ToolsMenu.cs 18 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("内网/")]
  29. public static void VersionTag()
  30. {
  31. }
  32. [MenuItem("策划/更新并导入所有", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportAll)]
  33. static void UpdateAndImportAll()
  34. {
  35. UpdateProject();
  36. UpdateAndImportArtRes();
  37. UpdateAndImportExcel();
  38. if (CommitWhenRelease)
  39. {
  40. CommitProject();
  41. }
  42. }
  43. [MenuItem("策划/更新并导入Excel", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportExcel)]
  44. static void UpdateAndImportExcelAndCommit()
  45. {
  46. UpdateAndImportExcel();
  47. if (CommitWhenRelease)
  48. {
  49. CommitProject();
  50. }
  51. }
  52. [MenuItem("策划/更新并导入美术资源", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportArtRes)]
  53. static void UpdateAndImportArtResAndCommit()
  54. {
  55. UpdateProjectRes();
  56. UpdateAndImportArtRes();
  57. if (CommitWhenRelease)
  58. {
  59. CommitProject();
  60. }
  61. }
  62. //[MenuItem("策划/更新至内网版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  63. //public static void ReleaseLocalVersion()
  64. //{
  65. // EditorUtility.DisplayProgressBar("进度", "正在更新至内网", 1);
  66. // BuildDllHelper.BuildHotUpdateDll();
  67. // //BuildScript.BuildCustomBundles(resArr, "BuildSetting");
  68. // EditorUtility.ClearProgressBar();
  69. //}
  70. [MenuItem("策划/其它/更新项目(会丢弃未推送内容)", false, (int)TOOL_MENU_PRIORITY.UpdateProject)]
  71. static void UpdateProject()
  72. {
  73. //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
  74. SQLiteHelper.Instance.CloseConnection();
  75. Thread.Sleep(1000);
  76. EditorUtility.DisplayProgressBar("进度", "正在更新项目", 1);
  77. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGame.bat");
  78. AssetDatabase.Refresh();
  79. UpdateProjectRes();
  80. EditorUtility.ClearProgressBar();
  81. }
  82. [MenuItem("策划/其它/导入配置表", false, (int)TOOL_MENU_PRIORITY.ImportExcel)]
  83. public static void ImportExcelNeiWang()
  84. {
  85. ImportExcel();
  86. }
  87. [MenuItem("策划/检查配置表", false, (int)TOOL_MENU_PRIORITY.CheckExcel)]
  88. public static void CheckExcel()
  89. {
  90. EditorUtility.DisplayProgressBar("进度", "正在检查表格", 1);
  91. //检查表格部分内容
  92. ExcelChecker.StartCheck();
  93. EditorUtility.ClearProgressBar();
  94. }
  95. [MenuItem("策划/其它/导入美术资源", false, (int)TOOL_MENU_PRIORITY.ImportArtRes)]
  96. public static void ImportArtResNeiWang()
  97. {
  98. ImportArtRes();
  99. }
  100. [MenuItem("策划/其它/清除冗余文件")]
  101. public static void DeleteUnnecessaryImageNeiWang()
  102. {
  103. DeleteUnnecessaryImage();
  104. }
  105. #elif PT_QUICK
  106. [MenuItem("QUICK/")]
  107. public static void VersionTag()
  108. {
  109. }
  110. #elif PT_TAPTAP
  111. [MenuItem("TAPTAP/")]
  112. public static void VersionTag()
  113. {
  114. }
  115. #else
  116. [MenuItem("内网/")]
  117. public static void VersionTag()
  118. {
  119. }
  120. [MenuItem("策划/更新并导入所有", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportAll)]
  121. static void UpdateAndImportAll()
  122. {
  123. UpdateProject();
  124. UpdateAndImportArtRes();
  125. UpdateAndImportExcel();
  126. if (CommitWhenRelease)
  127. {
  128. CommitProject();
  129. }
  130. }
  131. [MenuItem("策划/更新并导入Excel", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportExcel)]
  132. static void UpdateAndImportExcelAndCommit()
  133. {
  134. UpdateAndImportExcel();
  135. if (CommitWhenRelease)
  136. {
  137. CommitProject();
  138. }
  139. }
  140. [MenuItem("策划/更新并导入美术资源", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportArtRes)]
  141. static void UpdateAndImportArtResAndCommit()
  142. {
  143. UpdateProjectRes();
  144. UpdateAndImportArtRes();
  145. if (CommitWhenRelease)
  146. {
  147. CommitProject();
  148. }
  149. }
  150. //[MenuItem("策划/更新至内网版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  151. //public static void ReleaseLocalVersion()
  152. //{
  153. // EditorUtility.DisplayProgressBar("进度", "正在更新至内网", 1);
  154. // BuildDllHelper.BuildHotUpdateDll();
  155. // //BuildScript.BuildCustomBundles(resArr, "BuildSetting");
  156. // EditorUtility.ClearProgressBar();
  157. //}
  158. [MenuItem("策划/其它/更新项目(会丢弃未推送内容)", false, (int)TOOL_MENU_PRIORITY.UpdateProject)]
  159. static void UpdateProject()
  160. {
  161. //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
  162. SQLiteHelper.Instance.CloseConnection();
  163. Thread.Sleep(1000);
  164. EditorUtility.DisplayProgressBar("进度", "正在更新项目", 1);
