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