初版 蓝牙工具

This commit is contained in:
“虞渠成” 2026-03-30 16:25:00 +08:00
parent 471f4c8962
commit f86630349c
384 changed files with 596189 additions and 2820 deletions

10
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// Assets/Editor/AssetBundleListGenerator.cs
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
using Kill.Base;
public class AssetBundleListGenerator : EditorWindow
{
private string folderPath = "";
private string outputPath = "";
private string version = "1.0.0"; // 添加版本号字段
[MenuItem("Tools/AssetBundle/List Generator")]
public static void ShowWindow()
{
GetWindow<AssetBundleListGenerator>("AB List Generator");
}
void OnGUI()
{
GUILayout.Label("AssetBundle List Generator", EditorStyles.boldLabel);
EditorGUILayout.Space();
// 添加版本号输入字段
version = EditorGUILayout.TextField("Version", version);
EditorGUILayout.Space();
GUILayout.Label("选择包含.ab文件的目录:", EditorStyles.label);
EditorGUILayout.BeginHorizontal();
folderPath = EditorGUILayout.TextField("目录路径", folderPath);
if (GUILayout.Button("浏览", GUILayout.Width(60)))
{
string selectedPath = EditorUtility.OpenFolderPanel("选择.ab文件目录", "", "");
if (!string.IsNullOrEmpty(selectedPath))
{
folderPath = selectedPath;
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space();
GUILayout.Label("输出文件路径:", EditorStyles.label);
EditorGUILayout.BeginHorizontal();
outputPath = EditorGUILayout.TextField("JSON路径", outputPath);
if (GUILayout.Button("浏览", GUILayout.Width(60)))
{
string selectedPath = EditorUtility.SaveFilePanel("保存list.json", "", "list.json", "json");
if (!string.IsNullOrEmpty(selectedPath))
{
outputPath = selectedPath;
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space();
if (GUILayout.Button("生成List"))
{
if (!string.IsNullOrEmpty(folderPath) && Directory.Exists(folderPath))
{
if (string.IsNullOrEmpty(outputPath))
{
EditorUtility.DisplayDialog("错误", "请选择输出文件路径", "确定");
return;
}
GenerateAssetBundleList();
}
else
{
EditorUtility.DisplayDialog("错误", "请选择有效的目录路径", "确定");
}
}
}
private void GenerateAssetBundleList()
{
try
{
List<AssetBundleInfo> bundleInfos = new List<AssetBundleInfo>();
// 获取目录下所有.ab文件
string[] abFiles = Directory.GetFiles(folderPath, "*.ab", SearchOption.AllDirectories);
foreach (string filePath in abFiles)
{
FileInfo fileInfo = new FileInfo(filePath);
string fileName = Path.GetFileNameWithoutExtension(filePath);
// 创建AssetBundleInfo对象
AssetBundleInfo info = new AssetBundleInfo()
{
name = fileName,
size = fileInfo.Length,
md5 = GetMD5HashFromFile(filePath)
};
bundleInfos.Add(info);
}
// 创建包装类并设置版本号
AssetBundleInfoList infoList = new AssetBundleInfoList(bundleInfos)
{
version = version // 设置版本号
};
// 序列化为JSON
string jsonContent = JsonUtility.ToJson(infoList, true);
// 确保输出目录存在
string outputDirectory = Path.GetDirectoryName(outputPath);
if (!Directory.Exists(outputDirectory))
{
Directory.CreateDirectory(outputDirectory);
}
// 写入文件
File.WriteAllText(outputPath, jsonContent);
// 如果输出路径在Assets目录内则刷新AssetDatabase
if (outputPath.Contains(Application.dataPath))
{
string assetPath = "Assets" + outputPath.Substring(Application.dataPath.Length);
AssetDatabase.ImportAsset(assetPath);
AssetDatabase.Refresh();
}
EditorUtility.DisplayDialog("成功", $"已生成list.json共{bundleInfos.Count}个AssetBundle版本号: {version}", "确定");
}
catch (System.Exception e)
{
EditorUtility.DisplayDialog("错误", $"生成过程中出现错误: {e.Message}", "确定");
Debug.LogError(e);
}
}
private string GetMD5HashFromFile(string filePath)
{
using (var md5 = System.Security.Cryptography.MD5.Create())
{
using (var stream = File.OpenRead(filePath))
{
byte[] hash = md5.ComputeHash(stream);
return System.BitConverter.ToString(hash).Replace("-", "").ToLowerInvariant();
}
}
}
}

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<!-- Copyright (C) 2019 Google Inc. All Rights Reserved.
