ToolsMenu.cs 11 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. using VEngine.Editor.Builds;
  9. namespace GFGEditor
  10. {
  11. public class ToolsMenu : Editor
  12. {
  13. public static bool CommitWhenRelease = true;
  14. enum TOOL_MENU_PRIORITY
  15. {
  16. UpdateAndImportAll,
  17. UpdateAndImportExcel,
  18. UpdateAndImportArtRes,
  19. CheckExcel,
  20. BuildBundlesRes,
  21. UpdateProject,
  22. ImportExcel,
  23. ImportArtRes,
  24. }
  25. [MenuItem("策划/更新并导入所有", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportAll)]
  26. static void UpdateAndImportAll()
  27. {
  28. UpdateProject();
  29. UpdateAndImportArtRes();
  30. UpdateAndImportExcel();
  31. }
  32. [MenuItem("策划/更新并导入Excel", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportExcel)]
  33. static void UpdateAndImportExcel()
  34. {
  35. UpdateExcel();
  36. ImportExcel();
  37. }
  38. [MenuItem("策划/更新并导入美术资源", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportArtRes)]
  39. static void UpdateAndImportArtRes()
  40. {
  41. UpdateArtRes();
  42. ImportArtRes();
  43. }
  44. [MenuItem("策划/更新至内网版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  45. public static void BuildBundlesRes()
  46. {
  47. EditorUtility.DisplayProgressBar("进度", "正在更新至内网", 1);
  48. VEngine.Editor.Builds.BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" });
  49. EditorUtility.ClearProgressBar();
  50. if (CommitWhenRelease)
  51. {
  52. CommitProject();
  53. }
  54. }
  55. [MenuItem("策划/其它/更新项目", false, (int)TOOL_MENU_PRIORITY.UpdateProject)]
  56. static void UpdateProject()
  57. {
  58. SQLiteHelper.Instance.CloseConnection();
  59. FairyGUI.Timers.inst.CallLater(Test);
  60. }
  61. private static void Test(object obj)
  62. {
  63. EditorUtility.DisplayProgressBar("进度", "正在更新项目", 1);
  64. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGame.bat");
  65. EditorUtility.ClearProgressBar();
  66. }
  67. public static void UpdateExcel()
  68. {
  69. EditorUtility.DisplayProgressBar("进度", "正在更新表格", 1);
  70. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateExcel.bat");
  71. EditorUtility.ClearProgressBar();
  72. }
  73. public static void UpdateArtRes()
  74. {
  75. EditorUtility.DisplayProgressBar("进度", "正在更新美术资源", 1);
  76. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirName);
  77. //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
  78. if (ImportArtResTool.ResRootDirNameDressUp != ImportArtResTool.ResRootDirName)
  79. {
  80. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirNameDressUp);
  81. }
  82. EditorUtility.ClearProgressBar();
  83. }
  84. static void CommitProject()
  85. {
  86. EditorUtility.DisplayProgressBar("进度", "正在提交项目", 1);
  87. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitGame.bat");
  88. EditorUtility.ClearProgressBar();
  89. }
  90. [MenuItem("策划/其它/导入配置表", false, (int)TOOL_MENU_PRIORITY.ImportExcel)]
  91. public static void ImportExcel()
  92. {
  93. Log.ILog = new UnityLogger();
  94. ET.Options.Instance = new ET.Options();
  95. EditorUtility.DisplayProgressBar("进度", "正在导入表格", 1);
  96. SqliteController.Instance.dirPath = Path.Combine(Environment.CurrentDirectory, ResPathUtil.CONFIG_DIR_PATH);
  97. SqliteController.Instance.Init(true, null);
  98. SQLiteHelper.Instance.OpenConnection();
  99. try
  100. {
  101. SQLiteHelper.Instance.ClearAllTables();
  102. CodeTemplateFactory.Init();
  103. if (!Directory.Exists(ExcelConfig.configCodePath))
  104. {
  105. Directory.CreateDirectory(ExcelConfig.configCodePath);
  106. }
  107. if (!Directory.Exists(ExcelConfig.configArrayCodePath))
  108. {
  109. Directory.CreateDirectory(ExcelConfig.configArrayCodePath);
  110. }
  111. ExcelReader.ReadExcel(CodeBuilder.GenerateCode);
  112. }
  113. catch (Exception e)
  114. {
  115. throw (e.InnerException);
  116. }
  117. finally
  118. {
  119. SQLiteHelper.Instance.CloseConnection();
  120. }
  121. //开始扫描表格,自动生成部分数据
  122. ExcelScanner.StartScan();
  123. //拷贝slqlite文件至共享库
  124. File.Copy(ResPathUtil.SQLITE_FILE_PATH, ExcelConfig.sqliteFilePathCSShare, true);
  125. AssetDatabase.Refresh();
  126. EditorUtility.ClearProgressBar();
  127. SQLiteHelper.Instance.CloseConnection();
  128. }
  129. [MenuItem("策划/检查配置表", false, (int)TOOL_MENU_PRIORITY.CheckExcel)]
  130. public static void CheckExcel()
  131. {
  132. EditorUtility.DisplayProgressBar("进度", "正在检查表格", 1);
  133. //检查表格部分内容
  134. ExcelChecker.StartCheck();
  135. EditorUtility.ClearProgressBar();
  136. }
  137. [MenuItem("策划/其它/导入美术资源", false, (int)TOOL_MENU_PRIORITY.ImportArtRes)]
  138. public static void ImportArtRes()
  139. {
