ToolsMenu.cs 11 KB

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  1. using ET;
  2. using GFGGame;
  3. using System;
  4. using System.IO;
  5. using System.Threading;
  6. using UnityEditor;
  7. using UnityEditor.Compilation;
  8. using UnityEngine;
  9. namespace GFGEditor
  10. {
  11. public class ToolsMenu : Editor
  12. {
  13. public static bool CommitWhenRelease = true;
  14. public static string[] resArr = new string[] { "Res", "ResIn", "Game/CSShare/Sqlite" };
  15. enum TOOL_MENU_PRIORITY
  16. {
  17. UpdateAndImportAll,
  18. UpdateAndImportExcel,
  19. UpdateAndImportArtRes,
  20. CheckExcel,
  21. BuildBundlesRes,
  22. UpdateProject,
  23. ImportExcel,
  24. AddExcel,
  25. ImportArtRes,
  26. }
  27. #if PT_DEV
  28. [MenuItem("外网DEV/")]
  29. public static void VersionTag()
  30. {
  31. }
  32. #elif PT_DouYouDev
  33. [MenuItem("PT_DouYouDev/")]
  34. public static void VersionTag()
  35. {
  36. }
  37. #elif PT_IOS
  38. [MenuItem("IOS/")]
  39. public static void VersionTag()
  40. {
  41. }
  42. #elif PT_DOUYOU
  43. [MenuItem("DouYou/")]
  44. public static void VersionTag()
  45. {
  46. }
  47. #elif PT_TAPTAP
  48. [MenuItem("TAPTAP/")]
  49. public static void VersionTag()
  50. {
  51. }
  52. #else
  53. [MenuItem("内网/")]
  54. public static void VersionTag()
  55. {
  56. }
  57. #endif
  58. [MenuItem("策划/更新并导入美术资源", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportArtRes)]
  59. static void UpdateAndImportArtResAndCommit()
  60. {
  61. UpdateProjectRes();
  62. UpdateAndImportArtRes();
  63. if (CommitWhenRelease)
  64. {
  65. CommitProject();
  66. }
  67. }
  68. //[MenuItem("策划/更新至内网版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  69. //public static void ReleaseLocalVersion()
  70. //{
  71. // EditorUtility.DisplayProgressBar("进度", "正在更新至内网", 1);
  72. // BuildDllHelper.BuildHotUpdateDll();
  73. // //BuildScript.BuildCustomBundles(resArr, "BuildSetting");
  74. // EditorUtility.ClearProgressBar();
  75. //}
  76. [MenuItem("策划/其它/更新项目(会丢弃未推送内容)", false, (int)TOOL_MENU_PRIORITY.UpdateProject)]
  77. static void UpdateProject()
  78. {
  79. //关闭sqlite连接并延迟,否则sqlite文件会被占用导致不能通过命令行还原
  80. SQLiteHelper.Instance.CloseConnection();
  81. Thread.Sleep(1000);
  82. EditorUtility.DisplayProgressBar("进度", "正在更新项目", 1);
  83. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGame.bat");
  84. AssetDatabase.Refresh();
  85. UpdateProjectRes();
  86. EditorUtility.ClearProgressBar();
  87. }
  88. [MenuItem("策划/其它/导入美术资源", false, (int)TOOL_MENU_PRIORITY.ImportArtRes)]
  89. public static void ImportArtResNeiWang()
  90. {
  91. ImportArtRes();
  92. }
  93. [MenuItem("策划/其它/清除冗余文件")]
  94. public static void DeleteUnnecessaryImageNeiWang()
  95. {
  96. DeleteUnnecessaryImage();
  97. }
  98. private static void UpdateProjectRes()
  99. {
  100. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGameRes.bat");
  101. }
  102. public static void UpdateExcel()
  103. {
  104. EditorUtility.DisplayProgressBar("进度", "正在更新表格", 1);
  105. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateExcel.bat");
  106. EditorUtility.ClearProgressBar();
  107. }
  108. public static void UpdateArtRes()
  109. {
  110. EditorUtility.DisplayProgressBar("进度", "正在更新美术资源", 1);
  111. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirName);
  112. //如果换装目录跟其他资源目录不一致,那么要再次更新换装目录
  113. if (ImportArtResTool.ResRootDirNameDressUp != ImportArtResTool.ResRootDirName)
  114. {
  115. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirNameDressUp);
  116. }
  117. EditorUtility.ClearProgressBar();
  118. }
  119. static void CommitProject()
  120. {
  121. EditorUtility.DisplayProgressBar("进度", "正在提交项目", 1);
  122. DeleteFileHelper.TrySvnRemoveDeleteFile();
  123. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitGame.bat");
  124. EditorUtility.ClearProgressBar();
  125. }
  126. static void CommitBundles()
  127. {
  128. EditorUtility.DisplayProgressBar("进度", "正在提交Bundles", 1);
  129. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitBundles.bat");
  130. EditorUtility.ClearProgressBar();
  131. }
  132. public static void ImportArtRes()
  133. {
  134. EditorUtility.DisplayProgressBar("进度", "正在导入美术资源", 1);
  135. ImportArtResTool.Import();
  136. EditorUtility.ClearProgressBar();
  137. }
  138. static void UpdateAndImportArtRes()
  139. {
  140. UpdateArtRes();
  141. ImportArtRes();
  142. }
  143. [MenuItem("Tools/ImageClip/TestImportClipImage")]
  144. public static void TestImportClipImage()
  145. {
  146. ImportArtResTool.Test();
  147. }
  148. [MenuItem("Tools/ImageClip/ReadImagePosition")]
  149. public static void ReadImagePosition()
  150. {
  151. ImagesClip.ReadImagePosition();
  152. }
  153. // [MenuItem("Tools/ImageClip/DeleteUnnecessaryImagePos")]
  154. // public static void DeleteUnnecessaryImagePos()
  155. // {
  156. // FileUtil.DeleteUnnecessaryImagePos(ImportArtResTool.DressUpTargetPath);