FirebaseAnalytics iOS and Android Dependencies.
-->
<dependencies>
<iosPods>
<iosPod name="Firebase/Analytics" version="12.4.0" minTargetSdk="15.0">
</iosPod>
</iosPods>
<androidPackages>
<androidPackage spec="com.google.firebase:firebase-analytics:23.0.0">
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/*
* Copyright 2023 Google LLC
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System.IO;
using System.Linq;
using System.Xml;
using UnityEngine;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
namespace Firebase.Messaging.Editor {
// Handles the generation of the MessagingUnityPlayerActivity java file.
// Note this regenerates the file every time an Android build occurs,
// but local changes can be preserved by using the PreserveTag below.
// This is needed because the source code needs to be present to work across
// different Unity versions, due to changes in mUnityPlayer.
// It also adjusts the base class of the file based on if GameActivity is being
// used (a new feature in Unity 2023).
public class FirebaseMessagingActivityGenerator : IPreprocessBuildWithReport {
// TODO: Ideally this should use a template file, the tricky part is locating
// the template file when it is either in the Assets path, or the Packages path.
// There are some similar cases in EDM4U, so a solution might be to use that.
private readonly string[] ActivityClassContents = new string[]{
"/*",
" * This file is generated by the FirebaseMessagingActivityGenerator script.",
" * Refer to that script for more information.",
" */",
"",
"package com.google.firebase;",
"",
"import android.content.Intent;",
"import android.os.Bundle;",
"import com.google.firebase.messaging.MessageForwardingService;",
"import com.unity3d.player.{0};",
"",
"/**",
" * MessagingUnityPlayerActivity is a {0} that updates its intent when new intents",
" * are sent to it.",
" *",
" * This is a workaround for a known issue that prevents Firebase Cloud Messaging from responding to",
" * data payloads when both a data and notification payload are sent to the app while it is in the",
" * background.",
" */",
"public class MessagingUnityPlayerActivity extends {0} {{",
" // The key in the intent's extras that maps to the incoming message's message ID. Only sent by",
" // the server, GmsCore sends EXTRA_MESSAGE_ID_KEY below. Server can't send that as it would get",
" // stripped by the client.",
" private static final String EXTRA_MESSAGE_ID_KEY_SERVER = \"message_id\";",
"",
" // An alternate key value in the intent's extras that also maps to the incoming message's message",
" // ID. Used by upstream, and set by GmsCore.",
" private static final String EXTRA_MESSAGE_ID_KEY = \"google.message_id\";",
"",
" // The key in the intent's extras that maps to the incoming message's sender value.",
" private static final String EXTRA_FROM = \"google.message_id\";",
"",
" /**",
" * Workaround for when a message is sent containing both a Data and Notification payload.",
" *",
" * <p>When the app is in the background, if a message with both a data and notification payload is",
" * received the data payload is stored on the Intent passed to onNewIntent. By default, that",
" * intent does not get set as the Intent that started the app, so when the app comes back online",
" * it doesn't see a new FCM message to respond to. As a workaround, we override onNewIntent so",
" * that it sends the intent to the MessageForwardingService which forwards the message to the",
" * FirebaseMessagingService which in turn sends the message to the application.",
" */",
" @Override",
" protected void onNewIntent(Intent intent) {{",
" super.onNewIntent(intent);",
"",
" // If we do not have a 'from' field this intent was not a message and should not be handled. It",
" // probably means this intent was fired by tapping on the app icon.",
" Bundle extras = intent.getExtras();",
" if (extras == null) {{",
" return;",
" }}",
" String from = extras.getString(EXTRA_FROM);",
" String messageId = extras.getString(EXTRA_MESSAGE_ID_KEY);",
" if (messageId == null) {{",
" messageId = extras.getString(EXTRA_MESSAGE_ID_KEY_SERVER);",
" }}",
" if (from != null && messageId != null) {{",