  165. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGame.bat");
  166. AssetDatabase.Refresh();
  167. UpdateProjectRes();
  168. EditorUtility.ClearProgressBar();
  169. }
  170. [MenuItem("策划/其它/导入配置表", false, (int)TOOL_MENU_PRIORITY.ImportExcel)]
  171. public static void ImportExcelNeiWang()
  172. {
  173. ImportExcel();
  174. }
  175. [MenuItem("策划/检查配置表", false, (int)TOOL_MENU_PRIORITY.CheckExcel)]
  176. public static void CheckExcel()
  177. {
  178. EditorUtility.DisplayProgressBar("进度", "正在检查表格", 1);
  179. //检查表格部分内容
  180. ExcelChecker.StartCheck();
  181. EditorUtility.ClearProgressBar();
  182. }
  183. [MenuItem("策划/其它/导入美术资源", false, (int)TOOL_MENU_PRIORITY.ImportArtRes)]
  184. public static void ImportArtResNeiWang()
  185. {
  186. ImportArtRes();
  187. }
  188. [MenuItem("策划/其它/清除冗余文件")]
  189. public static void DeleteUnnecessaryImageNeiWang()
  190. {
  191. DeleteUnnecessaryImage();
  192. }
  193. #endif
  194. private static void UpdateProjectRes()
  195. {
  196. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGameRes.bat");
  197. }
  198. public static void UpdateExcel()
  199. {
  200. EditorUtility.DisplayProgressBar("进度", "正在更新表格", 1);
  201. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateExcel.bat");
  202. EditorUtility.ClearProgressBar();
  203. }
  204. public static void UpdateArtRes()
  205. {
  206. EditorUtility.DisplayProgressBar("进度", "正在更新美术资源", 1);
  207. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirName);
  208. //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
  209. if (ImportArtResTool.ResRootDirNameDressUp != ImportArtResTool.ResRootDirName)
  210. {
  211. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirNameDressUp);
  212. }
  213. EditorUtility.ClearProgressBar();
  214. }
  215. static void CommitProject()
  216. {
  217. EditorUtility.DisplayProgressBar("进度", "正在提交项目", 1);
  218. DeleteFileHelper.TrySvnRemoveDeleteFile();
  219. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitGame.bat");
  220. EditorUtility.ClearProgressBar();
  221. }
  222. static void CommitBundles()
  223. {
  224. EditorUtility.DisplayProgressBar("进度", "正在提交Bundles", 1);
  225. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitBundles.bat");
  226. EditorUtility.ClearProgressBar();
  227. }
  228. public static void ImportArtRes()
  229. {
  230. EditorUtility.DisplayProgressBar("进度", "正在导入美术资源", 1);
  231. ImportArtResTool.Import();
  232. EditorUtility.ClearProgressBar();
  233. }
  234. public static void ImportExcel()
  235. {
  236. Log.ILog = new UnityLogger();
  237. ET.Options.Instance = new ET.Options();
  238. EditorUtility.DisplayProgressBar("进度", "正在导入表格", 1);
  239. SqliteController.Instance.Init(false, null);
  240. SQLiteHelper.Instance.OpenConnection();
  241. //try
  242. //{
  243. SQLiteHelper.Instance.ClearAllTables();
  244. CodeTemplateFactory.Init();
  245. if (!Directory.Exists(ExcelConfig.configCodePath))
  246. {
  247. Directory.CreateDirectory(ExcelConfig.configCodePath);
  248. }
  249. if (!Directory.Exists(ExcelConfig.configArrayCodePath))
  250. {
  251. Directory.CreateDirectory(ExcelConfig.configArrayCodePath);
  252. }
  253. ExcelReader.WriteExcle();
  254. ExcelReader.ReadExcel(CodeBuilder.GenerateCode);
  255. //}
  256. //catch (Exception e)
  257. //{
  258. // throw (e.InnerException);
  259. //}
  260. //finally
  261. //{
  262. SQLiteHelper.Instance.CloseConnection();
  263. //}
  264. //开始扫描表格,自动生成部分数据
  265. ExcelScanner.StartScan();
  266. AssetDatabase.Refresh();
  267. EditorUtility.ClearProgressBar();
  268. SQLiteHelper.Instance.CloseConnection();
  269. }
  270. static void UpdateAndImportArtRes()
  271. {
  272. UpdateArtRes();
  273. ImportArtRes();
  274. }
  275. static void UpdateAndImportExcel()
  276. {
  277. UpdateExcel();
  278. ImportExcel();
  279. }
  280. [MenuItem("Tools/ImageClip/TestImportClipImage")]
  281. public static void TestImportClipImage()
  282. {
  283. ImportArtResTool.Test();
  284. }
  285. [MenuItem("Tools/ImageClip/ReadImagePosition")]
  286. public static void ReadImagePosition()
  287. {
  288. ImagesClip.ReadImagePosition();
  289. }
  290. // [MenuItem("Tools/ImageClip/DeleteUnnecessaryImagePos")]
  291. // public static void DeleteUnnecessaryImagePos()
  292. // {
  293. // FileUtil.DeleteUnnecessaryImagePos(ImportArtResTool.DressUpTargetPath);
  294. // FileUtil.DeleteUnnecessaryImageMD5(new string[] { ImportArtResTool.DressUpMd5FileSaveName });
  295. // }
  296. public static void DeleteUnnecessaryImage()