  140. EditorUtility.DisplayProgressBar("进度", "正在导入美术资源", 1);
  141. ImportArtResTool.Import();
  142. EditorUtility.ClearProgressBar();
  143. }
  144. [MenuItem("Tools/ImageClip/ImportClipImage")]
  145. public static void ImportClipImage()
  146. {
  147. ImportArtResTool.ImportClipImage();
  148. }
  149. [MenuItem("Tools/ImageClip/ReadImagePosition")]
  150. public static void ReadImagePosition()
  151. {
  152. ImagesClip.ReadImagePosition();
  153. }
  154. [MenuItem("Tools/ImageClip/DeleteUnnecessaryImagePos")]
  155. public static void DeleteUnnecessaryImagePos()
  156. {
  157. FileUtil.DeleteUnnecessaryImagePos(ImportArtResTool.DressUpTargetPath);
  158. FileUtil.DeleteUnnecessaryImageMD5(ImportArtResTool.DressUpMd5FileSaveName);
  159. }
  160. [MenuItem("策划/其它/清除冗余文件")]
  161. public static void DeleteUnnecessaryImage()
  162. {
  163. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.DressUpTargetPath, ImportArtResTool.DressUpMd5FileSaveName);
  164. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.BgTargetPath, ImportArtResTool.BgMd5FileSaveName);
  165. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicSTargetPath, ImportArtResTool.PicSMd5FileSaveName);
  166. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.FieldGuideIconTargetPath, ImportArtResTool.FieldGuideIconMd5FileSaveName);
  167. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MusicTargetPath, ImportArtResTool.MusicMd5FileSaveName);
  168. // FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ItemIconTargetPath, ImportArtResTool.IconMd5FileSaveName);
  169. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcHeadTargetPath, ImportArtResTool.HeadMd5FileSaveName);
  170. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicTargetPath, ImportArtResTool.PicFMd5FileSaveName);
  171. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardBgTargetPath, ImportArtResTool.CardBgMd5FileSaveName);
  172. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardIconTargetPath, ImportArtResTool.CardMd5FileSaveName);
  173. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MaterialTargetPath, ImportArtResTool.EffectMaterialMd5FileSaveName);
  174. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TextureTargetPath, ImportArtResTool.EffectTextureMd5FileSaveName);
  175. DeleteUnnecessaryAni();
  176. }
  177. // [MenuItem("策划/其它/清除冗余动画")]
  178. public static void DeleteUnnecessaryAni()
  179. {
  180. EditorUtility.DisplayProgressBar("进度", "正在清除冗余动画", 1);
  181. FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.DressUpAnimationTargetPath, ImportArtResTool.DressUpAnimationSrcPaths[0]);
  182. FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.EffectTargetPath, ImportArtResTool.EffectSrcPaths[0]);
  183. EditorUtility.ClearProgressBar();
  184. // FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.TextureTargetPath, ImportArtResTool.TextureSrcPaths[0]);
  185. }
  186. [MenuItem("Tools/List Player Assemblies in Console")]
  187. public static void PrintAssemblyNames()
  188. {
  189. UnityEngine.Debug.Log("== Player Assemblies ==");
  190. Assembly[] playerAssemblies =
  191. CompilationPipeline.GetAssemblies(AssembliesType.Player);
  192. foreach (var assembly in playerAssemblies)
  193. {
  194. UnityEngine.Debug.Log(assembly.name);
  195. }
  196. }
  197. [MenuItem("Tools/BuildTest/SetBundlesResTestDir")]
  198. public static void SetBundlesResTestDir()
  199. {
  200. VEngine.Utility.buildPath = "Bundles_temp";
  201. ImportArtResTool.ResRootDirNameDressUp = "正式资源-demo1";
  202. CommitWhenRelease = false;
  203. }
  204. [MenuItem("Tools/BuildTest/ResetBundlesResDir")]
  205. public static void ResetBundlesResTestDir()
  206. {
  207. VEngine.Utility.buildPath = "Bundles";
  208. ImportArtResTool.ResRootDirNameDressUp = "正式资源";
  209. CommitWhenRelease = true;
  210. }
  211. [MenuItem("Tools/BuildTest/发布临时版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  212. public static void BuildBundlesResTemp()
  213. {
  214. VEngine.Utility.buildPath = "Bundles_temp";
  215. ImportArtResTool.ResRootDirNameDressUp = "正式资源-demo1";
  216. EditorUtility.DisplayProgressBar("进度", "正在发布临时版本", 1);
  217. VEngine.Editor.Builds.BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" });
  218. EditorUtility.ClearProgressBar();
  219. VEngine.Utility.buildPath = "Bundles";
  220. ImportArtResTool.ResRootDirNameDressUp = "正式资源";
  221. }
  222. [MenuItem("Tools/BuildTest/Copy To StreamingAssets Temp")]
  223. public static void CopyToStreamingAssets()
  224. {
  225. VEngine.Utility.buildPath = "Bundles_temp";
  226. BuildScript.CopyToStreamingAssets();
  227. VEngine.Utility.buildPath = "Bundles";
  228. }
  229. }
  230. }