" Intent message = new Intent(this, MessageForwardingService.class);",
" message.setAction(MessageForwardingService.ACTION_REMOTE_INTENT);",
" message.putExtras(intent);",
" message.setData(intent.getData());",
" MessageForwardingService.enqueueWork(this, message);",
" }}",
" setIntent(intent);",
" }}",
"",
" /**",
" * Dispose of the mUnityPlayer when restarting the app.",
" *",
" * <p>This ensures that when the app starts up again it does not start with stale data.",
" */",
" @Override",
" protected void onCreate(Bundle savedInstanceState) {{",
" if (mUnityPlayer != null) {{",
" mUnityPlayer.{1}();",
" mUnityPlayer = null;",
" }}",
" super.onCreate(savedInstanceState);",
" }}",
"}}"
};
private readonly string BaseActivityClass = "UnityPlayerActivity";
#if UNITY_2023_1_OR_NEWER
private readonly string BaseGameActivityClass = "UnityPlayerGameActivity";
#endif
#if UNITY_2023_1_OR_NEWER
private readonly string UnityPlayerQuitFunction = "destroy";
#else
private readonly string UnityPlayerQuitFunction = "quit";
#endif
private readonly string GeneratedFileTag = "FirebaseMessagingActivityGenerated";
// If this tag is present on the generated file, it will not be replaced.
private readonly string PreserveTag = "FirebasePreserve";
private readonly string OutputPath = Path.Combine("Plugins", "Android");
private readonly string OutputFilename = "MessagingUnityPlayerActivity.java";
public int callbackOrder { get { return 0; } }
public void OnPreprocessBuild(BuildReport report) {
// Only run this logic when building for Android.
if (EditorUserBuildSettings.activeBuildTarget != BuildTarget.Android) {
return;
}
// Determine what the contents of the generated file should be.
string baseClass = BaseActivityClass;
#if UNITY_2023_1_OR_NEWER
// If using the new GameActivity logic, we want to generate with that base class.
if (PlayerSettings.Android.applicationEntry.HasFlag(AndroidApplicationEntry.GameActivity)) {
baseClass = BaseGameActivityClass;
}
#endif
string fileContents = System.String.Format(System.String.Join("\n", ActivityClassContents),
baseClass, UnityPlayerQuitFunction);
// Check if the file has already been generated.
string[] oldAssetGuids = AssetDatabase.FindAssets("l:" + GeneratedFileTag);
if (oldAssetGuids != null && oldAssetGuids.Length > 0) {
if (oldAssetGuids.Length != 1) {
Debug.LogWarning("FirebaseMessagingActivityEditor found multiple generated files with the label: " +
GeneratedFileTag + " \n" +
"No changes will be made, but this can potentially cause problems on Android with duplicate classes.\n" +
"Please check for duplicate classes, and remove any unnecessary uses of the label.");
return;
}
string oldAssetPath = AssetDatabase.GUIDToAssetPath(oldAssetGuids[0]);
Object oldAsset = AssetDatabase.LoadMainAssetAtPath(oldAssetPath);
if (oldAsset != null) {
string oldAssetFullPath = Path.Combine(Application.dataPath, "..", oldAssetPath);
string oldFileContents = System.IO.File.ReadAllText(oldAssetFullPath);
// If the old file matches what we would generate, exit early.
if (oldFileContents == fileContents) {
return;
}
// If the generated file has been tagged to be preserved, don't change it.
string[] labelList = AssetDatabase.GetLabels(oldAsset);
if (labelList.Contains(PreserveTag)) {
return;
}
// Delete the old asset.
Debug.Log("Changes detected, regenerating " + oldAssetPath + "\n" +
"To preserve local changes to that file, add the label: " + PreserveTag);
AssetDatabase.DeleteAsset(oldAssetPath);
}
}
// Generate the new file.
string newAssetFullDirectory = Path.Combine(Application.dataPath, OutputPath);
System.IO.Directory.CreateDirectory(newAssetFullDirectory);
System.IO.File.WriteAllText(Path.Combine(newAssetFullDirectory, OutputFilename), fileContents);
string newAssetLocalPath = Path.Combine("Assets", OutputPath, OutputFilename);
AssetDatabase.ImportAsset(newAssetLocalPath);
Object newAsset = AssetDatabase.LoadMainAssetAtPath(newAssetLocalPath);
AssetDatabase.SetLabels(newAsset, new[]{GeneratedFileTag});
}
}
// Handles adding the android:theme to the AndroidManifest file if it isn't present,
// and swaps it on Unity versions that support GameActivity, which uses a different theme
// by default.
