811 lines
34 KiB
C#
Executable File
811 lines
34 KiB
C#
Executable File
using System;
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using System.IO;
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using System.Linq;
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using System.Text.RegularExpressions;
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using UnityEditor;
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using UnityEditor.Build;
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using UnityEngine;
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using Application = UnityEngine.Application;
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using BuildResult = UnityEditor.Build.Reporting.BuildResult;
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// uncomment for addressables
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//using UnityEditor.AddressableAssets;
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//using UnityEditor.AddressableAssets.Settings;
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namespace FlutterUnityIntegration.Editor
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{
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public class Build : EditorWindow
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{
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private static readonly string ProjectPath = Path.GetFullPath(Path.Combine(Application.dataPath, ".."));
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private static readonly string APKPath = Path.Combine(ProjectPath, "Builds/" + Application.productName + ".apk");
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private static readonly string AndroidExportPath = Path.GetFullPath(Path.Combine(ProjectPath, "../../android/unityLibrary"));
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private static readonly string WindowsExportPath = Path.GetFullPath(Path.Combine(ProjectPath, "../../windows/unityLibrary/data"));
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private static readonly string IOSExportPath = Path.GetFullPath(Path.Combine(ProjectPath, "../../ios/UnityLibrary"));
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private static readonly string WebExportPath = Path.GetFullPath(Path.Combine(ProjectPath, "../../web/UnityLibrary"));
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private static readonly string IOSExportPluginPath = Path.GetFullPath(Path.Combine(ProjectPath, "../../ios_xcode/UnityLibrary"));
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private bool _pluginMode = false;
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private static string _persistentKey = "flutter-unity-widget-pluginMode";
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//#region GUI Member Methods
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[MenuItem("Flutter/Export Android (Debug) %&n", false, 101)]
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public static void DoBuildAndroidLibraryDebug()
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{
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DoBuildAndroid(Path.Combine(APKPath, "unityLibrary"), false, false);
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}
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[MenuItem("Flutter/Export Android (Release) %&m", false, 102)]
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public static void DoBuildAndroidLibraryRelease()
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{
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DoBuildAndroid(Path.Combine(APKPath, "unityLibrary"), false, true);
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}
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[MenuItem("Flutter/Export Android Plugin %&p", false, 103)]
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public static void DoBuildAndroidPlugin()
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{
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DoBuildAndroid(Path.Combine(APKPath, "unityLibrary"), true, true);
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}
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[MenuItem("Flutter/Export IOS (Debug) %&i", false, 201)]
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public static void DoBuildIOSDebug()
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{
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BuildIOS(IOSExportPath, false);
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}
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[MenuItem("Flutter/Export IOS (Release) %&i", false, 202)]
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public static void DoBuildIOSRelease() {
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BuildIOS(IOSExportPath, true);
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}
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[MenuItem("Flutter/Export IOS Plugin %&o", false, 203)]
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public static void DoBuildIOSPlugin()
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{
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BuildIOS(IOSExportPluginPath, true);
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// Automate so manual steps
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SetupIOSProjectForPlugin();
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// Build Archive
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// BuildUnityFrameworkArchive();
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}
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[MenuItem("Flutter/Export Web GL %&w", false, 301)]
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public static void DoBuildWebGL()
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{
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BuildWebGL(WebExportPath);
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}
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// Hide this button as windows isn't implemented in the Flutter plugin yet.
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// [MenuItem("Flutter/Export Windows %&d", false, 401)]
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public static void DoBuildWindowsOS()
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{
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BuildWindowsOS(WindowsExportPath);
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}
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[MenuItem("Flutter/Settings %&S", false, 501)]
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public static void PluginSettings()
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{
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EditorWindow.GetWindow(typeof(Build));
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}
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private void OnGUI()
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{
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GUILayout.Label("Flutter Unity Widget Settings", EditorStyles.boldLabel);
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EditorGUI.BeginChangeCheck();
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_pluginMode = EditorGUILayout.Toggle("Plugin Mode", _pluginMode);
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if (EditorGUI.EndChangeCheck())
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{
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EditorPrefs.SetBool(_persistentKey, _pluginMode);
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}
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}
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private void OnEnable()
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{
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_pluginMode = EditorPrefs.GetBool(_persistentKey, false);
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}
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//#endregion
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//#region Build Member Methods
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private static void BuildWindowsOS(String path)
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{
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// Switch to Android standalone build.
