ToolsMenu.cs 13 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. #if PT_TEMP || PT_TISHEN || PT_DEV
  28. #else
  29. [MenuItem("策划/更新并导入所有", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportAll)]
  30. static void UpdateAndImportAll()
  31. {
  32. UpdateProject();
  33. UpdateAndImportArtRes();
  34. UpdateAndImportExcel();
  35. if (CommitWhenRelease)
  36. {
  37. CommitProject();
  38. }
  39. }
  40. [MenuItem("策划/更新并导入Excel", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportExcel)]
  41. static void UpdateAndImportExcelAndCommit()
  42. {
  43. UpdateAndImportExcel();
  44. if (CommitWhenRelease)
  45. {
  46. CommitProject();
  47. }
  48. }
  49. [MenuItem("策划/更新并导入美术资源", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportArtRes)]
  50. static void UpdateAndImportArtResAndCommit()
  51. {
  52. UpdateAndImportArtRes();
  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 ReleaseLocalVersion()
  60. {
  61. EditorUtility.DisplayProgressBar("进度", "正在更新至内网", 1);
  62. BuildDllHelper.BuildHotUpdateDll();
  63. BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" }, "BuildSetting");
  64. EditorUtility.ClearProgressBar();
  65. if (CommitWhenRelease)
  66. {
  67. CommitBundles();
  68. }
  69. }
  70. [MenuItem("策划/其它/更新项目(会丢弃未推送内容)", false, (int)TOOL_MENU_PRIORITY.UpdateProject)]
  71. static void UpdateProject()
  72. {
  73. //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
  74. SQLiteHelper.Instance.CloseConnection();
  75. Thread.Sleep(1000);
  76. EditorUtility.DisplayProgressBar("进度", "正在更新项目", 1);
  77. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGame.bat");
  78. EditorUtility.ClearProgressBar();
  79. }
  80. [MenuItem("策划/其它/导入配置表", false, (int)TOOL_MENU_PRIORITY.ImportExcel)]
  81. public static void ImportExcel()
  82. {
  83. Log.ILog = new UnityLogger();
  84. ET.Options.Instance = new ET.Options();
  85. EditorUtility.DisplayProgressBar("进度", "正在导入表格", 1);
  86. SqliteController.Instance.dirPath = Path.Combine(Environment.CurrentDirectory, ResPathUtil.CONFIG_DIR_PATH);
  87. SqliteController.Instance.Init(false, null);
  88. SQLiteHelper.Instance.OpenConnection();
  89. //try
  90. //{
  91. SQLiteHelper.Instance.ClearAllTables();
  92. CodeTemplateFactory.Init();
  93. if (!Directory.Exists(ExcelConfig.configCodePath))
  94. {
  95. Directory.CreateDirectory(ExcelConfig.configCodePath);
  96. }
  97. if (!Directory.Exists(ExcelConfig.configArrayCodePath))
  98. {
  99. Directory.CreateDirectory(ExcelConfig.configArrayCodePath);
  100. }
  101. ExcelReader.WriteExcle();
  102. ExcelReader.ReadExcel(CodeBuilder.GenerateCode);
  103. //}
  104. //catch (Exception e)
  105. //{
  106. // throw (e.InnerException);
  107. //}
  108. //finally
  109. //{
  110. SQLiteHelper.Instance.CloseConnection();
  111. //}
  112. //开始扫描表格,自动生成部分数据
  113. ExcelScanner.StartScan();
  114. //拷贝slqlite文件至共享库
  115. File.Copy(ResPathUtil.SQLITE_FILE_PATH, ExcelConfig.sqliteFilePathCSShare, true);
  116. AssetDatabase.Refresh();
  117. EditorUtility.ClearProgressBar();
  118. SQLiteHelper.Instance.CloseConnection();
  119. }
  120. [MenuItem("策划/检查配置表", false, (int)TOOL_MENU_PRIORITY.CheckExcel)]
  121. public static void CheckExcel()
  122. {
  123. EditorUtility.DisplayProgressBar("进度", "正在检查表格", 1);
  124. //检查表格部分内容
  125. ExcelChecker.StartCheck();
  126. EditorUtility.ClearProgressBar();
  127. }
  128. [MenuItem("策划/其它/导入美术资源", false, (int)TOOL_MENU_PRIORITY.ImportArtRes)]
  129. public static void ImportArtRes()
  130. {
  131. EditorUtility.DisplayProgressBar("进度", "正在导入美术资源", 1);
  132. ImportArtResTool.Import();
