ToolsMenu.cs 14 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 ImportExcelNeiWang()
  82. {
  83. ImportExcel();
  84. }
  85. [MenuItem("策划/检查配置表", false, (int)TOOL_MENU_PRIORITY.CheckExcel)]
  86. public static void CheckExcel()
  87. {
  88. EditorUtility.DisplayProgressBar("进度", "正在检查表格", 1);
  89. //检查表格部分内容
  90. ExcelChecker.StartCheck();
  91. EditorUtility.ClearProgressBar();
  92. }
  93. [MenuItem("策划/其它/导入美术资源", false, (int)TOOL_MENU_PRIORITY.ImportArtRes)]
  94. public static void ImportArtResNeiWang()
  95. {
  96. ImportArtRes();
  97. }
  98. #endif
  99. public static void UpdateExcel()
  100. {
  101. EditorUtility.DisplayProgressBar("进度", "正在更新表格", 1);
  102. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateExcel.bat");
  103. EditorUtility.ClearProgressBar();
  104. }
  105. public static void UpdateArtRes()
  106. {
  107. EditorUtility.DisplayProgressBar("进度", "正在更新美术资源", 1);
  108. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirName);
  109. //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
  110. if (ImportArtResTool.ResRootDirNameDressUp != ImportArtResTool.ResRootDirName)
  111. {
  112. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirNameDressUp);
  113. }
  114. EditorUtility.ClearProgressBar();
  115. }
  116. static void CommitProject()
  117. {
  118. EditorUtility.DisplayProgressBar("进度", "正在提交项目", 1);
  119. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitGame.bat");
  120. EditorUtility.ClearProgressBar();
  121. }
  122. static void CommitBundles()
  123. {
  124. EditorUtility.DisplayProgressBar("进度", "正在提交Bundles", 1);
  125. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitBundles.bat");
  126. EditorUtility.ClearProgressBar();
  127. }
  128. public static void ImportArtRes()
  129. {
  130. EditorUtility.DisplayProgressBar("进度", "正在导入美术资源", 1);
  131. ImportArtResTool.Import();
  132. EditorUtility.ClearProgressBar();
  133. }
  134. public static void ImportExcel()
  135. {
  136. Log.ILog = new UnityLogger();
  137. ET.Options.Instance = new ET.Options();
  138. EditorUtility.DisplayProgressBar("进度", "正在导入表格", 1);
  139. SqliteController.Instance.dirPath = Path.Combine(Environment.CurrentDirectory, ResPathUtil.CONFIG_DIR_PATH);
  140. SqliteController.Instance.Init(false, null);
  141. SQLiteHelper.Instance.OpenConnection();
  142. //try
  143. //{
  144. SQLiteHelper.Instance.ClearAllTables();
  145. CodeTemplateFactory.Init();
  146. if (!Directory.Exists(ExcelConfig.configCodePath))
  147. {
  148. Directory.CreateDirectory(ExcelConfig.configCodePath);
  149. }
  150. if (!Directory.Exists(ExcelConfig.configArrayCodePath))
  151. {
  152. Directory.CreateDirectory(ExcelConfig.configArrayCodePath);
  153. }
  154. ExcelReader.WriteExcle();
  155. ExcelReader.ReadExcel(CodeBuilder.GenerateCode);
  156. //}
  157. //catch (Exception e)
  158. //{
  159. // throw (e.InnerException);
  160. //}
  161. //finally
  162. //{
  163. SQLiteHelper.Instance.CloseConnection();
  164. //}
  165. //开始扫描表格,自动生成部分数据
  166. ExcelScanner.StartScan();
  167. //拷贝slqlite文件至共享库
  168. File.Copy(ResPathUtil.SQLITE_FILE_PATH, ExcelConfig.sqliteFilePathCSShare, true);
  169. AssetDatabase.Refresh();
  170. EditorUtility.ClearProgressBar();
  171. SQLiteHelper.Instance.CloseConnection();
  172. }
  173. static void UpdateAndImportArtRes()
  174. {
  175. UpdateArtRes();
  176. ImportArtRes();
  177. }
  178. static void UpdateAndImportExcel()
  179. {
  180. UpdateExcel();
  181. ImportExcel();
  182. }
  183. [MenuItem("Tools/ImageClip/ImportClipImage")]
  184. public static void ImportClipImage()
  185. {
  186. ImportArtResTool.ImportClipImage();
  187. }
  188. [MenuItem("Tools/ImageClip/ReadImagePosition")]
  189. public static void ReadImagePosition()
  190. {
  191. ImagesClip.ReadImagePosition();
  192. }
  193. // [MenuItem("Tools/ImageClip/DeleteUnnecessaryImagePos")]
  194. // public static void DeleteUnnecessaryImagePos()
  195. // {
  196. // FileUtil.DeleteUnnecessaryImagePos(ImportArtResTool.DressUpTargetPath);
  197. // FileUtil.DeleteUnnecessaryImageMD5(new string[] { ImportArtResTool.DressUpMd5FileSaveName });
  198. // }
  199. [MenuItem("策划/其它/清除冗余文件")]
  200. public static void DeleteUnnecessaryImage()
  201. {
  202. EditorUtility.DisplayProgressBar("进度", "开始清除资源", 1);
  203. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.FieldGuideIconTargetPath, new string[] { ImportArtResTool.FieldGuideIconMd5FileSaveName });
  204. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MusicTargetPath, new string[] { ImportArtResTool.MusicMd5FileSaveName });
  205. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardMusicTargetPath, new string[] { ImportArtResTool.CardMusicMd5FileSaveName });
  206. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ItemIconTargetPath, new string[] { ImportArtResTool.IconMd5FileSaveName });
