shell 自动化打包.ipa的方法在整理出来。。