ToolsMenu.cs 12 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. 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. AddExcel,
  25. ImportArtRes,
  26. }
  27. [MenuItem("策划/更新并导入所有", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportAll)]
  28. static void UpdateAndImportAll()
  29. {
  30. UpdateProject();
  31. UpdateAndImportArtRes();
  32. UpdateAndImportExcel();
  33. if (CommitWhenRelease)
  34. {
  35. CommitProject();
  36. }
  37. }
  38. [MenuItem("策划/更新并导入Excel", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportExcel)]
  39. static void UpdateAndImportExcel()
  40. {
  41. UpdateExcel();
  42. ImportExcel();
  43. if (CommitWhenRelease)
  44. {
  45. CommitProject();
  46. }
  47. }
  48. [MenuItem("策划/更新并导入美术资源", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportArtRes)]
  49. static void UpdateAndImportArtRes()
  50. {
  51. UpdateArtRes();
  52. ImportArtRes();
  53. if (CommitWhenRelease)
  54. {
  55. CommitProject();
  56. }
  57. }
  58. [MenuItem("策划/更新至内网版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  59. public static void BuildBundlesRes()
  60. {
  61. EditorUtility.DisplayProgressBar("进度", "正在更新至内网", 1);
  62. VEngine.Editor.Builds.BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" }, "BuildSetting");
  63. EditorUtility.ClearProgressBar();
  64. if (CommitWhenRelease)
  65. {
  66. CommitBundles();
  67. }
  68. }
  69. [MenuItem("策划/其它/更新项目(会丢弃未推送内容)", false, (int)TOOL_MENU_PRIORITY.UpdateProject)]
  70. static void UpdateProject()
  71. {
  72. //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
  73. SQLiteHelper.Instance.CloseConnection();
  74. Thread.Sleep(1000);
  75. EditorUtility.DisplayProgressBar("进度", "正在更新项目", 1);
  76. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGame.bat");
  77. EditorUtility.ClearProgressBar();
  78. }
  79. public static void UpdateExcel()
  80. {
  81. EditorUtility.DisplayProgressBar("进度", "正在更新表格", 1);
  82. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateExcel.bat");
  83. EditorUtility.ClearProgressBar();
  84. }
  85. public static void UpdateArtRes()
  86. {
  87. EditorUtility.DisplayProgressBar("进度", "正在更新美术资源", 1);
  88. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirName);
  89. //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
  90. if (ImportArtResTool.ResRootDirNameDressUp != ImportArtResTool.ResRootDirName)
  91. {
  92. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirNameDressUp);
  93. }
  94. EditorUtility.ClearProgressBar();
  95. }
  96. static void CommitProject()
  97. {
  98. EditorUtility.DisplayProgressBar("进度", "正在提交项目", 1);
  99. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitGame.bat");
  100. EditorUtility.ClearProgressBar();
  101. }
  102. static void CommitBundles()
  103. {
  104. EditorUtility.DisplayProgressBar("进度", "正在提交Bundles", 1);
  105. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitBundles.bat");
  106. EditorUtility.ClearProgressBar();
  107. }
  108. [MenuItem("策划/其它/导入配置表", false, (int)TOOL_MENU_PRIORITY.ImportExcel)]
  109. public static void ImportExcel()
  110. {
  111. Log.ILog = new UnityLogger();
  112. ET.Options.Instance = new ET.Options();
  113. EditorUtility.DisplayProgressBar("进度", "正在导入表格", 1);
  114. SqliteController.Instance.dirPath = Path.Combine(Environment.CurrentDirectory, ResPathUtil.CONFIG_DIR_PATH);
  115. SqliteController.Instance.Init(false, null);
  116. SQLiteHelper.Instance.OpenConnection();
  117. //try
  118. //{
  119. SQLiteHelper.Instance.ClearAllTables();
  120. CodeTemplateFactory.Init();
  121. if (!Directory.Exists(ExcelConfig.configCodePath))
  122. {
  123. Directory.CreateDirectory(ExcelConfig.configCodePath);
  124. }
  125. if (!Directory.Exists(ExcelConfig.configArrayCodePath))
  126. {
  127. Directory.CreateDirectory(ExcelConfig.configArrayCodePath);
  128. }
  129. ExcelReader.WriteExcle();
  130. ExcelReader.ReadExcel(CodeBuilder.GenerateCode);
  131. //}
  132. //catch (Exception e)
  133. //{
  134. // throw (e.InnerException);
  135. //}
  136. //finally
  137. //{
  138. SQLiteHelper.Instance.CloseConnection();
  139. //}
  140. //开始扫描表格,自动生成部分数据
  141. ExcelScanner.StartScan();
  142. //拷贝slqlite文件至共享库
  143. File.Copy(ResPathUtil.SQLITE_FILE_PATH, ExcelConfig.sqliteFilePathCSShare, true);
  144. AssetDatabase.Refresh();
  145. EditorUtility.ClearProgressBar();
  146. SQLiteHelper.Instance.CloseConnection();
  147. }
  148. [MenuItem("策划/检查配置表", false, (int)TOOL_MENU_PRIORITY.CheckExcel)]
  149. public static void CheckExcel()
  150. {
  151. EditorUtility.DisplayProgressBar("进度", "正在检查表格", 1);
  152. //检查表格部分内容
  153. ExcelChecker.StartCheck();
  154. EditorUtility.ClearProgressBar();
  155. }
  156. [MenuItem("策划/其它/导入美术资源", false, (int)TOOL_MENU_PRIORITY.ImportArtRes)]
  157. public static void ImportArtRes()
  158. {
  159. EditorUtility.DisplayProgressBar("进度", "正在导入美术资源", 1);
  160. ImportArtResTool.Import();
  161. EditorUtility.ClearProgressBar();
