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_DouYouDev
  33. [MenuItem("PT_DouYouDev/")]
  34. public static void VersionTag()
  35. {
  36. }
  37. #elif PT_IOS
  38. [MenuItem("IOS/")]
  39. public static void VersionTag()
  40. {
  41. }
  42. #elif PT_IosLocal
  43. [MenuItem("PT_IosLocal/")]
  44. public static void VersionTag()
  45. {
  46. }
  47. #elif PT_DOUYOU
  48. [MenuItem("DouYou/")]
  49. public static void VersionTag()
  50. {
  51. }
  52. #elif PT_TAPTAP
  53. [MenuItem("TAPTAP/")]
  54. public static void VersionTag()
  55. {
  56. }
  57. #else
  58. [MenuItem("内网/")]
  59. public static void VersionTag()
  60. {
  61. }
  62. [MenuItem("策划/更新并导入所有", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportAll)]
  63. static void UpdateAndImportAll()
  64. {
  65. UpdateProject();
  66. UpdateAndImportArtRes();
  67. UpdateAndImportExcel();
  68. if (CommitWhenRelease)
  69. {
  70. CommitProject();
  71. }
  72. }
  73. [MenuItem("策划/更新并导入Excel", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportExcel)]
  74. static void UpdateAndImportExcelAndCommit()
  75. {
  76. UpdateAndImportExcel();
  77. if (CommitWhenRelease)
  78. {
  79. CommitProject();
  80. }
  81. }
  82. [MenuItem("策划/更新并导入美术资源", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportArtRes)]
  83. static void UpdateAndImportArtResAndCommit()
  84. {
  85. UpdateProjectRes();
  86. UpdateAndImportArtRes();
  87. if (CommitWhenRelease)
  88. {
  89. CommitProject();
  90. }
  91. }
  92. //[MenuItem("策划/更新至内网版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  93. //public static void ReleaseLocalVersion()
  94. //{
  95. // EditorUtility.DisplayProgressBar("进度", "正在更新至内网", 1);
  96. // BuildDllHelper.BuildHotUpdateDll();
  97. // //BuildScript.BuildCustomBundles(resArr, "BuildSetting");
  98. // EditorUtility.ClearProgressBar();
  99. //}
  100. [MenuItem("策划/其它/更新项目(会丢弃未推送内容)", false, (int)TOOL_MENU_PRIORITY.UpdateProject)]
  101. static void UpdateProject()
  102. {
  103. //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
  104. SQLiteHelper.Instance.CloseConnection();
  105. Thread.Sleep(1000);
  106. EditorUtility.DisplayProgressBar("进度", "正在更新项目", 1);
  107. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGame.bat");
  108. AssetDatabase.Refresh();
  109. UpdateProjectRes();
  110. EditorUtility.ClearProgressBar();
  111. }
  112. [MenuItem("策划/其它/导入配置表", false, (int)TOOL_MENU_PRIORITY.ImportExcel)]
  113. public static void ImportExcelNeiWang()
  114. {
  115. ImportExcel();
  116. }
  117. [MenuItem("策划/检查配置表", false, (int)TOOL_MENU_PRIORITY.CheckExcel)]
  118. public static void CheckExcel()
  119. {
  120. EditorUtility.DisplayProgressBar("进度", "正在检查表格", 1);
  121. //检查表格部分内容
  122. ExcelChecker.StartCheck();
  123. EditorUtility.ClearProgressBar();
  124. }
  125. [MenuItem("策划/其它/导入美术资源", false, (int)TOOL_MENU_PRIORITY.ImportArtRes)]
  126. public static void ImportArtResNeiWang()
  127. {
  128. ImportArtRes();
  129. }
  130. [MenuItem("策划/其它/清除冗余文件")]
  131. public static void DeleteUnnecessaryImageNeiWang()
  132. {
  133. DeleteUnnecessaryImage();
  134. }
  135. #endif
  136. private static void UpdateProjectRes()
  137. {
  138. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGameRes.bat");
  139. }
  140. public static void UpdateExcel()
  141. {
  142. EditorUtility.DisplayProgressBar("进度", "正在更新表格", 1);
  143. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateExcel.bat");
  144. EditorUtility.ClearProgressBar();
  145. }
  146. public static void UpdateArtRes()
  147. {
  148. EditorUtility.DisplayProgressBar("进度", "正在更新美术资源", 1);
  149. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirName);
  150. //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
  151. if (ImportArtResTool.ResRootDirNameDressUp != ImportArtResTool.ResRootDirName)
  152. {
  153. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirNameDressUp);
  154. }
  155. EditorUtility.ClearProgressBar();
  156. }
  157. static void CommitProject()
  158. {
  159. EditorUtility.DisplayProgressBar("进度", "正在提交项目", 1);
  160. DeleteFileHelper.TrySvnRemoveDeleteFile();
  161. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitGame.bat");
  162. EditorUtility.ClearProgressBar();
  163. }
  164. static void CommitBundles()
  165. {
  166. EditorUtility.DisplayProgressBar("进度", "正在提交Bundles", 1);
  167. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitBundles.bat");