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EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Android, BuildTarget.Android);
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if (Directory.Exists(path))
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Directory.Delete(path, true);
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if (Directory.Exists(WindowsExportPath))
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Directory.Delete(WindowsExportPath, true);
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var playerOptions = new BuildPlayerOptions
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{
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scenes = GetEnabledScenes(),
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target = BuildTarget.StandaloneWindows64,
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locationPathName = path,
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options = BuildOptions.AllowDebugging
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};
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// Switch to Android standalone build.
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EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Standalone, BuildTarget.StandaloneWindows64);
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// build addressable
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ExportAddressables();
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var report = BuildPipeline.BuildPlayer(playerOptions);
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if (report.summary.result != BuildResult.Succeeded)
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throw new Exception("Build failed");
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Debug.Log("-- Windows Build: SUCCESSFUL --");
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}
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private static void BuildWebGL(String path)
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{
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// Check if the Unity project is in the expected location
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if (!IsProjectLocationValid(path, "web")) {
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return;
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}
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// Switch to Android standalone build.
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EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Android, BuildTarget.Android);
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if (Directory.Exists(path))
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Directory.Delete(path, true);
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if (Directory.Exists(WebExportPath))
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Directory.Delete(WebExportPath, true);
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// EditorUserBuildSettings. = true;
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var playerOptions = new BuildPlayerOptions();
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playerOptions.scenes = GetEnabledScenes();
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playerOptions.target = BuildTarget.WebGL;
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playerOptions.locationPathName = path;
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// Switch to Android standalone build.
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EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.WebGL, BuildTarget.WebGL);
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// build addressable
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ExportAddressables();
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var report = BuildPipeline.BuildPlayer(playerOptions);
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if (report.summary.result != BuildResult.Succeeded)
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throw new Exception("Build failed");
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// Copy(path, WebExportPath);
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ModifyWebGLExport();
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Debug.Log("-- WebGL Build: SUCCESSFUL --");
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}
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private static void DoBuildAndroid(String buildPath, bool isPlugin, bool isReleaseBuild)
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{
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// Check if the Unity project is in the expected location
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if (!IsProjectLocationValid(AndroidExportPath, "android")) {
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return;
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}
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// Switch to Android standalone build.
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EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Android, BuildTarget.Android);
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if (Directory.Exists(APKPath))
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Directory.Delete(APKPath, true);
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if (Directory.Exists(AndroidExportPath))
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Directory.Delete(AndroidExportPath, true);
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EditorUserBuildSettings.androidBuildSystem = AndroidBuildSystem.Gradle;
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EditorUserBuildSettings.exportAsGoogleAndroidProject = true;
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var playerOptions = new BuildPlayerOptions();
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playerOptions.scenes = GetEnabledScenes();
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playerOptions.target = BuildTarget.Android;
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playerOptions.locationPathName = APKPath;
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if (!isReleaseBuild)
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{
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// remove this line if you don't use a debugger and you want to speed up the flutter build
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playerOptions.options = BuildOptions.AllowDebugging | BuildOptions.Development;
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}
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#if UNITY_2022_1_OR_NEWER
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PlayerSettings.SetIl2CppCompilerConfiguration(BuildTargetGroup.Android, isReleaseBuild ? Il2CppCompilerConfiguration.Release : Il2CppCompilerConfiguration.Debug);
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PlayerSettings.SetIl2CppCodeGeneration(NamedBuildTarget.Android, isReleaseBuild ? Il2CppCodeGeneration.OptimizeSpeed : Il2CppCodeGeneration.OptimizeSize);
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#elif UNITY_2021_2_OR_NEWER
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PlayerSettings.SetIl2CppCompilerConfiguration(BuildTargetGroup.Android, isReleaseBuild ? Il2CppCompilerConfiguration.Release : Il2CppCompilerConfiguration.Debug);
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EditorUserBuildSettings.il2CppCodeGeneration = isReleaseBuild ? Il2CppCodeGeneration.OptimizeSpeed : Il2CppCodeGeneration.OptimizeSize;
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#endif
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// Switch to Android standalone build.
