ToolsMenu.cs 10 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. enum TOOL_MENU_PRIORITY
  13. {
  14. UpdateAndImportAll,
  15. UpdateAndImportExcel,
  16. UpdateAndImportArtRes,
  17. CheckExcel,
  18. BuildBundlesRes,
  19. UpdateAll,
  20. UpdateGame,
  21. UpdateExcel,
  22. UpdateArtRes,
  23. ImportExcel,
  24. ImportArtRes,
  25. CommitAll,
  26. CommitGame,
  27. CommitExcel,
  28. CommitArtRes,
  29. }
  30. [MenuItem("策划/更新并导入所有", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportAll)]
  31. static void UpdateAndImportAll()
  32. {
  33. UpdateAll();
  34. ImportArtRes();
  35. ImportExcel();
  36. EditorUtility.DisplayDialog("提示", "操作成功!", "ok");//记得切出再切回编辑器焦点重新编译
  37. }
  38. [MenuItem("策划/更新并导入Excel", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportExcel)]
  39. static void UpdateAndImportExcel()
  40. {
  41. UpdateExcel();
  42. ImportExcel();
  43. EditorUtility.DisplayDialog("提示", "操作成功!", "ok");//记得切出再切回编辑器焦点重新编译
  44. }
  45. [MenuItem("策划/更新并导入美术资源", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportArtRes)]
  46. static void UpdateAndImportArtRes()
  47. {
  48. UpdateArtRes();
  49. ImportArtRes();
  50. EditorUtility.DisplayDialog("提示", "操作成功!", "ok");//记得切出再切回编辑器焦点重新编译
  51. }
  52. [MenuItem("策划/更新至内网版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  53. public static void BuildBundlesRes()
  54. {
  55. EditorUtility.DisplayProgressBar("进度", "正在更新至内网", 1);
  56. VEngine.Editor.Builds.BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" });
  57. CommitAll();
  58. EditorUtility.ClearProgressBar();
  59. EditorUtility.DisplayDialog("提示", "操作成功!", "ok");//记得切出再切回编辑器焦点重新编译
  60. }
  61. [MenuItem("策划/其它/更新项目", false, (int)TOOL_MENU_PRIORITY.UpdateGame)]
  62. static void UpdateProject()
  63. {
  64. EditorUtility.DisplayProgressBar("进度", "正在更新项目", 1);
  65. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGame.bat");
  66. EditorUtility.ClearProgressBar();
  67. }
  68. [MenuItem("策划/其它/更新配置表", false, (int)TOOL_MENU_PRIORITY.UpdateExcel)]
  69. public static void UpdateExcel()
  70. {
  71. EditorUtility.DisplayProgressBar("进度", "正在更新表格", 1);
  72. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateExcel.bat");
  73. EditorUtility.ClearProgressBar();
  74. }
  75. [MenuItem("策划/其它/更新美术资源", false, (int)TOOL_MENU_PRIORITY.UpdateArtRes)]
  76. public static void UpdateArtRes
  77. ()
  78. {
  79. EditorUtility.DisplayProgressBar("进度", "正在更新美术资源", 1);
  80. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat");
  81. EditorUtility.ClearProgressBar();
  82. }
  83. [MenuItem("策划/其它/更新所有", false, (int)TOOL_MENU_PRIORITY.UpdateAll)]
  84. public static void UpdateAll()
  85. {
  86. //ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateAll.bat");
  87. UpdateProject();
  88. UpdateExcel();
  89. UpdateArtRes();
  90. }
  91. [MenuItem("策划/其它/提交项目", false, (int)TOOL_MENU_PRIORITY.CommitGame)]
  92. static void CommitProject()
  93. {
  94. EditorUtility.DisplayProgressBar("进度", "正在提交项目", 1);
