Unity的IPostBuildPlayerScriptDLLs实用案例深入解析
什么是IPostBuildPlayerScriptDLLs
IPostBuildPlayerScriptDLLs是Unity中的一个接口类,可以在BuildPlayer过程中自定义处理DLL文件。通过在Unity编辑器中实现该接口,可以在生成构建设置时自定义处理DLL文件,从而满足项目需求。
如何实现IPostBuildPlayerScriptDLLs接口
要实现IPostBuildPlayerScriptDLLs接口,可以在Unity编辑器中的一个自定义类中实现接口方法:
using UnityEngine;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using System.IO;
using System.Linq;
public class MyPostBuildPlayer : IPostBuildPlayerScriptDLLs
{
public int callbackOrder { get { return 0; } }
public void OnPostBuildPlayerScriptDLLs(BuildReport report)
{
string buildPath = Path.GetDirectoryName(report.summary.outputPath);
string dataPath = Path.GetDirectoryName(Application.dataPath);
// Do something with the DLL files
}
}
IPpostBuildPlayerScriptDLLs的应用实例
示例1:自定义处理DLL文件
假设项目中包含一个需要加密的DLL文件,在生成构建设置时需要自动加密该DLL文件,可以使用IPostBuildPlayerScriptDLLs接口实现:
using UnityEngine;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using System;
using System.IO;
using System.Linq;
using System.Security.Cryptography;
public class MyPostBuildPlayer : IPostBuildPlayerScriptDLLs
{
public int callbackOrder { get { return 0; } }
public void OnPostBuildPlayerScriptDLLs(BuildReport report)
{
string buildPath = Path.GetDirectoryName(report.summary.outputPath);
string dataPath = Path.GetDirectoryName(Application.dataPath);
string dllPath = Path.Combine(buildPath, "Plugins/MyDll.dll");
if (!File.Exists(dllPath))
{
Debug.LogError("MyDll.dll not found!");
return;
}
// 加密DLL文件
byte[] dllData = File.ReadAllBytes(dllPath);
byte[] key = new byte[16] { 0x11, 0x22, 0x33, 0x44, 0x55, 0x66, 0x77, 0x88, 0x99, 0xaa, 0xbb, 0xcc, 0xdd, 0xee, 0xff, 0x00 };
byte[] iv = new byte[16] { 0x00, 0x11, 0x22, 0x33, 0x44, 0x55, 0x66, 0x77, 0x88, 0x99, 0xaa, 0xbb, 0xcc, 0xdd, 0xee, 0xff };
using (RijndaelManaged rijAlg = new RijndaelManaged())
{
rijAlg.Key = key;
rijAlg.IV = iv;
ICryptoTransform encryptor = rijAlg.CreateEncryptor(rijAlg.Key, rijAlg.IV);
using (MemoryStream msEncrypt = new MemoryStream())
{
using (CryptoStream csEncrypt = new CryptoStream(msEncrypt, encryptor, CryptoStreamMode.Write))
{
csEncrypt.Write(dllData, 0, dllData.Length);
csEncrypt.FlushFinalBlock();
byte[] encryptedData = msEncrypt.ToArray();
File.WriteAllBytes(dllPath, encryptedData);
}
}
}
}
}
示例2:自动将DLL文件复制到其他目录
假设需要自动生成一份DLL文件副本到另一个目录,可以使用IPostBuildPlayerScriptDLLs接口实现:
using UnityEngine;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using System;
using System.IO;
using System.Linq;
public class MyPostBuildPlayer : IPostBuildPlayerScriptDLLs
{
public int callbackOrder { get { return 0; } }
public void OnPostBuildPlayerScriptDLLs(BuildReport report)
{
string buildPath = Path.GetDirectoryName(report.summary.outputPath);
string dataPath = Path.GetDirectoryName(Application.dataPath);
string sourcePath = Path.Combine(buildPath, "Plugins/MyDll.dll");
string targetPath = Path.Combine(buildPath, "MyDLLCopied.dll");
File.Copy(sourcePath, targetPath, true);
}
}
总结
IPostBuildPlayerScriptDLLs接口是Unity里一个非常实用的功能,通过实现该接口,可以自定义处理生成构建设置时的DLL文件,满足项目需求。本文介绍了IPostBuildPlayerScriptDLLs接口的基本使用方法,并通过两个示例详细说明了如何自定义处理DLL文件。
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