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EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Android, BuildTarget.Android);
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// build addressable
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ExportAddressables();
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var report = BuildPipeline.BuildPlayer(playerOptions);
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if (report.summary.result != BuildResult.Succeeded)
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throw new Exception("Build failed");
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Copy(buildPath, AndroidExportPath);
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// Modify build.gradle
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ModifyAndroidGradle(isPlugin);
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if(isPlugin)
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{
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SetupAndroidProjectForPlugin();
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} else
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{
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SetupAndroidProject();
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}
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// Copy over resources from the launcher module that are used by the library, Avoid deleting the existing src/main/res contents.
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Copy(Path.Combine(APKPath + "/launcher/src/main/res"), Path.Combine(AndroidExportPath, "src/main/res"), false);
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if (isReleaseBuild) {
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Debug.Log($"-- Android Release Build: SUCCESSFUL --");
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} else
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{
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Debug.Log($"-- Android Debug Build: SUCCESSFUL --");
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}
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}
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private static void ModifyWebGLExport()
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{
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// Modify index.html
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var indexFile = Path.Combine(WebExportPath, "index.html");
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var indexHtmlText = File.ReadAllText(indexFile);
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indexHtmlText = indexHtmlText.Replace("<script>", @"
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<script>
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var mainUnityInstance;
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window['handleUnityMessage'] = function (params) {
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window.parent.postMessage({
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name: 'onUnityMessage',
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data: params,
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}, '*');
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};
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window['handleUnitySceneLoaded'] = function (name, buildIndex, isLoaded, isValid) {
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window.parent.postMessage({
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name: 'onUnitySceneLoaded',
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data: {
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'name': name,
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'buildIndex': buildIndex,
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'isLoaded': isLoaded == 1,
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'isValid': isValid == 1,
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}
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}, '*');
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};
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window.parent.addEventListener('unityFlutterBiding', function (args) {
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const obj = JSON.parse(args.data);
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mainUnityInstance.SendMessage(obj.gameObject, obj.methodName, obj.message);
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});
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window.parent.addEventListener('unityFlutterBidingFnCal', function (args) {
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mainUnityInstance.SendMessage('GameManager', 'HandleWebFnCall', args.data);
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});
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");
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indexHtmlText = indexHtmlText.Replace("canvas.style.width = \"960px\";", "canvas.style.width = \"100%\";");
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indexHtmlText = indexHtmlText.Replace("canvas.style.height = \"600px\";", "canvas.style.height = \"100%\";");
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indexHtmlText = indexHtmlText.Replace("}).then((unityInstance) => {", @"
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}).then((unityInstance) => {
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window.parent.postMessage('unityReady', '*');
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mainUnityInstance = unityInstance;
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");
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File.WriteAllText(indexFile, indexHtmlText);
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/// Modidy style.css
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var cssFile = Path.Combine($"{WebExportPath}/TemplateData", "style.css");
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var fullScreenCss = File.ReadAllText(cssFile);
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fullScreenCss = @"
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body { padding: 0; margin: 0; overflow: hidden; }
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#unity-container { position: absolute }
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#unity-container.unity-desktop { width: 100%; height: 100% }
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#unity-container.unity-mobile { width: 100%; height: 100% }
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#unity-canvas { background: #231F20 }
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.unity-mobile #unity-canvas { width: 100%; height: 100% }
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#unity-loading-bar { position: absolute; left: 50%; top: 50%; transform: translate(-50%, -50%); display: none }
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#unity-logo { width: 154px; height: 130px; background: url('unity-logo-dark.png') no-repeat center }
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#unity-progress-bar-empty { width: 141px; height: 18px; margin-top: 10px; background: url('progress-bar-empty-dark.png') no-repeat center }
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#unity-progress-bar-full { width: 0%; height: 18px; margin-top: 10px; background: url('progress-bar-full-dark.png') no-repeat center }
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#unity-footer { display: none }
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.unity-mobile #unity-footer { display: none }
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#unity-webgl-logo { float:left; width: 204px; height: 38px; background: url('webgl-logo.png') no-repeat center }
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#unity-build-title { float: right; margin-right: 10px; line-height: 38px; font-family: arial; font-size: 18px }
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#unity-fullscreen-button { float: right; width: 38px; height: 38px; background: url('fullscreen-button.png') no-repeat center }
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#unity-mobile-warning { position: absolute; left: 50%; top: 5%; transform: translate(-50%); background: white; padding: 10px; display: none }
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";
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File.WriteAllText(cssFile, fullScreenCss);
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}
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private static void ModifyAndroidGradle(bool isPlugin)
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{
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// Modify build.gradle
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var buildFile = Path.Combine(AndroidExportPath, "build.gradle");
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var buildText = File.ReadAllText(buildFile);
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buildText = buildText.Replace("com.android.application", "com.android.library");
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buildText = buildText.Replace("bundle {", "splits {");
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buildText = buildText.Replace("enableSplit = false", "enable false");
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buildText = buildText.Replace("enableSplit = true", "enable true");
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buildText = buildText.Replace("implementation fileTree(dir: 'libs', include: ['*.jar'])", "implementation(name: 'unity-classes', ext:'jar')");
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buildText = buildText.Replace(" + unityStreamingAssets.tokenize(', ')", "");
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// disable the Unity ndk path as it will conflict with Flutter.
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buildText = buildText.Replace("ndkPath \"", "// ndkPath \"");
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// check for namespace definition (Android gradle plugin 8+), add a backwards compatible version if it is missing.
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if(!buildText.Contains("namespace"))
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{
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buildText = buildText.Replace("compileOptions {",
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"if (project.android.hasProperty(\"namespace\")) {\n namespace 'com.unity3d.player'\n }\n\n compileOptions {"
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);
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}
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if(isPlugin)
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{
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buildText = Regex.Replace(buildText, @"implementation\(name: 'androidx.* ext:'aar'\)", "\n");
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}
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buildText = Regex.Replace(buildText, @"\n.*applicationId '.+'.*\n", "\n");
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File.WriteAllText(buildFile, buildText);
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// Modify AndroidManifest.xml
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var manifestFile = Path.Combine(AndroidExportPath, "src/main/AndroidManifest.xml");
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var manifestText = File.ReadAllText(manifestFile);
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manifestText = Regex.Replace(manifestText, @"<application .*>", "<application>");
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var regex = new Regex(@"<activity.*>(\s|\S)+?</activity>", RegexOptions.Multiline);
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manifestText = regex.Replace(manifestText, "");
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File.WriteAllText(manifestFile, manifestText);
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// Modify proguard-unity.txt
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var proguardFile = Path.Combine(AndroidExportPath, "proguard-unity.txt");
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var proguardText = File.ReadAllText(proguardFile);
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proguardText = proguardText.Replace("-ignorewarnings", "-keep class com.xraph.plugin.** { *; }\n-keep class com.unity3d.plugin.* { *; }\n-ignorewarnings");
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File.WriteAllText(proguardFile, proguardText);
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}
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private static void BuildIOS(String path, bool isReleaseBuild)
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{
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// Check if the Unity project is in the expected location
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if (!IsProjectLocationValid(path, "ios")) {
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return;
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}
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bool abortBuild = false;
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// abort iOS export if #UNITY_IOS is false.
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// Even after SwitchActiveBuildTarget() it will still be false as the code isn't recompiled yet.
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// As a workaround, make the user trigger an export again after the switch.
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#if !UNITY_IOS
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abortBuild = true;
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if (Application.isBatchMode)
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{
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Debug.LogError("Incorrect iOS buildtarget, use the -buildTarget argument to set iOS");
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}
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else
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{
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bool dialogResult = EditorUtility.DisplayDialog(
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"Switch build target to iOS?",
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"Exporting to iOS first requires a build target switch.\nClick 'Export iOS' again after all importing has finished.",
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"Switch to iOS",
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"Cancel"
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);
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if (dialogResult)
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{
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EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.iOS, BuildTarget.iOS);
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}
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}
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#endif
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//don't return within #if !UNITY_IOS as that results in unreachable code warnings.
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if (abortBuild)
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return;
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if (Directory.Exists(path))
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Directory.Delete(path, true);
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#if (UNITY_2021_1_OR_NEWER)
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EditorUserBuildSettings.iOSXcodeBuildConfig = XcodeBuildConfig.Release;
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#else
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EditorUserBuildSettings.iOSBuildConfigType = iOSBuildType.Release;
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#endif
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#if UNITY_2022_1_OR_NEWER
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PlayerSettings.SetIl2CppCompilerConfiguration(BuildTargetGroup.iOS, isReleaseBuild ? Il2CppCompilerConfiguration.Release : Il2CppCompilerConfiguration.Debug);
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PlayerSettings.SetIl2CppCodeGeneration(NamedBuildTarget.iOS, isReleaseBuild ? Il2CppCodeGeneration.OptimizeSpeed : Il2CppCodeGeneration.OptimizeSize);
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#elif UNITY_2021_2_OR_NEWER
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PlayerSettings.SetIl2CppCompilerConfiguration(BuildTargetGroup.iOS, isReleaseBuild ? Il2CppCompilerConfiguration.Release : Il2CppCompilerConfiguration.Debug);
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EditorUserBuildSettings.il2CppCodeGeneration = isReleaseBuild ? Il2CppCodeGeneration.OptimizeSpeed : Il2CppCodeGeneration.OptimizeSize;
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#endif
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var playerOptions = new BuildPlayerOptions
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{
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scenes = GetEnabledScenes(),
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target = BuildTarget.iOS,
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locationPathName = path
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};
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if (!isReleaseBuild)
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{
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playerOptions.options = BuildOptions.AllowDebugging | BuildOptions.Development;
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}
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// build addressable
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ExportAddressables();
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var report = BuildPipeline.BuildPlayer(playerOptions);
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if (report.summary.result != BuildResult.Succeeded)
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throw new Exception("Build failed");
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// log an error if this code is skipped. (might happen when buildtarget is switched from code)
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bool postBuildExecuted = false;
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#if UNITY_IOS
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XcodePostBuild.PostBuild(BuildTarget.iOS, report.summary.outputPath);
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postBuildExecuted = true;
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#endif
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if (postBuildExecuted)
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{
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if (isReleaseBuild)
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{
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Debug.Log("-- iOS Release Build: SUCCESSFUL --");
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}
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else
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{
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Debug.Log("-- iOS Debug Build: SUCCESSFUL --");
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}
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} else
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{
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Debug.LogError("iOS export failed. Failed to modify Unity's Xcode project.");