  95. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitGame.bat");
  96. EditorUtility.ClearProgressBar();
  97. }
  98. [MenuItem("策划/其它/提交配置表", false, (int)TOOL_MENU_PRIORITY.CommitExcel)]
  99. static void CommitExcel()
  100. {
  101. EditorUtility.DisplayProgressBar("进度", "正在提交表格", 1);
  102. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitExcel.bat");
  103. EditorUtility.ClearProgressBar();
  104. }
  105. [MenuItem("策划/其它/提交美术资源", false, (int)TOOL_MENU_PRIORITY.CommitArtRes)]
  106. static void CommitArtRes()
  107. {
  108. EditorUtility.DisplayProgressBar("进度", "正在提交美术资源", 1);
  109. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitArtRes.bat");
  110. EditorUtility.ClearProgressBar();
  111. }
  112. [MenuItem("策划/其它/提交所有", false, (int)TOOL_MENU_PRIORITY.CommitAll)]
  113. static void CommitAll()
  114. {
  115. //ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitALL.bat");
  116. CommitExcel();
  117. CommitArtRes();
  118. CommitProject();
  119. }
  120. [MenuItem("策划/其它/导入配置表", false, (int)TOOL_MENU_PRIORITY.ImportExcel)]
  121. public static void ImportExcel()
  122. {
  123. Log.ILog = new UnityLogger();
  124. ET.Options.Instance = new ET.Options();
  125. EditorUtility.DisplayProgressBar("进度", "正在导入表格", 1);
  126. SqliteController.Instance.dirPath = Path.Combine(Environment.CurrentDirectory, ResPathUtil.CONFIG_DIR_PATH);
  127. SqliteController.Instance.Init(true, null);
  128. SQLiteHelper.Instance.OpenConnection();
  129. try
  130. {
  131. SQLiteHelper.Instance.ClearAllTables();
  132. CodeTemplateFactory.Init();
  133. if (!Directory.Exists(ExcelConfig.configCodePath))
  134. {
  135. Directory.CreateDirectory(ExcelConfig.configCodePath);
  136. }
  137. if (!Directory.Exists(ExcelConfig.configArrayCodePath))
  138. {
  139. Directory.CreateDirectory(ExcelConfig.configArrayCodePath);
  140. }
  141. ExcelReader.ReadExcel(CodeBuilder.GenerateCode);
  142. }
  143. catch (Exception e)
  144. {
  145. throw (e.InnerException);
  146. }
  147. finally
  148. {
  149. SQLiteHelper.Instance.CloseConnection();
  150. }
  151. //扫描物品表获取途径并更新数据库
  152. ItemApproachScanner.startScan();
  153. AssetDatabase.Refresh();
  154. EditorUtility.ClearProgressBar();
  155. }
  156. [MenuItem("策划/检查配置表", false, (int)TOOL_MENU_PRIORITY.CheckExcel)]
  157. public static void CheckExcel()
  158. {
  159. EditorUtility.DisplayProgressBar("进度", "正在检查表格", 1);
  160. //检查表格部分内容
  161. ExcelChecker.StartCheck();
  162. EditorUtility.ClearProgressBar();
  163. }
  164. [MenuItem("策划/其它/导入美术资源", false, (int)TOOL_MENU_PRIORITY.ImportArtRes)]
  165. public static void ImportArtRes()
  166. {
  167. EditorUtility.DisplayProgressBar("进度", "正在导入美术资源", 1);
  168. ImportArtsRes.Import();
  169. EditorUtility.ClearProgressBar();
  170. }
  171. [MenuItem("Tools/ImageClip/ImportClipImage")]
  172. public static void ImportClipImage()
  173. {
  174. ImportArtsRes.ImportClipImage();
  175. }
  176. [MenuItem("Tools/ImageClip/ReadImagePosition")]
