ToolsMenu.cs 10 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. ImportArtRes,
  25. }
  26. [MenuItem("策划/更新并导入所有", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportAll)]
  27. static void UpdateAndImportAll()
  28. {
  29. UpdateProject();
  30. UpdateAndImportArtRes();
  31. UpdateAndImportExcel();
  32. }
  33. [MenuItem("策划/更新并导入Excel", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportExcel)]
  34. static void UpdateAndImportExcel()
  35. {
  36. UpdateExcel();
  37. ImportExcel();
  38. }
  39. [MenuItem("策划/更新并导入美术资源", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportArtRes)]
  40. static void UpdateAndImportArtRes()
  41. {
  42. UpdateArtRes();
  43. ImportArtRes();
  44. }
  45. [MenuItem("策划/更新至内网版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  46. public static void BuildBundlesRes()
  47. {
  48. EditorUtility.DisplayProgressBar("进度", "正在更新至内网", 1);
  49. VEngine.Editor.Builds.BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" });
  50. EditorUtility.ClearProgressBar();
  51. if (CommitWhenRelease)
  52. {
  53. CommitProject();
  54. }
  55. }
  56. [MenuItem("策划/其它/更新项目", false, (int)TOOL_MENU_PRIORITY.UpdateProject)]
  57. static void UpdateProject()
  58. {
  59. SQLiteHelper.Instance.CloseConnection();
  60. Thread.Sleep(1000);
  61. EditorUtility.DisplayProgressBar("进度", "正在更新项目", 1);
  62. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGame.bat");
  63. EditorUtility.ClearProgressBar();
  64. }
  65. public static void UpdateExcel()
  66. {
  67. EditorUtility.DisplayProgressBar("进度", "正在更新表格", 1);
  68. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateExcel.bat");
  69. EditorUtility.ClearProgressBar();
  70. }
  71. public static void UpdateArtRes()
  72. {
  73. EditorUtility.DisplayProgressBar("进度", "正在更新美术资源", 1);
  74. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirName);
  75. //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
  76. if (ImportArtResTool.ResRootDirNameDressUp != ImportArtResTool.ResRootDirName)
  77. {
  78. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirNameDressUp);
  79. }
  80. EditorUtility.ClearProgressBar();
  81. }
  82. static void CommitProject()
  83. {
  84. EditorUtility.DisplayProgressBar("进度", "正在提交项目", 1);
  85. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitGame.bat");
  86. EditorUtility.ClearProgressBar();
  87. }
  88. [MenuItem("策划/其它/导入配置表", false, (int)TOOL_MENU_PRIORITY.ImportExcel)]
  89. public static void ImportExcel()
  90. {
  91. Log.ILog = new UnityLogger();
  92. ET.Options.Instance = new ET.Options();
  93. EditorUtility.DisplayProgressBar("进度", "正在导入表格", 1);
  94. SqliteController.Instance.dirPath = Path.Combine(Environment.CurrentDirectory, ResPathUtil.CONFIG_DIR_PATH);
  95. SqliteController.Instance.Init(true, null);
  96. SQLiteHelper.Instance.OpenConnection();
  97. try
  98. {
  99. SQLiteHelper.Instance.ClearAllTables();
  100. CodeTemplateFactory.Init();
  101. if (!Directory.Exists(ExcelConfig.configCodePath))
  102. {
  103. Directory.CreateDirectory(ExcelConfig.configCodePath);
  104. }
  105. if (!Directory.Exists(ExcelConfig.configArrayCodePath))
  106. {
  107. Directory.CreateDirectory(ExcelConfig.configArrayCodePath);
  108. }
  109. ExcelReader.ReadExcel(CodeBuilder.GenerateCode);
  110. }
  111. catch (Exception e)
  112. {
  113. throw (e.InnerException);
  114. }
  115. finally
  116. {
  117. SQLiteHelper.Instance.CloseConnection();
  118. }
  119. //开始扫描表格,自动生成部分数据
  120. ExcelScanner.StartScan();
  121. //拷贝slqlite文件至共享库
  122. File.Copy(ResPathUtil.SQLITE_FILE_PATH, ExcelConfig.sqliteFilePathCSShare, true);
  123. AssetDatabase.Refresh();
  124. EditorUtility.ClearProgressBar();
  125. SQLiteHelper.Instance.CloseConnection();
  126. }
  127. [MenuItem("策划/检查配置表", false, (int)TOOL_MENU_PRIORITY.CheckExcel)]
  128. public static void CheckExcel()
  129. {
  130. EditorUtility.DisplayProgressBar("进度", "正在检查表格", 1);
  131. //检查表格部分内容
  132. ExcelChecker.StartCheck();
  133. EditorUtility.ClearProgressBar();
  134. }
  135. [MenuItem("策划/其它/导入美术资源", false, (int)TOOL_MENU_PRIORITY.ImportArtRes)]
  136. public static void ImportArtRes()
  137. {
  138. EditorUtility.DisplayProgressBar("进度", "正在导入美术资源", 1);
  139. ImportArtResTool.Import();
  140. EditorUtility.ClearProgressBar();
  141. }
  142. [MenuItem("Tools/ImageClip/ImportClipImage")]
  143. public static void ImportClipImage()
  144. {
  145. ImportArtResTool.ImportClipImage();
  146. }
  147. [MenuItem("Tools/ImageClip/ReadImagePosition")]
  148. public static void ReadImagePosition()
  149. {
  150. ImagesClip.ReadImagePosition();
  151. }
  152. [MenuItem("Tools/ImageClip/DeleteUnnecessaryImagePos")]
  153. public static void DeleteUnnecessaryImagePos()
  154. {
  155. FileUtil.DeleteUnnecessaryImagePos(ImportArtResTool.DressUpTargetPath);
  156. FileUtil.DeleteUnnecessaryImageMD5(ImportArtResTool.DressUpMd5FileSaveName);
  157. }
  158. [MenuItem("策划/其它/清除冗余文件")]
  159. public static void DeleteUnnecessaryImage()
  160. {
  161. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.DressUpTargetPath, ImportArtResTool.DressUpMd5FileSaveName);
  162. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.BgTargetPath, ImportArtResTool.BgMd5FileSaveName);
  163. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicSTargetPath, ImportArtResTool.PicSMd5FileSaveName);
  164. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.FieldGuideIconTargetPath, ImportArtResTool.FieldGuideIconMd5FileSaveName);
  165. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MusicTargetPath, ImportArtResTool.MusicMd5FileSaveName);
  166. // FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ItemIconTargetPath, ImportArtResTool.IconMd5FileSaveName);
  167. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcHeadTargetPath, ImportArtResTool.HeadMd5FileSaveName);
  168. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicTargetPath, ImportArtResTool.PicFMd5FileSaveName);
  169. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardBgTargetPath, ImportArtResTool.CardBgMd5FileSaveName);
  170. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardIconTargetPath, ImportArtResTool.CardMd5FileSaveName);
  171. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MaterialTargetPath, ImportArtResTool.EffectMaterialMd5FileSaveName);
  172. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TextureTargetPath, ImportArtResTool.EffectTextureMd5FileSaveName);
  173. DeleteUnnecessaryAni();
  174. }
  175. // [MenuItem("策划/其它/清除冗余动画")]
  176. public static void DeleteUnnecessaryAni()
  177. {
  178. EditorUtility.DisplayProgressBar("进度", "正在清除冗余动画", 1);
  179. FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.DressUpAnimationTargetPath, ImportArtResTool.DressUpAnimationSrcPaths[0]);
  180. FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.EffectTargetPath, ImportArtResTool.EffectSrcPaths[0]);
  181. EditorUtility.ClearProgressBar();
  182. // FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.TextureTargetPath, ImportArtResTool.TextureSrcPaths[0]);
  183. }
  184. [MenuItem("Tools/List Player Assemblies in Console")]
  185. public static void PrintAssemblyNames()
  186. {
  187. UnityEngine.Debug.Log("== Player Assemblies ==");
  188. Assembly[] playerAssemblies =
  189. CompilationPipeline.GetAssemblies(AssembliesType.Player);
  190. foreach (var assembly in playerAssemblies)
  191. {
  192. UnityEngine.Debug.Log(assembly.name);
  193. }
  194. }
  195. [MenuItem("Tools/BuildTest/SetBundlesResTestDir")]
  196. public static void SetBundlesResTestDir()
  197. {
  198. VEngine.Utility.buildPath = "Bundles_temp";
  199. ImportArtResTool.ResRootDirNameDressUp = "正式资源-demo1";
  200. CommitWhenRelease = false;
  201. }
  202. [MenuItem("Tools/BuildTest/ResetBundlesResDir")]
  203. public static void ResetBundlesResTestDir()
  204. {
  205. VEngine.Utility.buildPath = "Bundles";
  206. ImportArtResTool.ResRootDirNameDressUp = "正式资源";
  207. CommitWhenRelease = true;
  208. }
  209. [MenuItem("Tools/BuildTest/发布临时版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  210. public static void BuildBundlesResTemp()
  211. {
  212. VEngine.Utility.buildPath = "Bundles_temp";
  213. ImportArtResTool.ResRootDirNameDressUp = "正式资源-demo1";
  214. EditorUtility.DisplayProgressBar("进度", "正在发布临时版本", 1);
  215. VEngine.Editor.Builds.BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" });
  216. EditorUtility.ClearProgressBar();
  217. VEngine.Utility.buildPath = "Bundles";
  218. ImportArtResTool.ResRootDirNameDressUp = "正式资源";
  219. }
  220. [MenuItem("Tools/BuildTest/Copy To StreamingAssets Temp")]
  221. public static void CopyToStreamingAssets()
  222. {
  223. VEngine.Utility.buildPath = "Bundles_temp";
  224. BuildScript.CopyToStreamingAssets();
  225. VEngine.Utility.buildPath = "Bundles";
  226. }
  227. }
  228. }