  168. EditorUtility.ClearProgressBar();
  169. }
  170. public static void ImportArtRes()
  171. {
  172. EditorUtility.DisplayProgressBar("进度", "正在导入美术资源", 1);
  173. ImportArtResTool.Import();
  174. EditorUtility.ClearProgressBar();
  175. }
  176. public static void ImportExcel()
  177. {
  178. Log.ILog = new UnityLogger();
  179. //清除缓存
  180. if (File.Exists(ExcelConfig.excelsCacheFolderPath))
  181. {
  182. File.Delete(ExcelConfig.excelsCacheFolderPath);
  183. }
  184. ET.Options.Instance = new ET.Options();
  185. EditorUtility.DisplayProgressBar("进度", "正在导入表格", 1);
  186. SqliteController.Instance.Init(false, null);
  187. SQLiteHelper.Instance.OpenConnection();
  188. //try
  189. //{
  190. SQLiteHelper.Instance.ClearAllTables();
  191. CodeTemplateFactory.Init();
  192. if (!Directory.Exists(ExcelConfig.configCodePath))
  193. {
  194. Directory.CreateDirectory(ExcelConfig.configCodePath);
  195. }
  196. if (!Directory.Exists(ExcelConfig.configArrayCodePath))
  197. {
  198. Directory.CreateDirectory(ExcelConfig.configArrayCodePath);
  199. }
  200. ExcelReader.WriteExcle();
  201. ExcelReader.ReadExcel(CodeBuilder.GenerateCode);
  202. //}
  203. //catch (Exception e)
  204. //{
  205. // throw (e.InnerException);
  206. //}
  207. //finally
  208. //{
  209. SQLiteHelper.Instance.CloseConnection();
  210. //}
  211. //开始扫描表格,自动生成部分数据
  212. ExcelScanner.StartScan();
  213. AssetDatabase.Refresh();
  214. EditorUtility.ClearProgressBar();
  215. SQLiteHelper.Instance.CloseConnection();
  216. }
  217. static void UpdateAndImportArtRes()
  218. {
  219. UpdateArtRes();
  220. ImportArtRes();
  221. }
  222. static void UpdateAndImportExcel()
  223. {
  224. UpdateExcel();
  225. ImportExcel();
  226. }
  227. [MenuItem("Tools/ImageClip/TestImportClipImage")]
  228. public static void TestImportClipImage()
  229. {
  230. ImportArtResTool.Test();
  231. }
  232. [MenuItem("Tools/ImageClip/ReadImagePosition")]
  233. public static void ReadImagePosition()
  234. {
  235. ImagesClip.ReadImagePosition();
  236. }
  237. // [MenuItem("Tools/ImageClip/DeleteUnnecessaryImagePos")]
  238. // public static void DeleteUnnecessaryImagePos()
  239. // {
  240. // FileUtil.DeleteUnnecessaryImagePos(ImportArtResTool.DressUpTargetPath);
  241. // FileUtil.DeleteUnnecessaryImageMD5(new string[] { ImportArtResTool.DressUpMd5FileSaveName });
  242. // }
  243. public static void DeleteUnnecessaryImage()
  244. {
  245. EditorUtility.DisplayProgressBar("进度", "开始清除资源", 1);
  246. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.FieldGuideIconTargetPath, new string[] { ImportArtResTool.FieldGuideIconMd5FileSaveName });
  247. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ChapterGuideIconTargetPath, new string[] { ImportArtResTool.ChapterGuideIconMd5FileSaveName });
  248. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MusicTargetPath, new string[] { ImportArtResTool.MusicMd5FileSaveName });
  249. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardMusicTargetPath, new string[] { ImportArtResTool.CardMusicMd5FileSaveName });
  250. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ItemIconTargetPath, new string[] { ImportArtResTool.IconMd5FileSaveName });
  251. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.DressUpTargetPath, new string[] { ImportArtResTool.BgMd5FileSaveName, ImportArtResTool.DressUpMd5FileSaveName });
  252. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcHeadTargetPath, new string[] { ImportArtResTool.NPCHeadMd5FileSaveName });
  253. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicTargetPath, new string[] { ImportArtResTool.PicFMd5FileSaveName });
  254. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicSTargetPath, new string[] { ImportArtResTool.PicSMd5FileSaveName });
  255. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardBgTargetPath, new string[] { ImportArtResTool.CardBgMd5FileSaveName });
  256. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardIconTargetPath, new string[] { ImportArtResTool.CardMd5FileSaveName });
  257. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardSkillTargetPath, new string[] { ImportArtResTool.CardSkillMd5FileSaveName });
  258. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityTargetPath, new string[] { ImportArtResTool.ActivityMd5FileSaveName });
  259. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow1TargetPath, new string[] { ImportArtResTool.ActivityShow1Md5FileSaveName });
