InitHelper.cs 1.6 KB

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  1. using UnityEditor;
  2. using UnityEngine;
  3. namespace ET
  4. {
  5. public static class InitHelper
  6. {
  7. [InitializeOnLoadMethod]
  8. public static void ReGenerateProjectFiles()
  9. {
  10. Unity.CodeEditor.CodeEditor.CurrentEditor.SyncAll();
  11. foreach (string s in FileHelper.GetAllFiles(".", "Ignore.ET*.csproj"))
  12. {
  13. System.IO.File.Delete(s);
  14. }
  15. Debug.Log("regenerate csproj");
  16. }
  17. [MenuItem("ET/Init")]
  18. public static void Init()
  19. {
  20. LinkSlnHelper.Run();
  21. ToolsEditor.ExcelExporter();
  22. ToolsEditor.Proto2CS();
  23. ScriptsReferencesHelper.Run();
  24. GlobalConfig globalConfig = AssetDatabase.LoadAssetAtPath<GlobalConfig>("Packages/com.etetet.init/Resources/GlobalConfig.asset");
  25. CodeModeChangeHelper.ChangeToCodeMode(globalConfig.CodeMode);
  26. DefineHelper.EnableDefineSymbols("INITED", true);
  27. AssetDatabase.Refresh();
  28. Debug.Log("Init finish!");
  29. }
  30. [MenuItem("ET/Refresh")]
  31. public static void Refresh()
  32. {
  33. ScriptsReferencesHelper.Run();
  34. GlobalConfig globalConfig = AssetDatabase.LoadAssetAtPath<GlobalConfig>("Packages/com.etetet.init/Resources/GlobalConfig.asset");
  35. CodeModeChangeHelper.ChangeToCodeMode(globalConfig.CodeMode);
  36. AssetDatabase.Refresh();
  37. Debug.Log("packages refresh finish!");
  38. }
  39. }
  40. }