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}
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}
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//#endregion
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//#region Other Member Methods
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private static void Copy(string source, string destinationPath, bool clearDestination = true)
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{
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if (clearDestination && Directory.Exists(destinationPath))
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Directory.Delete(destinationPath, true);
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Directory.CreateDirectory(destinationPath);
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foreach (var dirPath in Directory.GetDirectories(source, "*",
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SearchOption.AllDirectories))
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Directory.CreateDirectory(dirPath.Replace(source, destinationPath));
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foreach (var newPath in Directory.GetFiles(source, "*.*",
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SearchOption.AllDirectories))
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File.Copy(newPath, newPath.Replace(source, destinationPath), true);
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}
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private static string[] GetEnabledScenes()
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{
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var scenes = EditorBuildSettings.scenes
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.Where(s => s.enabled)
|
|
.Select(s => s.path)
|
|
.ToArray();
|
|
|
|
return scenes;
|
|
}
|
|
|
|
// uncomment for addressables
|
|
private static void ExportAddressables() {
|
|
/*
|
|
Debug.Log("Start building player content (Addressables)");
|
|
Debug.Log("BuildAddressablesProcessor.PreExport start");
|
|
|
|
AddressableAssetSettings.CleanPlayerContent(
|
|
AddressableAssetSettingsDefaultObject.Settings.ActivePlayerDataBuilder);
|
|
|
|
AddressableAssetProfileSettings profileSettings = AddressableAssetSettingsDefaultObject.Settings.profileSettings;
|
|
string profileId = profileSettings.GetProfileId("Default");
|
|
AddressableAssetSettingsDefaultObject.Settings.activeProfileId = profileId;
|
|
|
|
AddressableAssetSettings.BuildPlayerContent();
|
|
Debug.Log("BuildAddressablesProcessor.PreExport done");
|
|
*/
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// This method tries to autome the build setup required for Android
|
|
/// </summary>
|
|
private static void SetupAndroidProject()
|
|
{
|
|
var androidPath = Path.GetFullPath(Path.Combine(ProjectPath, "../../android"));
|
|
var androidAppPath = Path.GetFullPath(Path.Combine(ProjectPath, "../../android/app"));
|
|
var projBuildPath = Path.Combine(androidPath, "build.gradle");
|
|
var appBuildPath = Path.Combine(androidAppPath, "build.gradle");
|
|
var settingsPath = Path.Combine(androidPath, "settings.gradle");
|
|
|
|
// switch to Kotlin DSL gradle if .kts file is detected (Fluter 3.29+ by default)
|
|
if (File.Exists(projBuildPath + ".kts")) {
|
|
SetupAndroidProjectKotlin();
|
|
return;
|
|
}
|
|
|
|
var projBuildScript = File.ReadAllText(projBuildPath);
|
|
var settingsScript = File.ReadAllText(settingsPath);
|
|
var appBuildScript = File.ReadAllText(appBuildPath);
|
|
|
|
// Sets up the project build.gradle files correctly
|
|
if (!Regex.IsMatch(projBuildScript, @"flatDir[^/]*[^}]*}"))
|
|
{
|
|
var regex = new Regex(@"allprojects \{[^\{]*\{", RegexOptions.Multiline);
|
|
projBuildScript = regex.Replace(projBuildScript, @"
|
|
allprojects {
|
|
repositories {
|
|
flatDir {
|
|
dirs ""${project(':unityLibrary').projectDir}/libs""
|
|
}
|
|
");
|
|
File.WriteAllText(projBuildPath, projBuildScript);
|
|
}
|
|
|
|
// Sets up the project settings.gradle files correctly
|
|
if (!Regex.IsMatch(settingsScript, @"include "":unityLibrary"""))
|
|
{
|
|
settingsScript += @"
|
|
|
|
include "":unityLibrary""
|
|
project("":unityLibrary"").projectDir = file(""./unityLibrary"")
|
|
";
|
|
File.WriteAllText(settingsPath, settingsScript);
|
|
}
|
|
|
|
|
|
// Sets up the project app build.gradle files correctly
|
|