  207. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.DressUpTargetPath, new string[] { ImportArtResTool.BgMd5FileSaveName, ImportArtResTool.DressUpMd5FileSaveName });
  208. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcHeadTargetPath, new string[] { ImportArtResTool.NPCHeadMd5FileSaveName });
  209. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicTargetPath, new string[] { ImportArtResTool.PicFMd5FileSaveName });
  210. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicSTargetPath, new string[] { ImportArtResTool.PicSMd5FileSaveName });
  211. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardBgTargetPath, new string[] { ImportArtResTool.CardBgMd5FileSaveName });
  212. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardIconTargetPath, new string[] { ImportArtResTool.CardMd5FileSaveName });
  213. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityTargetPath, new string[] { ImportArtResTool.ActivityMd5FileSaveName });
  214. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow1TargetPath, new string[] { ImportArtResTool.ActivityShow1Md5FileSaveName });
  215. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.PhotoGraphBorderTargetPath, new string[] { ImportArtResTool.PhotoGraphBorderMd5FileSaveName });
  216. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.UIBgTargetPath, new string[] { ImportArtResTool.UIBgMd5FileSaveName });
  217. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelBgTargetPath, new string[] { ImportArtResTool.TravelBgMd5FileSaveName });
  218. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelRoleTargetPath, new string[] { ImportArtResTool.TravelRoleMd5FileSaveName });
  219. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadTargetPath, new string[] { ImportArtResTool.HeadMd5FileSaveName });
  220. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadBorderTargetPath, new string[] { ImportArtResTool.HeadBorderMd5FileSaveName });
  221. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow2TargetPath, new string[] { ImportArtResTool.ActivityShow2Md5FileSaveName });
  222. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MaterialTargetPath, new string[] { ImportArtResTool.EffectMaterialMd5FileSaveName });
  223. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TextureTargetPath, new string[] { ImportArtResTool.EffectTextureMd5FileSaveName });
  224. EditorUtility.ClearProgressBar();
  225. }
  226. [MenuItem("Tools/List Player Assemblies in Console")]
  227. public static void PrintAssemblyNames()
  228. {
  229. UnityEngine.Debug.Log("== Player Assemblies ==");
  230. Assembly[] playerAssemblies =
  231. CompilationPipeline.GetAssemblies(AssembliesType.Player);
  232. foreach (var assembly in playerAssemblies)
  233. {
  234. UnityEngine.Debug.Log(assembly.name);
  235. }
  236. }
  237. [MenuItem("Tools/BuildTest/导入临时版本资源")]
  238. public static void SetBundlesResTestDir()
  239. {
  240. try
  241. {
  242. ImportArtResTool.ResRootDirNameDressUp = "正式资源-demo1";
  243. CommitWhenRelease = false;
  244. UpdateAndImportArtRes();
  245. }
  246. catch (Exception e)
  247. {
  248. Log.Error(e.ToString());
  249. ImportArtResTool.ResRootDirNameDressUp = "正式资源";
  250. CommitWhenRelease = true;
  251. }
  252. }
  253. [MenuItem("Tools/BuildTest/导入临时版本配置")]
  254. public static void SetBundlesExcelTestDir()
  255. {
  256. try
  257. {
  258. ImportArtResTool.ResRootDirNameDressUp = "Config-demo1";
  259. CommitWhenRelease = false;
  260. UpdateAndImportExcel();
  261. }
  262. catch (Exception e)
  263. {
  264. Log.Error(e.ToString());
  265. ExcelConfig.excelsRootDirNameDressUp = "Config";
  266. CommitWhenRelease = true;
  267. }
  268. }
  269. [MenuItem("Tools/BuildTest/发布临时版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  270. public static void BuildBundlesResTemp()
  271. {
  272. EditorUtility.DisplayProgressBar("进度", "正在发布临时版本", 1);
  273. BuildDllHelper.BuildHotUpdateDll();
  274. BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" }, "BuildSetting1");
  275. EditorUtility.ClearProgressBar();
  276. }
  277. [MenuItem("Tools/BuildTest/copy AOT dll", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  278. public static void CopyDll()
  279. {
  280. EditorUtility.DisplayProgressBar("进度", "正在拷贝", 1);
  281. BuildDllHelper.CopyAOTAssembliesToStreamingAssets();
  282. EditorUtility.ClearProgressBar();
  283. }
  284. [MenuItem("Tools/BuildTest/Build Bundles Res Init")]
  285. public static void BuildBundlesResIn()
  286. {
  287. BuildScript.BuildCustomBundles(new string[] { "ResIn/Txt" }, "BuildSetting");
  288. }
  289. [MenuItem("Tools/BuildTest/Build Bundles All")]
  290. public static void BuildBundlesRes()
  291. {
  292. BuildDllHelper.BuildHotUpdateDll();
  293. BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" }, "BuildSetting");
  294. }
  295. }
  296. }