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统一改成英文,方便外国人

tanghai пре 3 година
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47f71f23ea

+ 2 - 1
Unity/Assets/Scripts/Editor/BuildEditor/BuildAssemblieEditor.cs

@@ -234,7 +234,8 @@ namespace ET
                     {
                         if (compilerMessages[i].type == CompilerMessageType.Error)
                         {
-                            Debug.LogError(compilerMessages[i].message);
+                            string filename = Path.GetFullPath(compilerMessages[i].file);
+                            Debug.LogError($"{compilerMessages[i].message} (at <a href=\"file:///{filename}/\" line=\"{compilerMessages[i].line}\">{Path.GetFileName(filename)}</a>)");
                         }
                     }
                 }

+ 8 - 10
Unity/Assets/Scripts/Editor/BuildEditor/BuildEditor.cs

@@ -7,7 +7,6 @@ using UnityEditor;
 using UnityEditor.Compilation;
 using UnityEngine;
 using Debug = UnityEngine.Debug;
-using Object = UnityEngine.Object;
 
 namespace ET
 {
@@ -65,13 +64,12 @@ namespace ET
 
         private void OnGUI() 
 		{
-			EditorGUILayout.LabelField("打包平台:");
 			this.platformType = (PlatformType)EditorGUILayout.EnumPopup(platformType);
-			this.clearFolder = EditorGUILayout.Toggle("清理资源文件夹: ", clearFolder);
-			this.isBuildExe = EditorGUILayout.Toggle("是否打包EXE: ", this.isBuildExe);
-			this.isContainAB = EditorGUILayout.Toggle("是否同将资源打进EXE: ", this.isContainAB);
-			this.codeOptimization = (CodeOptimization)EditorGUILayout.EnumPopup("CodeOptimization: ", this.codeOptimization);
-			EditorGUILayout.LabelField("BuildAssetBundleOptions(可多选):");
+			this.clearFolder = EditorGUILayout.Toggle("clean folder? ", clearFolder);
+			this.isBuildExe = EditorGUILayout.Toggle("build exe?", this.isBuildExe);
+			this.isContainAB = EditorGUILayout.Toggle("contain assetsbundle?", this.isContainAB);
+			this.codeOptimization = (CodeOptimization)EditorGUILayout.EnumPopup("CodeOptimization ", this.codeOptimization);
+			EditorGUILayout.LabelField("BuildAssetBundleOptions ");
 			this.buildAssetBundleOptions = (BuildAssetBundleOptions)EditorGUILayout.EnumFlagsField(this.buildAssetBundleOptions);
 			
 			switch (this.codeOptimization)
@@ -91,12 +89,12 @@ namespace ET
 			{
 				if (this.platformType == PlatformType.None)
 				{
-					ShowNotification(new GUIContent("请选择打包平台!"));
+					ShowNotification(new GUIContent("please select platform!"));
 					return;
 				}
 				if (platformType != activePlatform)
 				{
-					switch (EditorUtility.DisplayDialogComplex("警告!", $"当前目标平台为{activePlatform}, 如果切换到{platformType}, 可能需要较长加载时间", "切换", "取消", "不切换"))
+					switch (EditorUtility.DisplayDialogComplex("Warning!", $"current platform is {activePlatform}, if change to {platformType}, may be take a long time", "change", "cancel", "no change"))
 					{
 						case 0:
 							activePlatform = platformType;
@@ -112,7 +110,7 @@ namespace ET
 			}
 			
 			GUILayout.Label("");
-			GUILayout.Label("代码编译:");
+			GUILayout.Label("Code Compile:");
 			
 			this.globalConfig.LoadMode = (LoadMode)EditorGUILayout.EnumPopup("LoadMode: ", this.globalConfig.LoadMode);
 			

+ 4 - 4
Unity/Assets/Scripts/Editor/BuildEditor/BuildHelper.cs

@@ -42,10 +42,10 @@ namespace ET
             }
             Directory.CreateDirectory(fold);
 
-            UnityEngine.Debug.Log("开始资源打包");
+            UnityEngine.Debug.Log("start build assetbundle");
             BuildPipeline.BuildAssetBundles(fold, buildAssetBundleOptions, buildTarget);
 
-            UnityEngine.Debug.Log("完成资源打包");
+            UnityEngine.Debug.Log("finish build assetbundle");
 
             if (isContainAB)
             {
@@ -59,9 +59,9 @@ namespace ET
                 string[] levels = {
                     "Assets/Scenes/Init.unity",
                 };
-                UnityEngine.Debug.Log("开始EXE打包");
+                UnityEngine.Debug.Log("start build exe");
                 BuildPipeline.BuildPlayer(levels, $"{relativeDirPrefix}/{exeName}", buildTarget, buildOptions);
-                UnityEngine.Debug.Log("完成exe打包");
+                UnityEngine.Debug.Log("finish build exe");
             }
             else
             {

+ 0 - 19
Unity/Assets/Scripts/Editor/BuildEditor/ETBuildSettings.asset

@@ -1,19 +0,0 @@
-%YAML 1.1
-%TAG !u! tag:unity3d.com,2011:
---- !u!114 &11400000
-MonoBehaviour:
-  m_ObjectHideFlags: 0
-  m_CorrespondingSourceObject: {fileID: 0}
-  m_PrefabInstance: {fileID: 0}
-  m_PrefabAsset: {fileID: 0}
-  m_GameObject: {fileID: 0}
-  m_Enabled: 1
-  m_EditorHideFlags: 1
-  m_Script: {fileID: 11500000, guid: b216745cd6e9bc94da5bdf9fe8aae6d1, type: 3}
-  m_Name: ETBuildSettings
-  m_EditorClassIdentifier: 
-  clearFolder: 1
-  isBuildExe: 1
-  isContainAB: 1
-  buildType: 0
-  buildAssetBundleOptions: 0

+ 0 - 8
Unity/Assets/Scripts/Editor/BuildEditor/ETBuildSettings.asset.meta

@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 8a464fff3e6f5a546bb453ecf8cad8ec
-NativeFormatImporter:
-  externalObjects: {}
-  mainObjectFileID: 0
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: