ToolsMenu.cs 11 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. if (CommitWhenRelease)
  33. {
  34. CommitProject();
  35. }
  36. }
  37. [MenuItem("策划/更新并导入Excel", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportExcel)]
  38. static void UpdateAndImportExcel()
  39. {
  40. UpdateExcel();
  41. ImportExcel();
  42. if (CommitWhenRelease)
  43. {
  44. CommitProject();
  45. }
  46. }
  47. [MenuItem("策划/更新并导入美术资源", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportArtRes)]
  48. static void UpdateAndImportArtRes()
  49. {
  50. UpdateArtRes();
  51. ImportArtRes();
  52. if (CommitWhenRelease)
  53. {
  54. CommitProject();
  55. }
  56. }
  57. [MenuItem("策划/更新至内网版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  58. public static void BuildBundlesRes()
  59. {
  60. EditorUtility.DisplayProgressBar("进度", "正在更新至内网", 1);
  61. VEngine.Editor.Builds.BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" });
  62. EditorUtility.ClearProgressBar();
  63. if (CommitWhenRelease)
  64. {
  65. CommitBundles();
  66. }
  67. }
  68. [MenuItem("策划/其它/更新项目(会丢弃未推送内容)", false, (int)TOOL_MENU_PRIORITY.UpdateProject)]
  69. static void UpdateProject()
  70. {
  71. SQLiteHelper.Instance.CloseConnection();
  72. Thread.Sleep(1000);
  73. EditorUtility.DisplayProgressBar("进度", "正在更新项目", 1);
  74. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGame.bat");
  75. EditorUtility.ClearProgressBar();
  76. }
  77. public static void UpdateExcel()
  78. {
  79. EditorUtility.DisplayProgressBar("进度", "正在更新表格", 1);
  80. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateExcel.bat");
  81. EditorUtility.ClearProgressBar();
  82. }
  83. public static void UpdateArtRes()
  84. {
  85. EditorUtility.DisplayProgressBar("进度", "正在更新美术资源", 1);
  86. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirName);
  87. //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
  88. if (ImportArtResTool.ResRootDirNameDressUp != ImportArtResTool.ResRootDirName)
  89. {
  90. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirNameDressUp);
  91. }
  92. EditorUtility.ClearProgressBar();
  93. }
  94. static void CommitProject()
  95. {
  96. EditorUtility.DisplayProgressBar("进度", "正在提交项目", 1);
  97. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitGame.bat");
  98. EditorUtility.ClearProgressBar();
  99. }
  100. static void CommitBundles()
  101. {
  102. EditorUtility.DisplayProgressBar("进度", "正在提交Bundles", 1);
  103. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitBundles.bat");
  104. EditorUtility.ClearProgressBar();
  105. }
  106. [MenuItem("策划/其它/导入配置表", false, (int)TOOL_MENU_PRIORITY.ImportExcel)]
  107. public static void ImportExcel()
  108. {
  109. Log.ILog = new UnityLogger();
  110. ET.Options.Instance = new ET.Options();
  111. EditorUtility.DisplayProgressBar("进度", "正在导入表格", 1);
  112. SqliteController.Instance.dirPath = Path.Combine(Environment.CurrentDirectory, ResPathUtil.CONFIG_DIR_PATH);
  113. SqliteController.Instance.Init(true, null);
  114. SQLiteHelper.Instance.OpenConnection();
  115. try
  116. {
  117. SQLiteHelper.Instance.ClearAllTables();
  118. CodeTemplateFactory.Init();
  119. if (!Directory.Exists(ExcelConfig.configCodePath))
  120. {
  121. Directory.CreateDirectory(ExcelConfig.configCodePath);
  122. }
  123. if (!Directory.Exists(ExcelConfig.configArrayCodePath))
  124. {
  125. Directory.CreateDirectory(ExcelConfig.configArrayCodePath);
  126. }
  127. ExcelReader.ReadExcel(CodeBuilder.GenerateCode);
  128. }
  129. catch (Exception e)
  130. {
  131. throw (e.InnerException);
  132. }
  133. finally
  134. {
  135. SQLiteHelper.Instance.CloseConnection();
  136. }
  137. //开始扫描表格,自动生成部分数据
  138. ExcelScanner.StartScan();
  139. //拷贝slqlite文件至共享库
  140. File.Copy(ResPathUtil.SQLITE_FILE_PATH, ExcelConfig.sqliteFilePathCSShare, true);
  141. AssetDatabase.Refresh();
  142. EditorUtility.ClearProgressBar();
  143. SQLiteHelper.Instance.CloseConnection();
  144. }
  145. [MenuItem("策划/检查配置表", false, (int)TOOL_MENU_PRIORITY.CheckExcel)]
  146. public static void CheckExcel()
  147. {
  148. EditorUtility.DisplayProgressBar("进度", "正在检查表格", 1);
  149. //检查表格部分内容
  150. ExcelChecker.StartCheck();
  151. EditorUtility.ClearProgressBar();
  152. }
  153. [MenuItem("策划/其它/导入美术资源", false, (int)TOOL_MENU_PRIORITY.ImportArtRes)]
  154. public static void ImportArtRes()
  155. {
  156. EditorUtility.DisplayProgressBar("进度", "正在导入美术资源", 1);
  157. ImportArtResTool.Import();
  158. EditorUtility.ClearProgressBar();
  159. }
