ToolsMenu.cs 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285
  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. using VEngine.Editor.Builds;
  10. namespace GFGEditor
  11. {
  12. public class ToolsMenu : Editor
  13. {
  14. public static bool CommitWhenRelease = true;
  15. enum TOOL_MENU_PRIORITY
  16. {
  17. UpdateAndImportAll,
  18. UpdateAndImportExcel,
  19. UpdateAndImportArtRes,
  20. CheckExcel,
  21. BuildBundlesRes,
  22. UpdateProject,
  23. ImportExcel,
  24. ImportArtRes,
  25. }
  26. [MenuItem("策划/更新并导入所有", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportAll)]
  27. static void UpdateAndImportAll()
  28. {
  29. UpdateProject();
  30. UpdateAndImportArtRes();
  31. UpdateAndImportExcel();
  32. if (CommitWhenRelease)
  33. {
  34. CommitProject();
  35. }
  36. }
  37. [MenuItem("策划/更新并导入Excel", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportExcel)]
  38. static void UpdateAndImportExcel()
  39. {
  40. UpdateExcel();
  41. ImportExcel();
  42. if (CommitWhenRelease)
  43. {
  44. CommitProject();
  45. }
  46. }
  47. [MenuItem("策划/更新并导入美术资源", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportArtRes)]
  48. static void UpdateAndImportArtRes()
  49. {
  50. UpdateArtRes();
  51. ImportArtRes();
  52. if (CommitWhenRelease)
  53. {
  54. CommitProject();
  55. }
  56. }
  57. [MenuItem("策划/更新至内网版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  58. public static void BuildBundlesRes()
  59. {
  60. EditorUtility.DisplayProgressBar("进度", "正在更新至内网", 1);
  61. VEngine.Editor.Builds.BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" });
  62. EditorUtility.ClearProgressBar();
  63. if (CommitWhenRelease)
  64. {
  65. CommitBundles();
  66. }
  67. }
  68. [MenuItem("策划/其它/更新项目(会丢弃未推送内容)", false, (int)TOOL_MENU_PRIORITY.UpdateProject)]
  69. static void UpdateProject()
  70. {
  71. //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
  72. SQLiteHelper.Instance.CloseConnection();
  73. Thread.Sleep(1000);
  74. EditorUtility.DisplayProgressBar("进度", "正在更新项目", 1);
  75. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGame.bat");
  76. EditorUtility.ClearProgressBar();
  77. }
  78. public static void UpdateExcel()
  79. {
  80. EditorUtility.DisplayProgressBar("进度", "正在更新表格", 1);
  81. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateExcel.bat");
  82. EditorUtility.ClearProgressBar();
  83. }
  84. public static void UpdateArtRes()
  85. {
  86. EditorUtility.DisplayProgressBar("进度", "正在更新美术资源", 1);
  87. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirName);
  88. //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
  89. if (ImportArtResTool.ResRootDirNameDressUp != ImportArtResTool.ResRootDirName)
  90. {
  91. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirNameDressUp);
  92. }
  93. EditorUtility.ClearProgressBar();
  94. }
  95. static void CommitProject()
  96. {
  97. EditorUtility.DisplayProgressBar("进度", "正在提交项目", 1);
  98. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitGame.bat");
  99. EditorUtility.ClearProgressBar();
  100. }
  101. static void CommitBundles()
  102. {
  103. EditorUtility.DisplayProgressBar("进度", "正在提交Bundles", 1);
  104. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitBundles.bat");
  105. EditorUtility.ClearProgressBar();
  106. }
  107. [MenuItem("策划/其它/导入配置表", false, (int)TOOL_MENU_PRIORITY.ImportExcel)]
  108. public static void ImportExcel()
  109. {
  110. Log.ILog = new UnityLogger();
  111. ET.Options.Instance = new ET.Options();
  112. EditorUtility.DisplayProgressBar("进度", "正在导入表格", 1);
  113. SqliteController.Instance.dirPath = Path.Combine(Environment.CurrentDirectory, ResPathUtil.CONFIG_DIR_PATH);
  114. SqliteController.Instance.Init(true, null);
  115. SQLiteHelper.Instance.OpenConnection();
  116. try
  117. {
  118. SQLiteHelper.Instance.ClearAllTables();
  119. CodeTemplateFactory.Init();
  120. if (!Directory.Exists(ExcelConfig.configCodePath))
  121. {
  122. Directory.CreateDirectory(ExcelConfig.configCodePath);
  123. }
  124. if (!Directory.Exists(ExcelConfig.configArrayCodePath))
  125. {
  126. Directory.CreateDirectory(ExcelConfig.configArrayCodePath);
  127. }
  128. ExcelReader.ReadExcel(CodeBuilder.GenerateCode);
  129. }
  130. catch (Exception e)
  131. {
  132. throw (e.InnerException);
  133. }
  134. finally
  135. {
  136. SQLiteHelper.Instance.CloseConnection();
  137. }
  138. //开始扫描表格,自动生成部分数据
  139. ExcelScanner.StartScan();
  140. //拷贝slqlite文件至共享库
  141. File.Copy(ResPathUtil.SQLITE_FILE_PATH, ExcelConfig.sqliteFilePathCSShare, true);
  142. AssetDatabase.Refresh();
  143. EditorUtility.ClearProgressBar();
  144. SQLiteHelper.Instance.CloseConnection();
  145. }
  146. [MenuItem("策划/检查配置表", false, (int)TOOL_MENU_PRIORITY.CheckExcel)]
  147. public static void CheckExcel()
  148. {
