guodong преди 3 години
родител
ревизия
abaa5042a4

+ 3 - 1
GameClient/Assets/BuildSetting.asset

@@ -13,6 +13,8 @@ MonoBehaviour:
   m_Name: BuildSetting
   m_EditorClassIdentifier: 
   dirBundleList:
+  - Assets/Res/Animation/Card
   - Assets/Res/Animation/DressUp
   - Assets/Res/Effect
-  - Assets/Res/UI
+  - Assets/Res/Code
+  - Assets/ResIn/UI

+ 18 - 0
GameClient/Assets/Editor/FileUtil.cs

@@ -3,12 +3,30 @@ using System.Collections;
 using System.Collections.Generic;
 using System.IO;
 using System.Text;
+using System.Text.RegularExpressions;
 using UnityEngine;
 
 namespace GFGEditor
 {
     public class FileUtil
     {
+
+        public static bool CheckPathInParent(string path, string parent)
+        {
+            path = path.Replace('\\', '/');
+            path = path + "/";
+            parent = parent.Replace('\\', '/');
+            parent = parent + "/";
+            parent = Regex.Replace(parent, "//", "/");
+            return path.Contains(parent);
+        }
+
+        /// <summary>
+        /// 
+        /// </summary>
+        /// <param name="dirPath"></param>
+        /// <param name="excludeDirs"></param>,路径比须从Asset起,例如"Assets/Res/Effect"
+        /// <param name="action"></param>
         public static void ForeachFileInDir(string dirPath, List<string> excludeDirs, Action<string> action)
         {
             List<string> excludeDirPaths = new List<string>();

+ 1 - 2
GameClient/Assets/Editor/ToolsMenu.cs

@@ -59,7 +59,7 @@ namespace GFGEditor
         {
             EditorUtility.DisplayProgressBar("进度", "正在更新至内网", 1);
             VEngine.Editor.Builds.BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" });
-            CommitAll();
+            //CommitAll();
             EditorUtility.ClearProgressBar();
             EditorUtility.DisplayDialog("提示", "操作成功!", "ok");//记得切出再切回编辑器焦点重新编译
         }
@@ -100,7 +100,6 @@ namespace GFGEditor
         [MenuItem("策划/其它/提交项目", false, (int)TOOL_MENU_PRIORITY.CommitGame)]
         static void CommitProject()
         {
-            UpdateProject();
             EditorUtility.DisplayProgressBar("进度", "正在提交项目", 1);
             ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitGame.bat");
             EditorUtility.ClearProgressBar();

+ 1 - 6
GameClient/Assets/Editor/Xasset/BuildSetting.cs

@@ -7,12 +7,7 @@ namespace GFGEditor
     [CreateAssetMenu(menuName = "Build/BuildSetting", fileName = "BuildSetting", order = 0)]
     public class BuildSetting : ScriptableObject
     {
-        public List<string> dirBundleList = new List<string>
-        {
-            "Assets/Res/Animation/DressUp",
-            "Assets/Res/Effect",
-            "Assets/ResIn/UI"
-        };
+        public List<string> dirBundleList;
 
         public static BuildSetting GetBuildSetting()
         {

+ 4 - 0
GameClient/Assets/Editor/Xasset/Builds/BuildTask.cs

@@ -115,6 +115,10 @@ namespace VEngine.Editor.Builds
             foreach (var dir in dirBundleList)
             {
                 var dirPath = Path.Combine(Environment.CurrentDirectory, dir);
+                if(!GFGEditor.FileUtil.CheckPathInParent(dirPath, path))
+                {
+                    continue;
+                }
                 GFGEditor.FileUtil.ForeachDirInDir(dirPath, (string subDirPath) =>
                 {
                     var targetDirPath = subDirPath.Replace('\\', '/');

+ 3 - 3
GameClient/Assets/Editor/Xasset/MenuItems.cs

@@ -22,13 +22,13 @@ namespace VEngine.Editor
             BuildScript.BuildBundles();
         }
 
-        [MenuItem("XAssets/Versions/Build Bundles Res In")]
+        [MenuItem("XAssets/Versions/Build Bundles Res Init")]
         public static void BuildBundlesResIn() 
         {
-            BuildScript.BuildCustomBundles(new string[] { "ResIn" });
+            BuildScript.BuildCustomBundles(new string[] { "ResIn/Txt" });
         }
 
-        [MenuItem("XAssets/Versions/Build Bundles Res")]
+        [MenuItem("XAssets/Versions/Build Bundles All")]
         public static void BuildBundlesRes()
         {
             BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" });