if (!Regex.IsMatch(appBuildScript, @"dependencies \{"))
|
|
{
|
|
appBuildScript += @"
|
|
dependencies {
|
|
implementation project(':unityLibrary')
|
|
}
|
|
";
|
|
File.WriteAllText(appBuildPath, appBuildScript);
|
|
} else
|
|
{
|
|
if (!appBuildScript.Contains(@"implementation project(':unityLibrary')"))
|
|
{
|
|
var regex = new Regex(@"dependencies \{", RegexOptions.Multiline);
|
|
appBuildScript = regex.Replace(appBuildScript, @"
|
|
dependencies {
|
|
implementation project(':unityLibrary')
|
|
");
|
|
File.WriteAllText(appBuildPath, appBuildScript);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// Copy of SetupAndroidProject() adapted to Kotlin DLS .gradle.kts. Generated since Flutter 3.29
|
|
private static void SetupAndroidProjectKotlin()
|
|
{
|
|
var androidPath = Path.GetFullPath(Path.Combine(ProjectPath, "../../android"));
|
|
var androidAppPath = Path.GetFullPath(Path.Combine(ProjectPath, "../../android/app"));
|
|
var projBuildPath = Path.Combine(androidPath, "build.gradle.kts");
|
|
var appBuildPath = Path.Combine(androidAppPath, "build.gradle.kts");
|
|
var settingsPath = Path.Combine(androidPath, "settings.gradle.kts");
|
|
|
|
|
|
var projBuildScript = File.ReadAllText(projBuildPath);
|
|
var settingsScript = File.ReadAllText(settingsPath);
|
|
var appBuildScript = File.ReadAllText(appBuildPath);
|
|
|
|
// Sets up the project build.gradle files correctly
|
|
if (!Regex.IsMatch(projBuildScript, @"flatDir[^/]*[^}]*}"))
|
|
{
|
|
var regex = new Regex(@"allprojects \{[^\{]*\{", RegexOptions.Multiline);
|
|
projBuildScript = regex.Replace(projBuildScript, @"
|
|
allprojects {
|
|
repositories {
|
|
flatDir {
|
|
dirs(file(""${project("":unityLibrary"").projectDir}/libs""))
|
|
}
|
|
");
|
|
File.WriteAllText(projBuildPath, projBuildScript);
|
|
}
|
|
|
|
// Sets up the project settings.gradle files correctly
|
|
if (!Regex.IsMatch(settingsScript, @"include("":unityLibrary"")"))
|
|
{
|
|
settingsScript += @"
|
|
|
|
include("":unityLibrary"")
|
|
project("":unityLibrary"").projectDir = file(""./unityLibrary"")
|
|
";
|
|
File.WriteAllText(settingsPath, settingsScript);
|
|
}
|
|
|
|
|
|
// Sets up the project app build.gradle files correctly
|
|
if (!Regex.IsMatch(appBuildScript, @"dependencies \{"))
|
|
{
|
|
appBuildScript += @"
|
|
dependencies {
|
|
implementation(project("":unityLibrary""))
|
|
}
|
|
";
|
|
File.WriteAllText(appBuildPath, appBuildScript);
|
|
}
|
|
else
|
|
{
|
|
if (!appBuildScript.Contains(@"implementation(project("":unityLibrary"")"))
|
|
{
|
|
var regex = new Regex(@"dependencies \{", RegexOptions.Multiline);
|
|
appBuildScript = regex.Replace(appBuildScript, @"
|
|
dependencies {
|
|
implementation(project("":unityLibrary""))
|
|
");
|
|
File.WriteAllText(appBuildPath, appBuildScript);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// This method tries to autome the build setup required for Android
|
|
/// </summary>
|
|
private static void SetupAndroidProjectForPlugin()
|
|
{
|
|
var androidPath = Path.GetFullPath(Path.Combine(ProjectPath, "../../android"));
|
|
var projBuildPath = Path.Combine(androidPath, "build.gradle");
|
|
var settingsPath = Path.Combine(androidPath, "settings.gradle");
|
|
|
|
if (File.Exists(projBuildPath + ".kts")) {
|
|
SetupAndroidProjectForPluginKotlin();
|
|
return;
|
|
}
|
|
|
|
var projBuildScript = File.ReadAllText(projBuildPath);
|
|
var settingsScript = File.ReadAllText(settingsPath);
|
|
|
|
// Sets up the project build.gradle files correctly
|
|
if (Regex.IsMatch(projBuildScript, @"// BUILD_ADD_UNITY_LIBS"))
|
|
{
|
|
var regex = new Regex(@"// BUILD_ADD_UNITY_LIBS", RegexOptions.Multiline);
|
|
projBuildScript = regex.Replace(projBuildScript, @"
|
|
flatDir {
|
|
dirs ""${project(':unityLibrary').projectDir}/libs""
|
|
}
|
|
");
|
|
File.WriteAllText(projBuildPath, projBuildScript);
|
|
}
|
|
|
|
// Sets up the project settings.gradle files correctly
|
|
if (!Regex.IsMatch(settingsScript, @"include "":unityLibrary"""))
|
|
{
|
|
settingsScript += @"
|
|
|
|
include "":unityLibrary""
|
|
project("":unityLibrary"").projectDir = file(""./unityLibrary"")
|
|
";
|
|
File.WriteAllText(settingsPath, settingsScript);
|
|
}
|
|
}
|
|
|
|
// Copy of SetupAndroidProjectForPlugin() adapted to Kotlin DLS .gradle.kts. Generated since Flutter 3.29
|
|
private static void SetupAndroidProjectForPluginKotlin()
|
|
{
|
|
var androidPath = Path.GetFullPath(Path.Combine(ProjectPath, "../../android"));