  177. public static void ReadImagePosition()
  178. {
  179. ImagesClip.ReadImagePosition();
  180. }
  181. [MenuItem("Tools/ImageClip/DeleteUnnecessaryImagePos")]
  182. public static void DeleteUnnecessaryImagePos()
  183. {
  184. FileUtil.DeleteUnnecessaryImagePos(ImportArtsRes.DressUpTargetPath);
  185. FileUtil.DeleteUnnecessaryImageMD5(ImportArtsRes.DressUpMd5FileSaveName);
  186. }
  187. [MenuItem("策划/其它/清除冗余文件")]
  188. public static void DeleteUnnecessaryImage()
  189. {
  190. FileUtil.DeleteUnnecessaryImage(ImportArtsRes.DressUpTargetPath, ImportArtsRes.DressUpMd5FileSaveName);
  191. FileUtil.DeleteUnnecessaryImage(ImportArtsRes.BgTargetPath, ImportArtsRes.BgMd5FileSaveName);
  192. FileUtil.DeleteUnnecessaryImage(ImportArtsRes.NpcPicSTargetPath, ImportArtsRes.PicSMd5FileSaveName);
  193. FileUtil.DeleteUnnecessaryImage(ImportArtsRes.FieldGuideIconTargetPath, ImportArtsRes.FieldGuideIconMd5FileSaveName);
  194. FileUtil.DeleteUnnecessaryImage(ImportArtsRes.MusicTargetPath, ImportArtsRes.MusicMd5FileSaveName);
  195. FileUtil.DeleteUnnecessaryImage(ImportArtsRes.ItemIconTargetPath, ImportArtsRes.IconMd5FileSaveName);
  196. FileUtil.DeleteUnnecessaryImage(ImportArtsRes.NpcHeadTargetPath, ImportArtsRes.HeadMd5FileSaveName);
  197. FileUtil.DeleteUnnecessaryImage(ImportArtsRes.NpcPicTargetPath, ImportArtsRes.PicFMd5FileSaveName);
  198. FileUtil.DeleteUnnecessaryImage(ImportArtsRes.CardBgTargetPath, ImportArtsRes.CardBgMd5FileSaveName);
  199. FileUtil.DeleteUnnecessaryImage(ImportArtsRes.CardIconTargetPath, ImportArtsRes.CardMd5FileSaveName);
  200. // FileUtil.DeleteUnnecessaryImage(ImportArtsRes.DressUpAnimationTargetPath);
  201. // FileUtil.DeleteUnnecessaryImage(ImportArtsRes.EffectTargetPath);
  202. FileUtil.DeleteUnnecessaryAnimation(ImportArtsRes.DressUpAnimationTargetPath, ImportArtsRes.DressUpAnimationSrcPaths[0]);
  203. FileUtil.DeleteUnnecessaryAnimation(ImportArtsRes.EffectTargetPath, ImportArtsRes.EffectSrcPaths[0]);
  204. FileUtil.DeleteUnnecessaryAnimation(ImportArtsRes.MaterialTargetPath, ImportArtsRes.MaterialSrcPaths[0]);
  205. FileUtil.DeleteUnnecessaryAnimation(ImportArtsRes.TextureTargetPath, ImportArtsRes.TextureSrcPaths[0]);
  206. }
  207. [MenuItem("Tools/List Player Assemblies in Console")]
  208. public static void PrintAssemblyNames()
  209. {
  210. UnityEngine.Debug.Log("== Player Assemblies ==");
  211. Assembly[] playerAssemblies =
  212. CompilationPipeline.GetAssemblies(AssembliesType.Player);
  213. foreach (var assembly in playerAssemblies)
  214. {
  215. UnityEngine.Debug.Log(assembly.name);
  216. }
  217. }
  218. [MenuItem("Tools/BuildTest/SetBundlesResTestDir")]
  219. public static void SetBundlesResTestDir()
  220. {
  221. VEngine.Utility.buildPath = "Bundles1";
  222. }
  223. [MenuItem("Tools/BuildTest/ResetBundlesResDir")]
  224. public static void ResetBundlesResTestDir()
  225. {
  226. VEngine.Utility.buildPath = "Bundles";
  227. }
  228. }
  229. }