  260. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.PhotoGraphBorderTargetPath, new string[] { ImportArtResTool.PhotoGraphBorderMd5FileSaveName });
  261. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.UIBgTargetPath, new string[] { ImportArtResTool.UIBgMd5FileSaveName });
  262. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelBgTargetPath, new string[] { ImportArtResTool.TravelBgMd5FileSaveName });
  263. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelRoleTargetPath, new string[] { ImportArtResTool.TravelRoleMd5FileSaveName });
  264. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadTargetPath, new string[] { ImportArtResTool.HeadMd5FileSaveName });
  265. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadBorderTargetPath, new string[] { ImportArtResTool.HeadBorderMd5FileSaveName });
  266. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.LeagueIconTargetPath, new string[] { ImportArtResTool.LeagueIconMd5FileSaveName });
  267. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow2TargetPath, new string[] { ImportArtResTool.ActivityShow2Md5FileSaveName });
  268. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MaterialTargetPath, new string[] { ImportArtResTool.EffectMaterialMd5FileSaveName });
  269. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ShaderTargetPath, new string[] { ImportArtResTool.ShaderMd5FileSaveName });
  270. // FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ModelTargetPath, new string[] { ImportArtResTool.ModelTargetPath });
  271. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TextureTargetPath, new string[] { ImportArtResTool.EffectTextureMd5FileSaveName });
  272. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.LuckyBoxTitleImgTargetPath, new string[] { ImportArtResTool.LuckyBoxTitleImgMd5FileSaveName });
  273. DeleteFileHelper.TrySvnRemoveDeleteFile();
  274. EditorUtility.ClearProgressBar();
  275. }
  276. [MenuItem("Tools/List Player Assemblies in Console")]
  277. public static void PrintAssemblyNames()
  278. {
  279. UnityEngine.Debug.Log("== Player Assemblies ==");
  280. Assembly[] playerAssemblies =
  281. CompilationPipeline.GetAssemblies(AssembliesType.Player);
  282. foreach (var assembly in playerAssemblies)
  283. {
  284. UnityEngine.Debug.Log(assembly.name);
  285. }
  286. }
  287. [MenuItem("Tools/Build/copy AOT dll", false, 0)]
  288. public static void CopyDll()
  289. {
  290. EditorUtility.DisplayProgressBar("进度", "正在拷贝", 1);
  291. BuildDllHelper.CopyAOTAssembliesToStreamingAssets();
  292. EditorUtility.ClearProgressBar();
  293. }
  294. //[MenuItem("Tools/Build/Build Bundles Res Init")]
  295. //public static void BuildBundlesResIn()
  296. //{
  297. // BuildScript.BuildCustomBundles(new string[] { "ResIn/Font" }, "BuildSetting");
  298. //}
  299. //[MenuItem("Tools/Build/Build Bundles All")]
  300. //public static void BuildBundlesRes()
  301. //{
  302. // BuildDllHelper.BuildHotUpdateDll();
  303. // BuildScript.BuildCustomBundles(resArr, "BuildSetting");
  304. //}
  305. ////[MenuItem("XAssets/Versions/Copy To StreamingAssets")]
  306. //[MenuItem("Tools/Build/Copy To StreamingAssets", false, 1)]
  307. //public static void CopyToStreamingAssets()
  308. //{
  309. // BuildScript.CopyToStreamingAssets();
  310. //}
  311. [MenuItem("Tools/BuildTest/导入临时版本配置", false, 1)]
  312. public static void SetBundlesExcelTestDir()
  313. {
  314. try
  315. {
  316. ExcelConfig.excelsRootDirNameDressUp = "Config-demo1";
  317. ImportExcel();
  318. }
  319. catch (Exception e)
  320. {
  321. Log.Error(e.ToString());
  322. ExcelConfig.excelsRootDirNameDressUp = "Config";
  323. }
  324. }
  325. //[MenuItem("Tools/BuildTest/发布临时版本", false, 3)]
  326. //public static void BuildBundlesResTemp()
  327. //{
  328. // EditorUtility.DisplayProgressBar("进度", "正在发布临时版本", 1);
  329. // BuildDllHelper.BuildHotUpdateDll();
  330. // BuildScript.BuildCustomBundles(resArr, "BuildSetting1");
  331. // EditorUtility.ClearProgressBar();
  332. //}
  333. [MenuItem("Tools/ClearCache")]
  334. public static void ClearCache()
  335. {
  336. PlayerPrefs.DeleteAll();
  337. }
  338. [MenuItem("Tools/Build/BuildHotUpdateDll")]
  339. public static void BuildHotUpdateDll()
  340. {
  341. BuildDllHelper.BuildHotUpdateDll();
  342. }
  343. [MenuItem("Tools/Build/CopyPresetAssets")]
  344. public static void CopyPresetAssets()
  345. {
  346. PresetAssetHelper.CopyPresetAssets();
  347. }
  348. }
  349. }