cocos creator3.x项目打包成aar 加入到已有的Android工程

Cocos crearor版本:  3.4.2

Android Studio Flamingo | 2022.2.1 Patch 2

1、配置构建安卓项目

2、 运行编译无报错

出现问题可尝试修改Gradle版本

 修改jdk版本

3、对libservice打包成aar

打包完后 再build/outputs找到aar

如果看不到Tasks模块,在File -> Settings -> Experimental 选项,取消勾选 Do not build Gradle task list during Gradle sync 选项

Android Studio 右侧 Gradle 不显示 tasks 模块_右侧gradle更新完成后才会出现模块吗-CSDN博客

4、对libcocos2dx打包成aar

5、对app游戏内容打包成aar

修改游戏项的build.gradle,本身导出安卓项是打包apk的,所以需要gradle,将内容改成library,并去掉无用项,

修改后

import org.apache.tools.ant.taskdefs.condition.Os

//将game工程作为library
apply plugin: 'com.android.library'

RES_PATH = RES_PATH.replace("\\", "/")
COCOS_ENGINE_PATH = COCOS_ENGINE_PATH.replace("\\", "/")

buildDir = "${RES_PATH}/proj/build/$project.name"
android {
    //有baseFeature 的话也注掉
    //baseFeature true
    compileSdkVersion PROP_COMPILE_SDK_VERSION.toInteger()
    buildToolsVersion PROP_BUILD_TOOLS_VERSION
    ndkPath PROP_NDK_PATH

    compileOptions {
        sourceCompatibility JavaVersion.VERSION_1_8
        targetCompatibility JavaVersion.VERSION_1_8
    }

    defaultConfig {
        //去掉applicationId 
       // applicationId APPLICATION_ID
        minSdkVersion PROP_MIN_SDK_VERSION
        targetSdkVersion PROP_TARGET_SDK_VERSION
        versionCode 1
        versionName "1.0.0.1"

        externalNativeBuild {
            cmake {
                targets "cocos"
                arguments "-DRES_DIR=${RES_PATH}", "-DCOCOS_X_PATH=${COCOS_ENGINE_PATH}", "-DANDROID_STL=c++_static", "-DANDROID_TOOLCHAIN=clang", "-DANDROID_ARM_NEON=TRUE", "-DANDROID_LD=gold"
                cppFlags "-frtti -fexceptions -fsigned-char"
            }
            ndk { abiFilters PROP_APP_ABI.split(':') }
        }
    }

    sourceSets.main {
        java.srcDirs "../src", "src"
        res.srcDirs "../res", 'res'
        jniLibs.srcDirs "../libs", 'libs'
        manifest.srcFile "AndroidManifest.xml"
        assets.srcDir "${RES_PATH}/assets"
        jniLibs {
            // Vulkan validation layer
            // srcDir "${android.ndkDirectory}/sources/third_party/vulkan/src/build-android/jniLibs"
        }
    }

    externalNativeBuild {
        cmake {
            path "../CMakeLists.txt"
            buildStagingDirectory "${RES_PATH}/proj/build"
        }
    }

    signingConfigs {

       release {
            if (project.hasProperty("RELEASE_STORE_FILE") && !RELEASE_STORE_FILE.isEmpty()) {
                storeFile file(RELEASE_STORE_FILE)
                storePassword RELEASE_STORE_PASSWORD
                keyAlias RELEASE_KEY_ALIAS
                keyPassword RELEASE_KEY_PASSWORD
            }
        }
    }

    buildTypes {
        release {
            debuggable false
            jniDebuggable false
            renderscriptDebuggable false
            minifyEnabled true
            //作为library不能设置这个参数
            //shrinkResources true
            proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro'
            if (project.hasProperty("RELEASE_STORE_FILE")) {
                signingConfig signingConfigs.release
            }
            // resValue  "string", "app_name", PROP_APP_NAME
        }

        debug {
            debuggable true
            jniDebuggable true
            renderscriptDebuggable true
            // resValue  "string", "app_name", "${PROP_APP_NAME}-dbg"
            // applicationIdSuffix ".debug"
        }
    }
}

dependencies {
    //去掉其他aar的添加
    //implementation fileTree(dir: '../libs', include: ['*.jar','*.aar'])
    //implementation fileTree(dir: 'libs', include: ['*.jar','*.aar'])
    //implementation fileTree(dir: "${COCOS_ENGINE_PATH}/cocos/platform/android/java/libs", include: ['*.jar'])
    implementation project(':libservice')
    implementation project(':libcocos')
}

修改AndroidManifest,去掉启动 

编译出aar 

 

6:其他项目组安卓工程,导入游戏aar资源,并加载呈现游戏

 在lib中加入导出的aar包

 在build.gradle中引入,game-release.aar不知道为啥引入失败,所以单独添加了

 MainActivity继承AppActivity就能使用了,如果本身游戏有其他安卓项需求,也可在AppActivity中实现再打包到aar中

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