  157. // FileUtil.DeleteUnnecessaryImageMD5(new string[] { ImportArtResTool.DressUpMd5FileSaveName });
  158. // }
  159. public static void DeleteUnnecessaryImage()
  160. {
  161. EditorUtility.DisplayProgressBar("进度", "开始清除资源", 1);
  162. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.FieldGuideIconTargetPath,
  163. new string[] { ImportArtResTool.FieldGuideIconMd5FileSaveName });
  164. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ChapterGuideIconTargetPath,
  165. new string[] { ImportArtResTool.ChapterGuideIconMd5FileSaveName });
  166. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MusicTargetPath,
  167. new string[] { ImportArtResTool.MusicMd5FileSaveName });
  168. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardMusicTargetPath,
  169. new string[] { ImportArtResTool.CardMusicMd5FileSaveName });
  170. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ItemIconTargetPath,
  171. new string[] { ImportArtResTool.IconMd5FileSaveName });
  172. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.DressUpTargetPath,
  173. new string[] { ImportArtResTool.BgMd5FileSaveName, ImportArtResTool.DressUpMd5FileSaveName });
  174. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcHeadTargetPath,
  175. new string[] { ImportArtResTool.NPCHeadMd5FileSaveName });
  176. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicTargetPath,
  177. new string[] { ImportArtResTool.PicFMd5FileSaveName });
  178. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicSTargetPath,
  179. new string[] { ImportArtResTool.PicSMd5FileSaveName });
  180. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardBgTargetPath,
  181. new string[] { ImportArtResTool.CardBgMd5FileSaveName });
  182. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardIconTargetPath,
  183. new string[] { ImportArtResTool.CardMd5FileSaveName });
  184. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardSkillTargetPath,
  185. new string[] { ImportArtResTool.CardSkillMd5FileSaveName });
  186. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityTargetPath,
  187. new string[] { ImportArtResTool.ActivityMd5FileSaveName });
  188. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow1TargetPath,
  189. new string[] { ImportArtResTool.ActivityShow1Md5FileSaveName });
  190. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.PhotoGraphBorderTargetPath,
  191. new string[] { ImportArtResTool.PhotoGraphBorderMd5FileSaveName });
  192. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.UIBgTargetPath,
  193. new string[] { ImportArtResTool.UIBgMd5FileSaveName });
  194. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelBgTargetPath,
  195. new string[] { ImportArtResTool.TravelBgMd5FileSaveName });
  196. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelRoleTargetPath,
  197. new string[] { ImportArtResTool.TravelRoleMd5FileSaveName });
  198. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadTargetPath,
  199. new string[] { ImportArtResTool.HeadMd5FileSaveName });
  200. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadBorderTargetPath,
  201. new string[] { ImportArtResTool.HeadBorderMd5FileSaveName });
  202. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.LeagueIconTargetPath,
  203. new string[] { ImportArtResTool.LeagueIconMd5FileSaveName });
  204. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow2TargetPath,
  205. new string[] { ImportArtResTool.ActivityShow2Md5FileSaveName });
  206. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MaterialTargetPath,
  207. new string[] { ImportArtResTool.EffectMaterialMd5FileSaveName });
  208. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ShaderTargetPath,
  209. new string[] { ImportArtResTool.ShaderMd5FileSaveName });
  210. // FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ModelTargetPath, new string[] { ImportArtResTool.ModelTargetPath });
  211. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TextureTargetPath,
  212. new string[] { ImportArtResTool.EffectTextureMd5FileSaveName });
  213. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.LuckyBoxTitleImgTargetPath,
  214. new string[] { ImportArtResTool.LuckyBoxTitleImgMd5FileSaveName });
  215. DeleteFileHelper.TrySvnRemoveDeleteFile();
  216. EditorUtility.ClearProgressBar();
  217. }
  218. [MenuItem("Tools/List Player Assemblies in Console")]
  219. public static void PrintAssemblyNames()
  220. {
  221. UnityEngine.Debug.Log("== Player Assemblies ==");
  222. Assembly[] playerAssemblies =
  223. CompilationPipeline.GetAssemblies(AssembliesType.Player);
  224. foreach (var assembly in playerAssemblies)
  225. {
  226. UnityEngine.Debug.Log(assembly.name);
  227. }
  228. }
  229. [MenuItem("Tools/ClearCache")]
  230. public static void ClearCache()
  231. {
  232. PlayerPrefs.DeleteAll();
  233. }
  234. [MenuItem("Tools/Build/CopyPresetAssets")]
  235. public static void CopyPresetAssets()
  236. {
  237. PresetAssetHelper.CopyPresetAssets();
  238. }
  239. }
  240. }