using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEditor.iOS.Xcode;
using UnityEditor.Callbacks;
using System.IO;
public class SSIOSBuildSetting : MonoBehaviour {
[PostProcessBuild]
static void OnPostprocessBuild(BuildTarget target, string pathToBuildProject)
{
string unityEditorAssetPath = Application.dataPath;
if (target != BuildTarget.iOS)
{
Debug.LogWarning("Target is not iPhone. XcodePostProcess will not run");
return;
}
ModifyProj(pathToBuildProject);
SetPlist(pathToBuildProject);
}
public static void ModifyProj(string pathToBuildProject)
{
string _projPath = PBXProject.GetPBXProjectPath(pathToBuildProject);
PBXProject _pbxProj = new PBXProject();
_pbxProj.ReadFromString(File.ReadAllText(_projPath));
string _targetGuid = _pbxProj.TargetGuidByName("Unity-iPhone");
//*******************************添加framework*******************************//
//_pbxProj.AddFrameworkToProject(_targetGuid, "StoreKit.framework", true);
//*******************************添加tbd*******************************//
// _pbxProj.AddFileToBuild(_targetGuid, _pbxProj.AddFile("usr/lib/libz.tbd", "Frameworks/libz.tbd", PBXSourceTree.Sdk));
//*******************************設置buildsetting*******************************//
//_pbxProj.SetBuildProperty(_targetGuid, "CODE_SIGN_IDENTITY", code_sign_identity);
_pbxProj.SetBuildProperty(_targetGuid, "ENABLE_BITCODE","YES");
_pbxProj.SetBuildProperty(_targetGuid, "DEVELOPMENT_TEAM", "JK62X52E5W");
_pbxProj.SetBuildProperty(_targetGuid, "ARCHS", "$(ARCHS_STANDARD)");
File.WriteAllText(_projPath, _pbxProj.WriteToString());
}
static void SetPlist(string pathToBuildProject)
{
string _plistPath = pathToBuildProject + "/Info.plist";
PlistDocument _plist = new PlistDocument();
_plist.ReadFromString(File.ReadAllText(_plistPath));
PlistElementDict _rootDic = _plist.root;
//_rootDic.SetString("View controller-based status bar appearance", "NO");
//_rootDic.SetString("CFBundleDisplayName", "StellarSails");
//_rootDic.SetString("CFBundleLocalizations", "en");
//string PlistAdd = @"
// <key>CFBundleLocalizations</key>
// <array>
// <string>en</string>
// <string>zh_CN</string>
// </array>";
//_rootDic.CreateArray("Localizations");
_rootDic.SetString("CFBundleVersion", "1.0");
_rootDic.SetBoolean("Application has localized display name", true);
File.WriteAllText(_plistPath, _plist.WriteToString());
}
}
這個腳本放到Unity裏的Editor文件夾裏面就可以了。剛學到了這個東西。因爲每次打包IOS需要配置好多東西。所以寫了點代碼去實現自動化配置。以上是我寫的簡單的代碼。</p><p>後來又看到了雨松大大的帖子雨松大大的關於自動化配置IOS設置的帖子。以及找到的Epps大哥的帖子。Epps關於自動化配置IOS設置。有想研究的同學建議看看