ToolsMenu.cs 15 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_DOUYOU
  33. [MenuItem("DouYou/")]
  34. public static void VersionTag()
  35. {
  36. }
  37. #elif PT_TAPTAP
  38. [MenuItem("TAPTAP/")]
  39. public static void VersionTag()
  40. {
  41. }
  42. #else
  43. [MenuItem("内网/")]
  44. public static void VersionTag()
  45. {
  46. }
  47. [MenuItem("策划/更新并导入所有", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportAll)]
  48. static void UpdateAndImportAll()
  49. {
  50. UpdateProject();
  51. UpdateAndImportArtRes();
  52. UpdateAndImportExcel();
  53. if (CommitWhenRelease)
  54. {
  55. CommitProject();
  56. }
  57. }
  58. [MenuItem("策划/更新并导入Excel", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportExcel)]
  59. static void UpdateAndImportExcelAndCommit()
  60. {
  61. UpdateAndImportExcel();
  62. if (CommitWhenRelease)
  63. {
  64. CommitProject();
  65. }
  66. }
  67. [MenuItem("策划/更新并导入美术资源", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportArtRes)]
  68. static void UpdateAndImportArtResAndCommit()
  69. {
  70. UpdateProjectRes();
  71. UpdateAndImportArtRes();
  72. if (CommitWhenRelease)
  73. {
  74. CommitProject();
  75. }
  76. }
  77. //[MenuItem("策划/更新至内网版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  78. //public static void ReleaseLocalVersion()
  79. //{
  80. // EditorUtility.DisplayProgressBar("进度", "正在更新至内网", 1);
  81. // BuildDllHelper.BuildHotUpdateDll();
  82. // //BuildScript.BuildCustomBundles(resArr, "BuildSetting");
  83. // EditorUtility.ClearProgressBar();
  84. //}
  85. [MenuItem("策划/其它/更新项目(会丢弃未推送内容)", false, (int)TOOL_MENU_PRIORITY.UpdateProject)]
  86. static void UpdateProject()
  87. {
  88. //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
  89. SQLiteHelper.Instance.CloseConnection();
  90. Thread.Sleep(1000);
  91. EditorUtility.DisplayProgressBar("进度", "正在更新项目", 1);
  92. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGame.bat");
  93. AssetDatabase.Refresh();
  94. UpdateProjectRes();
  95. EditorUtility.ClearProgressBar();
  96. }
  97. [MenuItem("策划/其它/导入配置表", false, (int)TOOL_MENU_PRIORITY.ImportExcel)]
  98. public static void ImportExcelNeiWang()
  99. {
  100. ImportExcel();
  101. }
  102. [MenuItem("策划/检查配置表", false, (int)TOOL_MENU_PRIORITY.CheckExcel)]
  103. public static void CheckExcel()
  104. {
  105. EditorUtility.DisplayProgressBar("进度", "正在检查表格", 1);
  106. //检查表格部分内容
  107. ExcelChecker.StartCheck();
  108. EditorUtility.ClearProgressBar();
  109. }
  110. [MenuItem("策划/其它/导入美术资源", false, (int)TOOL_MENU_PRIORITY.ImportArtRes)]
  111. public static void ImportArtResNeiWang()
  112. {
  113. ImportArtRes();
  114. }
  115. [MenuItem("策划/其它/清除冗余文件")]
  116. public static void DeleteUnnecessaryImageNeiWang()
  117. {
  118. DeleteUnnecessaryImage();
  119. }
  120. #endif
  121. private static void UpdateProjectRes()
  122. {
  123. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGameRes.bat");
  124. }
  125. public static void UpdateExcel()
  126. {
  127. EditorUtility.DisplayProgressBar("进度", "正在更新表格", 1);
  128. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateExcel.bat");
  129. EditorUtility.ClearProgressBar();
  130. }
  131. public static void UpdateArtRes()
  132. {
  133. EditorUtility.DisplayProgressBar("进度", "正在更新美术资源", 1);
  134. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirName);
  135. //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
  136. if (ImportArtResTool.ResRootDirNameDressUp != ImportArtResTool.ResRootDirName)
  137. {
  138. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirNameDressUp);
  139. }
  140. EditorUtility.ClearProgressBar();
  141. }
  142. static void CommitProject()
  143. {
  144. EditorUtility.DisplayProgressBar("进度", "正在提交项目", 1);
  145. DeleteFileHelper.TrySvnRemoveDeleteFile();
  146. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitGame.bat");
  147. EditorUtility.ClearProgressBar();
  148. }
  149. static void CommitBundles()
  150. {
  151. EditorUtility.DisplayProgressBar("进度", "正在提交Bundles", 1);
  152. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitBundles.bat");
  153. EditorUtility.ClearProgressBar();
  154. }
  155. public static void ImportArtRes()
  156. {
  157. EditorUtility.DisplayProgressBar("进度", "正在导入美术资源", 1);