  160. [MenuItem("Tools/ImageClip/ImportClipImage")]
  161. public static void ImportClipImage()
  162. {
  163. ImportArtResTool.ImportClipImage();
  164. }
  165. [MenuItem("Tools/ImageClip/ReadImagePosition")]
  166. public static void ReadImagePosition()
  167. {
  168. ImagesClip.ReadImagePosition();
  169. }
  170. [MenuItem("Tools/ImageClip/DeleteUnnecessaryImagePos")]
  171. public static void DeleteUnnecessaryImagePos()
  172. {
  173. FileUtil.DeleteUnnecessaryImagePos(ImportArtResTool.DressUpTargetPath);
  174. FileUtil.DeleteUnnecessaryImageMD5(ImportArtResTool.DressUpMd5FileSaveName);
  175. }
  176. [MenuItem("策划/其它/清除冗余文件")]
  177. public static void DeleteUnnecessaryImage()
  178. {
  179. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.DressUpTargetPath, ImportArtResTool.DressUpMd5FileSaveName);
  180. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.BgTargetPath, ImportArtResTool.BgMd5FileSaveName);
  181. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicSTargetPath, ImportArtResTool.PicSMd5FileSaveName);
  182. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.FieldGuideIconTargetPath, ImportArtResTool.FieldGuideIconMd5FileSaveName);
  183. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MusicTargetPath, ImportArtResTool.MusicMd5FileSaveName);
  184. // FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ItemIconTargetPath, ImportArtResTool.IconMd5FileSaveName);
  185. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcHeadTargetPath, ImportArtResTool.HeadMd5FileSaveName);
  186. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicTargetPath, ImportArtResTool.PicFMd5FileSaveName);
  187. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardBgTargetPath, ImportArtResTool.CardBgMd5FileSaveName);
  188. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardIconTargetPath, ImportArtResTool.CardMd5FileSaveName);
  189. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MaterialTargetPath, ImportArtResTool.EffectMaterialMd5FileSaveName);
  190. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TextureTargetPath, ImportArtResTool.EffectTextureMd5FileSaveName);
  191. DeleteUnnecessaryAni();
  192. }
  193. // [MenuItem("策划/其它/清除冗余动画")]
  194. public static void DeleteUnnecessaryAni()
  195. {
  196. EditorUtility.DisplayProgressBar("进度", "正在清除冗余动画", 1);
  197. FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.DressUpAnimationTargetPath, ImportArtResTool.DressUpAnimationSrcPaths[0]);
  198. FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.EffectTargetPath, ImportArtResTool.EffectSrcPaths[0]);
  199. EditorUtility.ClearProgressBar();
  200. // FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.TextureTargetPath, ImportArtResTool.TextureSrcPaths[0]);
  201. }
  202. [MenuItem("Tools/List Player Assemblies in Console")]
  203. public static void PrintAssemblyNames()
  204. {
  205. UnityEngine.Debug.Log("== Player Assemblies ==");
  206. Assembly[] playerAssemblies =
  207. CompilationPipeline.GetAssemblies(AssembliesType.Player);
  208. foreach (var assembly in playerAssemblies)
  209. {
  210. UnityEngine.Debug.Log(assembly.name);
  211. }
  212. }
  213. [MenuItem("Tools/BuildTest/SetBundlesResTestDir")]
  214. public static void SetBundlesResTestDir()
  215. {
  216. VEngine.Utility.buildPath = "Bundles_temp";
  217. ImportArtResTool.ResRootDirNameDressUp = "正式资源-demo1";
  218. CommitWhenRelease = false;
  219. }
  220. [MenuItem("Tools/BuildTest/ResetBundlesResDir")]
  221. public static void ResetBundlesResTestDir()
  222. {
  223. VEngine.Utility.buildPath = "Bundles";
  224. ImportArtResTool.ResRootDirNameDressUp = "正式资源";
  225. CommitWhenRelease = true;
  226. }
  227. [MenuItem("Tools/BuildTest/发布临时版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  228. public static void BuildBundlesResTemp()
  229. {
  230. VEngine.Utility.buildPath = "Bundles_temp";
  231. ImportArtResTool.ResRootDirNameDressUp = "正式资源-demo1";
  232. EditorUtility.DisplayProgressBar("进度", "正在发布临时版本", 1);
  233. VEngine.Editor.Builds.BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" });
  234. EditorUtility.ClearProgressBar();
  235. VEngine.Utility.buildPath = "Bundles";
  236. ImportArtResTool.ResRootDirNameDressUp = "正式资源";
  237. }
  238. [MenuItem("Tools/BuildTest/Copy To StreamingAssets Temp")]
  239. public static void CopyToStreamingAssets()
  240. {
  241. VEngine.Utility.buildPath = "Bundles_temp";
  242. BuildScript.CopyToStreamingAssets();
  243. VEngine.Utility.buildPath = "Bundles";
  244. }
  245. }
  246. }