  149. EditorUtility.DisplayProgressBar("进度", "正在检查表格", 1);
  150. //检查表格部分内容
  151. ExcelChecker.StartCheck();
  152. EditorUtility.ClearProgressBar();
  153. }
  154. [MenuItem("策划/其它/导入美术资源", false, (int)TOOL_MENU_PRIORITY.ImportArtRes)]
  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. [MenuItem("Tools/ImageClip/ImportClipImage")]
  162. public static void ImportClipImage()
  163. {
  164. ImportArtResTool.ImportClipImage();
  165. }
  166. [MenuItem("Tools/ImageClip/ReadImagePosition")]
  167. public static void ReadImagePosition()
  168. {
  169. ImagesClip.ReadImagePosition();
  170. }
  171. [MenuItem("Tools/ImageClip/DeleteUnnecessaryImagePos")]
  172. public static void DeleteUnnecessaryImagePos()
  173. {
  174. FileUtil.DeleteUnnecessaryImagePos(ImportArtResTool.DressUpTargetPath);
  175. FileUtil.DeleteUnnecessaryImageMD5(ImportArtResTool.DressUpMd5FileSaveName);
  176. }
  177. [MenuItem("策划/其它/清除冗余文件")]
  178. public static void DeleteUnnecessaryImage()
  179. {
  180. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.DressUpTargetPath, ImportArtResTool.DressUpMd5FileSaveName);
  181. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.BgTargetPath, ImportArtResTool.BgMd5FileSaveName);
  182. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicSTargetPath, ImportArtResTool.PicSMd5FileSaveName);
  183. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.FieldGuideIconTargetPath, ImportArtResTool.FieldGuideIconMd5FileSaveName);
  184. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MusicTargetPath, ImportArtResTool.MusicMd5FileSaveName);
  185. // FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ItemIconTargetPath, ImportArtResTool.IconMd5FileSaveName);
  186. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcHeadTargetPath, ImportArtResTool.HeadMd5FileSaveName);
  187. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicTargetPath, ImportArtResTool.PicFMd5FileSaveName);
  188. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardBgTargetPath, ImportArtResTool.CardBgMd5FileSaveName);
  189. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardIconTargetPath, ImportArtResTool.CardMd5FileSaveName);
  190. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MaterialTargetPath, ImportArtResTool.EffectMaterialMd5FileSaveName);
  191. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TextureTargetPath, ImportArtResTool.EffectTextureMd5FileSaveName);
  192. DeleteUnnecessaryAni();
  193. }
  194. // [MenuItem("策划/其它/清除冗余动画")]
  195. public static void DeleteUnnecessaryAni()
  196. {
  197. EditorUtility.DisplayProgressBar("进度", "正在清除冗余动画", 1);
  198. FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.DressUpAnimationTargetPath, ImportArtResTool.DressUpAnimationSrcPaths[0]);
  199. FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.EffectTargetPath, ImportArtResTool.EffectSrcPaths[0]);
  200. EditorUtility.ClearProgressBar();
  201. // FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.TextureTargetPath, ImportArtResTool.TextureSrcPaths[0]);
  202. }
  203. [MenuItem("Tools/List Player Assemblies in Console")]
  204. public static void PrintAssemblyNames()
  205. {
  206. UnityEngine.Debug.Log("== Player Assemblies ==");
  207. Assembly[] playerAssemblies =
  208. CompilationPipeline.GetAssemblies(AssembliesType.Player);
  209. foreach (var assembly in playerAssemblies)
  210. {
  211. UnityEngine.Debug.Log(assembly.name);
  212. }
  213. }
  214. [MenuItem("Tools/BuildTest/SetBundlesResTestDir")]
  215. public static void SetBundlesResTestDir()
  216. {
  217. VEngine.Utility.buildPath = "Bundles_temp";
  218. ImportArtResTool.ResRootDirNameDressUp = "正式资源-demo1";
  219. CommitWhenRelease = false;
  220. }
  221. [MenuItem("Tools/BuildTest/ResetBundlesResDir")]
  222. public static void ResetBundlesResTestDir()
  223. {
  224. VEngine.Utility.buildPath = "Bundles";
  225. ImportArtResTool.ResRootDirNameDressUp = "正式资源";
  226. CommitWhenRelease = true;
  227. }
  228. [MenuItem("Tools/BuildTest/发布临时版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  229. public static void BuildBundlesResTemp()
  230. {
  231. VEngine.Utility.buildPath = "Bundles_temp";
  232. ImportArtResTool.ResRootDirNameDressUp = "正式资源-demo1";
  233. EditorUtility.DisplayProgressBar("进度", "正在发布临时版本", 1);
  234. VEngine.Editor.Builds.BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" });
  235. EditorUtility.ClearProgressBar();
  236. VEngine.Utility.buildPath = "Bundles";
  237. ImportArtResTool.ResRootDirNameDressUp = "正式资源";
  238. }
  239. [MenuItem("Tools/BuildTest/Copy To StreamingAssets Temp")]
  240. public static void CopyToStreamingAssets()
  241. {
  242. VEngine.Utility.buildPath = "Bundles_temp";
  243. BuildScript.CopyToStreamingAssets();
  244. VEngine.Utility.buildPath = "Bundles";
  245. }
  246. }
  247. }