ToolsMenu.cs 9.6 KB

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  1. using ET;
  2. using GFGGame;
  3. using System;
  4. using System.IO;
  5. using UnityEditor;
  6. using UnityEditor.Compilation;
  7. using UnityEngine;
  8. namespace GFGEditor
  9. {
  10. public class ToolsMenu : Editor
  11. {
  12. public static bool CommitWhenRelease = true;
  13. enum TOOL_MENU_PRIORITY
  14. {
  15. UpdateAndImportAll,
  16. UpdateAndImportExcel,
  17. UpdateAndImportArtRes,
  18. CheckExcel,
  19. BuildBundlesRes,
  20. UpdateProject,
  21. ImportExcel,
  22. ImportArtRes,
  23. }
  24. [MenuItem("策划/更新并导入所有", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportAll)]
  25. static void UpdateAndImportAll()
  26. {
  27. UpdateProject();
  28. UpdateAndImportArtRes();
  29. UpdateAndImportExcel();
  30. }
  31. [MenuItem("策划/更新并导入Excel", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportExcel)]
  32. static void UpdateAndImportExcel()
  33. {
  34. UpdateExcel();
  35. ImportExcel();
  36. }
  37. [MenuItem("策划/更新并导入美术资源", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportArtRes)]
  38. static void UpdateAndImportArtRes()
  39. {
  40. UpdateArtRes();
  41. ImportArtRes();
  42. }
  43. [MenuItem("策划/更新至内网版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  44. public static void BuildBundlesRes()
  45. {
  46. EditorUtility.DisplayProgressBar("进度", "正在更新至内网", 1);
  47. VEngine.Editor.Builds.BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" });
  48. EditorUtility.ClearProgressBar();
  49. if(CommitWhenRelease)
  50. {
  51. CommitProject();
  52. }
  53. }
  54. [MenuItem("策划/其它/更新项目", false, (int)TOOL_MENU_PRIORITY.UpdateProject)]
  55. static void UpdateProject()
  56. {
  57. EditorUtility.DisplayProgressBar("进度", "正在更新项目", 1);
  58. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGame.bat");
  59. EditorUtility.ClearProgressBar();
  60. }
  61. public static void UpdateExcel()
  62. {
  63. EditorUtility.DisplayProgressBar("进度", "正在更新表格", 1);
  64. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateExcel.bat");
  65. EditorUtility.ClearProgressBar();
  66. }
  67. public static void UpdateArtRes()
  68. {
  69. EditorUtility.DisplayProgressBar("进度", "正在更新美术资源", 1);
  70. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirName);
  71. //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
  72. if(ImportArtResTool.ResRootDirNameDressUp != ImportArtResTool.ResRootDirName)
  73. {
  74. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirNameDressUp);
  75. }
  76. EditorUtility.ClearProgressBar();
  77. }
  78. static void CommitProject()
  79. {
  80. EditorUtility.DisplayProgressBar("进度", "正在提交项目", 1);
  81. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitGame.bat");
  82. EditorUtility.ClearProgressBar();
  83. }
  84. [MenuItem("策划/其它/导入配置表", false, (int)TOOL_MENU_PRIORITY.ImportExcel)]
  85. public static void ImportExcel()
  86. {
  87. Log.ILog = new UnityLogger();
  88. ET.Options.Instance = new ET.Options();
  89. EditorUtility.DisplayProgressBar("进度", "正在导入表格", 1);
  90. SqliteController.Instance.dirPath = Path.Combine(Environment.CurrentDirectory, ResPathUtil.CONFIG_DIR_PATH);
  91. SqliteController.Instance.Init(true, null);
  92. SQLiteHelper.Instance.OpenConnection();
  93. try
  94. {
  95. SQLiteHelper.Instance.ClearAllTables();
  96. CodeTemplateFactory.Init();
  97. if (!Directory.Exists(ExcelConfig.configCodePath))
  98. {
  99. Directory.CreateDirectory(ExcelConfig.configCodePath);
  100. }
  101. if (!Directory.Exists(ExcelConfig.configArrayCodePath))
  102. {
  103. Directory.CreateDirectory(ExcelConfig.configArrayCodePath);
  104. }
  105. ExcelReader.ReadExcel(CodeBuilder.GenerateCode);
  106. }
  107. catch (Exception e)
  108. {
  109. throw (e.InnerException);
  110. }
  111. finally
  112. {
  113. SQLiteHelper.Instance.CloseConnection();
  114. }
  115. //扫描物品表获取途径并更新数据库
  116. ItemApproachScanner.startScan();
  117. AssetDatabase.Refresh();
  118. EditorUtility.ClearProgressBar();
  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. [MenuItem("Tools/ImageClip/ImportClipImage")]