  162. }
  163. [MenuItem("Tools/ImageClip/ImportClipImage")]
  164. public static void ImportClipImage()
  165. {
  166. ImportArtResTool.ImportClipImage();
  167. }
  168. [MenuItem("Tools/ImageClip/ReadImagePosition")]
  169. public static void ReadImagePosition()
  170. {
  171. ImagesClip.ReadImagePosition();
  172. }
  173. // [MenuItem("Tools/ImageClip/DeleteUnnecessaryImagePos")]
  174. // public static void DeleteUnnecessaryImagePos()
  175. // {
  176. // FileUtil.DeleteUnnecessaryImagePos(ImportArtResTool.DressUpTargetPath);
  177. // FileUtil.DeleteUnnecessaryImageMD5(new string[] { ImportArtResTool.DressUpMd5FileSaveName });
  178. // }
  179. [MenuItem("策划/其它/清除冗余文件")]
  180. public static void DeleteUnnecessaryImage()
  181. {
  182. EditorUtility.DisplayProgressBar("进度", "开始清除资源", 1);
  183. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.FieldGuideIconTargetPath, new string[] { ImportArtResTool.FieldGuideIconMd5FileSaveName });
  184. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MusicTargetPath, new string[] { ImportArtResTool.MusicMd5FileSaveName });
  185. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardMusicTargetPath, new string[] { ImportArtResTool.CardMusicMd5FileSaveName });
  186. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ItemIconTargetPath, new string[] { ImportArtResTool.IconMd5FileSaveName });
  187. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.DressUpTargetPath, new string[] { ImportArtResTool.BgMd5FileSaveName, ImportArtResTool.DressUpMd5FileSaveName });
  188. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcHeadTargetPath, new string[] { ImportArtResTool.NPCHeadMd5FileSaveName });
  189. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicTargetPath, new string[] { ImportArtResTool.PicFMd5FileSaveName });
  190. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicSTargetPath, new string[] { ImportArtResTool.PicSMd5FileSaveName });
  191. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardBgTargetPath, new string[] { ImportArtResTool.CardBgMd5FileSaveName });
  192. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardIconTargetPath, new string[] { ImportArtResTool.CardMd5FileSaveName });
  193. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityTargetPath, new string[] { ImportArtResTool.ActivityMd5FileSaveName });
  194. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow1TargetPath, new string[] { ImportArtResTool.ActivityShow1Md5FileSaveName });
  195. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.PhotoGraphBorderTargetPath, new string[] { ImportArtResTool.PhotoGraphBorderMd5FileSaveName });
  196. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.UIBgTargetPath, new string[] { ImportArtResTool.UIBgMd5FileSaveName });
  197. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelBgTargetPath, new string[] { ImportArtResTool.TravelBgMd5FileSaveName });
  198. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelRoleTargetPath, new string[] { ImportArtResTool.TravelRoleMd5FileSaveName });
  199. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadTargetPath, new string[] { ImportArtResTool.HeadMd5FileSaveName });
  200. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadBorderTargetPath, new string[] { ImportArtResTool.HeadBorderMd5FileSaveName });
  201. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow2TargetPath, new string[] { ImportArtResTool.ActivityShow2Md5FileSaveName });
  202. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MaterialTargetPath, new string[] { ImportArtResTool.EffectMaterialMd5FileSaveName });
  203. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TextureTargetPath, new string[] { ImportArtResTool.EffectTextureMd5FileSaveName });
  204. EditorUtility.ClearProgressBar();
  205. }
  206. [MenuItem("Tools/List Player Assemblies in Console")]
  207. public static void PrintAssemblyNames()
  208. {
  209. UnityEngine.Debug.Log("== Player Assemblies ==");
  210. Assembly[] playerAssemblies =
  211. CompilationPipeline.GetAssemblies(AssembliesType.Player);
  212. foreach (var assembly in playerAssemblies)
  213. {
  214. UnityEngine.Debug.Log(assembly.name);
  215. }
  216. }
  217. [MenuItem("Tools/BuildTest/导入临时版本资源")]
  218. public static void SetBundlesResTestDir()
  219. {
  220. try
  221. {
  222. ImportArtResTool.ResRootDirNameDressUp = "正式资源-demo1";
  223. CommitWhenRelease = false;
  224. UpdateAndImportArtRes();
  225. }
  226. catch (Exception e)
  227. {
  228. Log.Error(e.ToString());
  229. ImportArtResTool.ResRootDirNameDressUp = "正式资源";
  230. CommitWhenRelease = true;
  231. }
  232. }
  233. [MenuItem("Tools/BuildTest/发布临时版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  234. public static void BuildBundlesResTemp()
  235. {
  236. EditorUtility.DisplayProgressBar("进度", "正在发布临时版本", 1);
  237. BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" }, "BuildSetting1");
  238. EditorUtility.ClearProgressBar();
  239. }
  240. }
  241. }