  158. ImportArtResTool.Import();
  159. EditorUtility.ClearProgressBar();
  160. }
  161. public static void ImportExcel()
  162. {
  163. Log.ILog = new UnityLogger();
  164. ET.Options.Instance = new ET.Options();
  165. EditorUtility.DisplayProgressBar("进度", "正在导入表格", 1);
  166. SqliteController.Instance.Init(false, null);
  167. SQLiteHelper.Instance.OpenConnection();
  168. //try
  169. //{
  170. SQLiteHelper.Instance.ClearAllTables();
  171. CodeTemplateFactory.Init();
  172. if (!Directory.Exists(ExcelConfig.configCodePath))
  173. {
  174. Directory.CreateDirectory(ExcelConfig.configCodePath);
  175. }
  176. if (!Directory.Exists(ExcelConfig.configArrayCodePath))
  177. {
  178. Directory.CreateDirectory(ExcelConfig.configArrayCodePath);
  179. }
  180. ExcelReader.WriteExcle();
  181. ExcelReader.ReadExcel(CodeBuilder.GenerateCode);
  182. //}
  183. //catch (Exception e)
  184. //{
  185. // throw (e.InnerException);
  186. //}
  187. //finally
  188. //{
  189. SQLiteHelper.Instance.CloseConnection();
  190. //}
  191. //开始扫描表格,自动生成部分数据
  192. ExcelScanner.StartScan();
  193. AssetDatabase.Refresh();
  194. EditorUtility.ClearProgressBar();
  195. SQLiteHelper.Instance.CloseConnection();
  196. }
  197. static void UpdateAndImportArtRes()
  198. {
  199. UpdateArtRes();
  200. ImportArtRes();
  201. }
  202. static void UpdateAndImportExcel()
  203. {
  204. UpdateExcel();
  205. ImportExcel();
  206. }
  207. [MenuItem("Tools/ImageClip/TestImportClipImage")]
  208. public static void TestImportClipImage()
  209. {
  210. ImportArtResTool.Test();
  211. }
  212. [MenuItem("Tools/ImageClip/ReadImagePosition")]
  213. public static void ReadImagePosition()
  214. {
  215. ImagesClip.ReadImagePosition();
  216. }
  217. // [MenuItem("Tools/ImageClip/DeleteUnnecessaryImagePos")]
  218. // public static void DeleteUnnecessaryImagePos()
  219. // {
  220. // FileUtil.DeleteUnnecessaryImagePos(ImportArtResTool.DressUpTargetPath);
  221. // FileUtil.DeleteUnnecessaryImageMD5(new string[] { ImportArtResTool.DressUpMd5FileSaveName });
  222. // }
  223. public static void DeleteUnnecessaryImage()
  224. {
  225. EditorUtility.DisplayProgressBar("进度", "开始清除资源", 1);
  226. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.FieldGuideIconTargetPath, new string[] { ImportArtResTool.FieldGuideIconMd5FileSaveName });
  227. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ChapterGuideIconTargetPath, new string[] { ImportArtResTool.ChapterGuideIconMd5FileSaveName });
  228. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MusicTargetPath, new string[] { ImportArtResTool.MusicMd5FileSaveName });
  229. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardMusicTargetPath, new string[] { ImportArtResTool.CardMusicMd5FileSaveName });
  230. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ItemIconTargetPath, new string[] { ImportArtResTool.IconMd5FileSaveName });
  231. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.DressUpTargetPath, new string[] { ImportArtResTool.BgMd5FileSaveName, ImportArtResTool.DressUpMd5FileSaveName });
  232. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcHeadTargetPath, new string[] { ImportArtResTool.NPCHeadMd5FileSaveName });
  233. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicTargetPath, new string[] { ImportArtResTool.PicFMd5FileSaveName });
  234. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicSTargetPath, new string[] { ImportArtResTool.PicSMd5FileSaveName });
  235. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardBgTargetPath, new string[] { ImportArtResTool.CardBgMd5FileSaveName });
  236. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardIconTargetPath, new string[] { ImportArtResTool.CardMd5FileSaveName });
  237. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardSkillTargetPath, new string[] { ImportArtResTool.CardSkillMd5FileSaveName });
  238. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityTargetPath, new string[] { ImportArtResTool.ActivityMd5FileSaveName });
  239. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow1TargetPath, new string[] { ImportArtResTool.ActivityShow1Md5FileSaveName });
  240. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.PhotoGraphBorderTargetPath, new string[] { ImportArtResTool.PhotoGraphBorderMd5FileSaveName });