  136. public static void ImportClipImage()
  137. {
  138. ImportArtResTool.ImportClipImage();
  139. }
  140. [MenuItem("Tools/ImageClip/ReadImagePosition")]
  141. public static void ReadImagePosition()
  142. {
  143. ImagesClip.ReadImagePosition();
  144. }
  145. [MenuItem("Tools/ImageClip/DeleteUnnecessaryImagePos")]
  146. public static void DeleteUnnecessaryImagePos()
  147. {
  148. FileUtil.DeleteUnnecessaryImagePos(ImportArtResTool.DressUpTargetPath);
  149. FileUtil.DeleteUnnecessaryImageMD5(ImportArtResTool.DressUpMd5FileSaveName);
  150. }
  151. [MenuItem("策划/其它/清除冗余文件")]
  152. public static void DeleteUnnecessaryImage()
  153. {
  154. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.DressUpTargetPath, ImportArtResTool.DressUpMd5FileSaveName);
  155. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.BgTargetPath, ImportArtResTool.BgMd5FileSaveName);
  156. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicSTargetPath, ImportArtResTool.PicSMd5FileSaveName);
  157. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.FieldGuideIconTargetPath, ImportArtResTool.FieldGuideIconMd5FileSaveName);
  158. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MusicTargetPath, ImportArtResTool.MusicMd5FileSaveName);
  159. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ItemIconTargetPath, ImportArtResTool.IconMd5FileSaveName);
  160. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcHeadTargetPath, ImportArtResTool.HeadMd5FileSaveName);
  161. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicTargetPath, ImportArtResTool.PicFMd5FileSaveName);
  162. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardBgTargetPath, ImportArtResTool.CardBgMd5FileSaveName);
  163. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardIconTargetPath, ImportArtResTool.CardMd5FileSaveName);
  164. // FileUtil.DeleteUnnecessaryImage(ImportArtsRes.DressUpAnimationTargetPath);
  165. // FileUtil.DeleteUnnecessaryImage(ImportArtsRes.EffectTargetPath);
  166. FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.DressUpAnimationTargetPath, ImportArtResTool.DressUpAnimationSrcPaths[0]);
  167. FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.EffectTargetPath, ImportArtResTool.EffectSrcPaths[0]);
  168. FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.MaterialTargetPath, ImportArtResTool.MaterialSrcPaths[0]);
  169. FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.TextureTargetPath, ImportArtResTool.TextureSrcPaths[0]);
  170. }
  171. //[MenuItem("策划/其它/清除冗余动画")]
  172. public static void DeleteUnnecessaryAni()
  173. {
  174. FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.DressUpAnimationTargetPath, ImportArtResTool.DressUpAnimationSrcPaths[0]);
  175. FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.EffectTargetPath, ImportArtResTool.EffectSrcPaths[0]);
  176. FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.MaterialTargetPath, ImportArtResTool.MaterialSrcPaths[0]);
  177. FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.TextureTargetPath, ImportArtResTool.TextureSrcPaths[0]);
  178. }
  179. [MenuItem("Tools/List Player Assemblies in Console")]
  180. public static void PrintAssemblyNames()
  181. {
  182. UnityEngine.Debug.Log("== Player Assemblies ==");
  183. Assembly[] playerAssemblies =
  184. CompilationPipeline.GetAssemblies(AssembliesType.Player);
  185. foreach (var assembly in playerAssemblies)
  186. {
  187. UnityEngine.Debug.Log(assembly.name);
  188. }
  189. }
  190. [MenuItem("Tools/BuildTest/SetBundlesResTestDir")]
  191. public static void SetBundlesResTestDir()
  192. {
  193. VEngine.Utility.buildPath = "Bundles_temp";
  194. ImportArtResTool.ResRootDirNameDressUp = "正式资源-demo1";
  195. CommitWhenRelease = false;
  196. }
  197. [MenuItem("Tools/BuildTest/ResetBundlesResDir")]
  198. public static void ResetBundlesResTestDir()
  199. {
  200. VEngine.Utility.buildPath = "Bundles";
  201. ImportArtResTool.ResRootDirNameDressUp = "正式资源";
  202. CommitWhenRelease = true;
  203. }
  204. }
  205. }