|
|
var projBuildPath = Path.Combine(androidPath, "build.gradle.kts");
|
|
var settingsPath = Path.Combine(androidPath, "settings.gradle.kts");
|
|
|
|
var projBuildScript = File.ReadAllText(projBuildPath);
|
|
var settingsScript = File.ReadAllText(settingsPath);
|
|
|
|
// Sets up the project build.gradle files correctly
|
|
if (Regex.IsMatch(projBuildScript, @"// BUILD_ADD_UNITY_LIBS"))
|
|
{
|
|
var regex = new Regex(@"// BUILD_ADD_UNITY_LIBS", RegexOptions.Multiline);
|
|
projBuildScript = regex.Replace(projBuildScript, @"
|
|
flatDir {
|
|
dirs(file(""${project("":unityLibrary"").projectDir}/libs""))
|
|
}
|
|
");
|
|
File.WriteAllText(projBuildPath, projBuildScript);
|
|
}
|
|
|
|
// Sets up the project settings.gradle files correctly
|
|
if (!Regex.IsMatch(settingsScript, @"include("":unityLibrary"")"))
|
|
{
|
|
settingsScript += @"
|
|
|
|
include("":unityLibrary"")
|
|
project("":unityLibrary"").projectDir = file(""./unityLibrary"")
|
|
";
|
|
File.WriteAllText(settingsPath, settingsScript);
|
|
}
|
|
}
|
|
|
|
private static void SetupIOSProjectForPlugin()
|
|
{
|
|
var iosRunnerPath = Path.GetFullPath(Path.Combine(ProjectPath, "../../ios"));
|
|
var pubsecFile = Path.Combine(iosRunnerPath, "flutter_unity_widget.podspec");
|
|
var pubsecText = File.ReadAllText(pubsecFile);
|
|
|
|
if (!Regex.IsMatch(pubsecText, @"\w\.xcconfig(?:[^}]*})+") && !Regex.IsMatch(pubsecText, @"tar -xvjf UnityFramework.tar.bz2"))
|
|
{
|
|
var regex = new Regex(@"\w\.xcconfig(?:[^}]*})+", RegexOptions.Multiline);
|
|
pubsecText = regex.Replace(pubsecText, @"
|
|
spec.xcconfig = {
|
|
'FRAMEWORK_SEARCH_PATHS' => '""${PODS_ROOT}/../.symlinks/plugins/flutter_unity_widget/ios"" ""${PODS_ROOT}/../.symlinks/flutter/ios-release"" ""${PODS_CONFIGURATION_BUILD_DIR}""',
|
|
'OTHER_LDFLAGS' => '$(inherited) -framework UnityFramework \${PODS_LIBRARIES}'
|
|
}
|
|
|
|
spec.vendored_frameworks = ""UnityFramework.framework""
|
|
");
|
|
File.WriteAllText(pubsecFile, pubsecText);
|
|
}
|
|
}
|
|
|
|
// DO NOT USE (Contact before trying)
|
|
private static async void BuildUnityFrameworkArchive()
|
|
{
|
|
var xcprojectExt = "/Unity-iPhone.xcodeproj";
|
|
|
|
// check if we have a workspace or not
|
|
if (Directory.Exists(IOSExportPluginPath + "/Unity-iPhone.xcworkspace")) {
|
|
xcprojectExt = "/Unity-iPhone.xcworkspace";
|
|
}
|
|
|
|
const string framework = "UnityFramework";
|
|
var xcprojectName = $"{IOSExportPluginPath}{xcprojectExt}";
|
|
var schemeName = $"{framework}";
|
|
var buildPath = IOSExportPluginPath + "/build";
|
|
var frameworkNameWithExt = $"{framework}.framework";
|
|
|
|
var iosRunnerPath = Path.GetFullPath(Path.Combine(ProjectPath, "../../ios/"));
|
|
const string iosArchiveDir = "Release-iphoneos-archive";
|
|
var iosArchiveFrameworkPath = $"{buildPath}/{iosArchiveDir}/Products/Library/Frameworks/{frameworkNameWithExt}";
|
|
var dysmNameWithExt = $"{frameworkNameWithExt}.dSYM";
|
|
|
|
try
|
|
{
|
|
Debug.Log("### Cleaning up after old builds");
|
|
await $" - rf {iosRunnerPath}{frameworkNameWithExt}".Bash("rm");
|
|
await $" - rf {buildPath}".Bash("rm");
|
|
|
|
Debug.Log("### BUILDING FOR iOS");
|
|
Debug.Log("### Building for device (Archive)");
|
|
|
|
await $"archive -workspace {xcprojectName} -scheme {schemeName} -sdk iphoneos -archivePath {buildPath}/Release-iphoneos.xcarchive ENABLE_BITCODE=NO |xcpretty".Bash("xcodebuild");
|
|
|
|
Debug.Log("### Copying framework files");
|
|
await $" -RL {iosArchiveFrameworkPath} {iosRunnerPath}/{frameworkNameWithExt}".Bash("cp");
|
|
await $" -RL {iosArchiveFrameworkPath}/{dysmNameWithExt} {iosRunnerPath}/{dysmNameWithExt}".Bash("cp");
|
|
Debug.Log("### DONE ARCHIVING");
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.Log(e);
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
// check if the Unity project is in the expected location
|
|
private static bool IsProjectLocationValid(string unityLibraryPath, string platform)
|
|
{
|
|
// android, ios and web use platform/unityLibrary, move up one step.
|
|
string platformPath = Path.Combine(unityLibraryPath, "../");
|
|
if (!Directory.Exists(platformPath))
|
|
{
|
|
Debug.LogError($"Could not find the Flutter project {platform} folder. Make sure the Unity project folder is located in '<flutter-project>/unity/<unity-project-folder>' .");
|
|
Debug.Log($"-- Build: Failed --");
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//#endregion
|
|
}
|
|
}
|