  241. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.UIBgTargetPath, new string[] { ImportArtResTool.UIBgMd5FileSaveName });
  242. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelBgTargetPath, new string[] { ImportArtResTool.TravelBgMd5FileSaveName });
  243. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelRoleTargetPath, new string[] { ImportArtResTool.TravelRoleMd5FileSaveName });
  244. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadTargetPath, new string[] { ImportArtResTool.HeadMd5FileSaveName });
  245. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadBorderTargetPath, new string[] { ImportArtResTool.HeadBorderMd5FileSaveName });
  246. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.LeagueIconTargetPath, new string[] { ImportArtResTool.LeagueIconMd5FileSaveName });
  247. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow2TargetPath, new string[] { ImportArtResTool.ActivityShow2Md5FileSaveName });
  248. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MaterialTargetPath, new string[] { ImportArtResTool.EffectMaterialMd5FileSaveName });
  249. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ShaderTargetPath, new string[] { ImportArtResTool.ShaderMd5FileSaveName });
  250. // FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ModelTargetPath, new string[] { ImportArtResTool.ModelTargetPath });
  251. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TextureTargetPath, new string[] { ImportArtResTool.EffectTextureMd5FileSaveName });
  252. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.LuckyBoxTitleImgTargetPath, new string[] { ImportArtResTool.LuckyBoxTitleImgMd5FileSaveName });
  253. DeleteFileHelper.TrySvnRemoveDeleteFile();
  254. EditorUtility.ClearProgressBar();
  255. }
  256. [MenuItem("Tools/List Player Assemblies in Console")]
  257. public static void PrintAssemblyNames()
  258. {
  259. UnityEngine.Debug.Log("== Player Assemblies ==");
  260. Assembly[] playerAssemblies =
  261. CompilationPipeline.GetAssemblies(AssembliesType.Player);
  262. foreach (var assembly in playerAssemblies)
  263. {
  264. UnityEngine.Debug.Log(assembly.name);
  265. }
  266. }
  267. [MenuItem("Tools/Build/copy AOT dll", false, 0)]
  268. public static void CopyDll()
  269. {
  270. EditorUtility.DisplayProgressBar("进度", "正在拷贝", 1);
  271. BuildDllHelper.CopyAOTAssembliesToStreamingAssets();
  272. EditorUtility.ClearProgressBar();
  273. }
  274. //[MenuItem("Tools/Build/Build Bundles Res Init")]
  275. //public static void BuildBundlesResIn()
  276. //{
  277. // BuildScript.BuildCustomBundles(new string[] { "ResIn/Font" }, "BuildSetting");
  278. //}
  279. //[MenuItem("Tools/Build/Build Bundles All")]
  280. //public static void BuildBundlesRes()
  281. //{
  282. // BuildDllHelper.BuildHotUpdateDll();
  283. // BuildScript.BuildCustomBundles(resArr, "BuildSetting");
  284. //}
  285. ////[MenuItem("XAssets/Versions/Copy To StreamingAssets")]
  286. //[MenuItem("Tools/Build/Copy To StreamingAssets", false, 1)]
  287. //public static void CopyToStreamingAssets()
  288. //{
  289. // BuildScript.CopyToStreamingAssets();
  290. //}
  291. [MenuItem("Tools/BuildTest/导入临时版本配置", false, 1)]
  292. public static void SetBundlesExcelTestDir()
  293. {
  294. try
  295. {
  296. ExcelConfig.excelsRootDirNameDressUp = "Config-demo1";
  297. ImportExcel();
  298. }
  299. catch (Exception e)
  300. {
  301. Log.Error(e.ToString());
  302. ExcelConfig.excelsRootDirNameDressUp = "Config";
  303. }
  304. }
  305. //[MenuItem("Tools/BuildTest/发布临时版本", false, 3)]
  306. //public static void BuildBundlesResTemp()
  307. //{
  308. // EditorUtility.DisplayProgressBar("进度", "正在发布临时版本", 1);
  309. // BuildDllHelper.BuildHotUpdateDll();
  310. // BuildScript.BuildCustomBundles(resArr, "BuildSetting1");
  311. // EditorUtility.ClearProgressBar();
  312. //}
  313. [MenuItem("Tools/ClearCache")]
  314. public static void ClearCache()
  315. {
  316. PlayerPrefs.DeleteAll();
  317. }
  318. [MenuItem("Tools/Build/BuildHotUpdateDll")]
  319. public static void BuildHotUpdateDll()
  320. {
  321. BuildDllHelper.BuildHotUpdateDll();
  322. }
  323. [MenuItem("Tools/Build/CopyPresetAssets")]
  324. public static void CopyPresetAssets()
  325. {
  326. PresetAssetHelper.CopyPresetAssets();
  327. }
  328. }
  329. }