  133. EditorUtility.ClearProgressBar();
  134. }
  135. #endif
  136. public static void UpdateExcel()
  137. {
  138. EditorUtility.DisplayProgressBar("进度", "正在更新表格", 1);
  139. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateExcel.bat");
  140. EditorUtility.ClearProgressBar();
  141. }
  142. public static void UpdateArtRes()
  143. {
  144. EditorUtility.DisplayProgressBar("进度", "正在更新美术资源", 1);
  145. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirName);
  146. //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
  147. if (ImportArtResTool.ResRootDirNameDressUp != ImportArtResTool.ResRootDirName)
  148. {
  149. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirNameDressUp);
  150. }
  151. EditorUtility.ClearProgressBar();
  152. }
  153. static void CommitProject()
  154. {
  155. EditorUtility.DisplayProgressBar("进度", "正在提交项目", 1);
  156. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitGame.bat");
  157. EditorUtility.ClearProgressBar();
  158. }
  159. static void CommitBundles()
  160. {
  161. EditorUtility.DisplayProgressBar("进度", "正在提交Bundles", 1);
  162. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitBundles.bat");
  163. EditorUtility.ClearProgressBar();
  164. }
  165. static void UpdateAndImportArtRes()
  166. {
  167. UpdateArtRes();
  168. ImportArtRes();
  169. }
  170. static void UpdateAndImportExcel()
  171. {
  172. UpdateExcel();
  173. ImportExcel();
  174. }
  175. [MenuItem("Tools/ImageClip/ImportClipImage")]
  176. public static void ImportClipImage()
  177. {
  178. ImportArtResTool.ImportClipImage();
  179. }
  180. [MenuItem("Tools/ImageClip/ReadImagePosition")]
  181. public static void ReadImagePosition()
  182. {
  183. ImagesClip.ReadImagePosition();
  184. }
  185. // [MenuItem("Tools/ImageClip/DeleteUnnecessaryImagePos")]
  186. // public static void DeleteUnnecessaryImagePos()
  187. // {
  188. // FileUtil.DeleteUnnecessaryImagePos(ImportArtResTool.DressUpTargetPath);
  189. // FileUtil.DeleteUnnecessaryImageMD5(new string[] { ImportArtResTool.DressUpMd5FileSaveName });
  190. // }
  191. [MenuItem("策划/其它/清除冗余文件")]
  192. public static void DeleteUnnecessaryImage()
  193. {
  194. EditorUtility.DisplayProgressBar("进度", "开始清除资源", 1);
  195. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.FieldGuideIconTargetPath, new string[] { ImportArtResTool.FieldGuideIconMd5FileSaveName });
  196. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MusicTargetPath, new string[] { ImportArtResTool.MusicMd5FileSaveName });
  197. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardMusicTargetPath, new string[] { ImportArtResTool.CardMusicMd5FileSaveName });
  198. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ItemIconTargetPath, new string[] { ImportArtResTool.IconMd5FileSaveName });
  199. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.DressUpTargetPath, new string[] { ImportArtResTool.BgMd5FileSaveName, ImportArtResTool.DressUpMd5FileSaveName });
  200. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcHeadTargetPath, new string[] { ImportArtResTool.NPCHeadMd5FileSaveName });
  201. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicTargetPath, new string[] { ImportArtResTool.PicFMd5FileSaveName });
  202. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicSTargetPath, new string[] { ImportArtResTool.PicSMd5FileSaveName });
  203. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardBgTargetPath, new string[] { ImportArtResTool.CardBgMd5FileSaveName });
  204. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardIconTargetPath, new string[] { ImportArtResTool.CardMd5FileSaveName });