public class FirebaseMessagingAndroidManifestModifier : IPreprocessBuildWithReport {
// Hard coded directories and file names.
private static readonly string ANDROID_MANIFEST_DIRECTORY =
Path.Combine(Path.Combine("Assets", "Plugins"), "Android");
private static readonly string ANDROID_MANIFEST_FILE = "AndroidManifest.xml";
private static readonly string ANDROID_MANIFEST_PATH =
Path.Combine(ANDROID_MANIFEST_DIRECTORY, ANDROID_MANIFEST_FILE);
private static readonly string MESSAGING_ACTIVITY = "com.google.firebase.MessagingUnityPlayerActivity";
private static readonly string DEFAULT_THEME = "@style/UnityThemeSelector";
#if UNITY_2023_1_OR_NEWER
private static readonly string DEFAULT_GAME_THEME = "@style/BaseUnityGameActivityTheme";
#endif
public int callbackOrder { get { return 0; } }
public void OnPreprocessBuild(BuildReport report) {
string projectDir = Path.Combine(Application.dataPath, "..");
string manifestFile = Path.Combine(projectDir, ANDROID_MANIFEST_PATH);
if (!File.Exists(manifestFile)) {
// Unable to locate the file, so exit early.
return;
}
var manifest = new XmlDocument();
manifest.Load(manifestFile);
CheckTheme(manifest);
manifest.Save(manifestFile);
}
private void CheckTheme(XmlDocument manifest) {
// Create a NamespaceManager with the 'android' namespace.
var nsManager = new XmlNamespaceManager(manifest.NameTable);
var androidNamespace = manifest.DocumentElement.GetNamespaceOfPrefix("android");
if (string.IsNullOrEmpty(androidNamespace)) {
// If unable to find the android namespace, just exit out early, since we depend on it
return;
}
nsManager.AddNamespace("android", androidNamespace);
// Find the activity node
XmlNode activityNode = manifest.SelectSingleNode(
$"//application/activity[@android:name='{MESSAGING_ACTIVITY}']",
nsManager);
if (activityNode != null && activityNode is XmlElement activityElement) {
string existingTheme = activityElement.GetAttribute("theme", androidNamespace);
string defaultTheme = DEFAULT_THEME;
bool setTheme = string.IsNullOrEmpty(existingTheme);
#if UNITY_2023_1_OR_NEWER
string otherTheme = DEFAULT_GAME_THEME;
// If using the new GameActivity logic, we want to use the default game theme.
if (PlayerSettings.Android.applicationEntry.HasFlag(AndroidApplicationEntry.GameActivity)) {
defaultTheme = DEFAULT_GAME_THEME;
otherTheme = DEFAULT_THEME;
}
// We also want to change the theme if is is using the other default.
setTheme |= existingTheme == otherTheme;
#endif
if (setTheme) {
activityElement.SetAttribute("theme", androidNamespace, defaultTheme);
}
}
}
}
} // namespace Firebase.Messaging.Editor

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<!-- Copyright (C) 2019 Google Inc. All Rights Reserved.
FirebaseMessaging iOS and Android Dependencies.
-->
<dependencies>
<iosPods>
<iosPod name="Firebase/Messaging" version="12.4.0" minTargetSdk="15.0">
</iosPod>
</iosPods>
<androidPackages>
<androidPackage spec="com.google.firebase:firebase-messaging:25.0.1">
</androidPackage>
<androidPackage spec="com.google.firebase:firebase-analytics:23.0.0">
</androidPackage>
<androidPackage spec="com.google.firebase:firebase-iid:21.1.0">
</androidPackage>
<androidPackage spec="com.google.flatbuffers:flatbuffers-java:1.12.0">
</androidPackage>
<androidPackage spec="com.google.firebase:firebase-messaging-unity:13.5.0">
<repositories>
<repository>Assets/Firebase/m2repository</repository>
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