  205. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityTargetPath, new string[] { ImportArtResTool.ActivityMd5FileSaveName });
  206. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow1TargetPath, new string[] { ImportArtResTool.ActivityShow1Md5FileSaveName });
  207. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.PhotoGraphBorderTargetPath, new string[] { ImportArtResTool.PhotoGraphBorderMd5FileSaveName });
  208. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.UIBgTargetPath, new string[] { ImportArtResTool.UIBgMd5FileSaveName });
  209. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelBgTargetPath, new string[] { ImportArtResTool.TravelBgMd5FileSaveName });
  210. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelRoleTargetPath, new string[] { ImportArtResTool.TravelRoleMd5FileSaveName });
  211. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadTargetPath, new string[] { ImportArtResTool.HeadMd5FileSaveName });
  212. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadBorderTargetPath, new string[] { ImportArtResTool.HeadBorderMd5FileSaveName });
  213. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow2TargetPath, new string[] { ImportArtResTool.ActivityShow2Md5FileSaveName });
  214. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MaterialTargetPath, new string[] { ImportArtResTool.EffectMaterialMd5FileSaveName });
  215. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TextureTargetPath, new string[] { ImportArtResTool.EffectTextureMd5FileSaveName });
  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/BuildTest/导入临时版本资源")]
  230. public static void SetBundlesResTestDir()
  231. {
  232. try
  233. {
  234. ImportArtResTool.ResRootDirNameDressUp = "正式资源-demo1";
  235. CommitWhenRelease = false;
  236. UpdateAndImportArtRes();
  237. }
  238. catch (Exception e)
  239. {
  240. Log.Error(e.ToString());
  241. ImportArtResTool.ResRootDirNameDressUp = "正式资源";
  242. CommitWhenRelease = true;
  243. }
  244. }
  245. [MenuItem("Tools/BuildTest/导入临时版本配置")]
  246. public static void SetBundlesExcelTestDir()
  247. {
  248. try
  249. {
  250. ImportArtResTool.ResRootDirNameDressUp = "Config-demo1";
  251. CommitWhenRelease = false;
  252. UpdateAndImportExcel();
  253. }
  254. catch (Exception e)
  255. {
  256. Log.Error(e.ToString());
  257. ExcelConfig.excelsRootDirNameDressUp = "Config";
  258. CommitWhenRelease = true;
  259. }
  260. }
  261. [MenuItem("Tools/BuildTest/发布临时版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  262. public static void BuildBundlesResTemp()
  263. {
  264. EditorUtility.DisplayProgressBar("进度", "正在发布临时版本", 1);
  265. BuildDllHelper.BuildHotUpdateDll();
  266. BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" }, "BuildSetting1");
  267. EditorUtility.ClearProgressBar();
  268. }
  269. [MenuItem("Tools/BuildTest/copy AOT dll", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  270. public static void CopyDll()
  271. {
  272. EditorUtility.DisplayProgressBar("进度", "正在拷贝", 1);
  273. BuildDllHelper.CopyAOTAssembliesToStreamingAssets();
  274. EditorUtility.ClearProgressBar();
  275. }
  276. [MenuItem("Tools/BuildTest/Build Bundles Res Init")]
  277. public static void BuildBundlesResIn()
  278. {
  279. BuildScript.BuildCustomBundles(new string[] { "ResIn/Txt" }, "BuildSetting");
  280. }
  281. [MenuItem("Tools/BuildTest/Build Bundles All")]
  282. public static void BuildBundlesRes()
  283. {
  284. BuildDllHelper.BuildHotUpdateDll();
  285. BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" }, "BuildSetting");
  286. }
  287. }
  288. }