  297. {
  298. EditorUtility.DisplayProgressBar("进度", "开始清除资源", 1);
  299. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.FieldGuideIconTargetPath, new string[] { ImportArtResTool.FieldGuideIconMd5FileSaveName });
  300. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ChapterGuideIconTargetPath, new string[] { ImportArtResTool.ChapterGuideIconMd5FileSaveName });
  301. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MusicTargetPath, new string[] { ImportArtResTool.MusicMd5FileSaveName });
  302. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardMusicTargetPath, new string[] { ImportArtResTool.CardMusicMd5FileSaveName });
  303. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ItemIconTargetPath, new string[] { ImportArtResTool.IconMd5FileSaveName });
  304. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.DressUpTargetPath, new string[] { ImportArtResTool.BgMd5FileSaveName, ImportArtResTool.DressUpMd5FileSaveName });
  305. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcHeadTargetPath, new string[] { ImportArtResTool.NPCHeadMd5FileSaveName });
  306. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicTargetPath, new string[] { ImportArtResTool.PicFMd5FileSaveName });
  307. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicSTargetPath, new string[] { ImportArtResTool.PicSMd5FileSaveName });
  308. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardBgTargetPath, new string[] { ImportArtResTool.CardBgMd5FileSaveName });
  309. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardIconTargetPath, new string[] { ImportArtResTool.CardMd5FileSaveName });
  310. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardSkillTargetPath, new string[] { ImportArtResTool.CardSkillMd5FileSaveName });
  311. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityTargetPath, new string[] { ImportArtResTool.ActivityMd5FileSaveName });
  312. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow1TargetPath, new string[] { ImportArtResTool.ActivityShow1Md5FileSaveName });
  313. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.PhotoGraphBorderTargetPath, new string[] { ImportArtResTool.PhotoGraphBorderMd5FileSaveName });
  314. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.UIBgTargetPath, new string[] { ImportArtResTool.UIBgMd5FileSaveName });
  315. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelBgTargetPath, new string[] { ImportArtResTool.TravelBgMd5FileSaveName });
  316. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelRoleTargetPath, new string[] { ImportArtResTool.TravelRoleMd5FileSaveName });
  317. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadTargetPath, new string[] { ImportArtResTool.HeadMd5FileSaveName });
  318. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadBorderTargetPath, new string[] { ImportArtResTool.HeadBorderMd5FileSaveName });
  319. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.LeagueIconTargetPath, new string[] { ImportArtResTool.LeagueIconMd5FileSaveName });
  320. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow2TargetPath, new string[] { ImportArtResTool.ActivityShow2Md5FileSaveName });
  321. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MaterialTargetPath, new string[] { ImportArtResTool.EffectMaterialMd5FileSaveName });
  322. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ShaderTargetPath, new string[] { ImportArtResTool.ShaderMd5FileSaveName });
  323. // FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ModelTargetPath, new string[] { ImportArtResTool.ModelTargetPath });
  324. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TextureTargetPath, new string[] { ImportArtResTool.EffectTextureMd5FileSaveName });
  325. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.LuckyBoxTitleImgTargetPath, new string[] { ImportArtResTool.LuckyBoxTitleImgMd5FileSaveName });
  326. DeleteFileHelper.TrySvnRemoveDeleteFile();
  327. EditorUtility.ClearProgressBar();
  328. }
  329. [MenuItem("Tools/List Player Assemblies in Console")]
  330. public static void PrintAssemblyNames()
  331. {
  332. UnityEngine.Debug.Log("== Player Assemblies ==");
  333. Assembly[] playerAssemblies =
  334. CompilationPipeline.GetAssemblies(AssembliesType.Player);
  335. foreach (var assembly in playerAssemblies)
  336. {
  337. UnityEngine.Debug.Log(assembly.name);
  338. }
  339. }
  340. [MenuItem("Tools/Build/copy AOT dll", false, 0)]
  341. public static void CopyDll()
  342. {
  343. EditorUtility.DisplayProgressBar("进度", "正在拷贝", 1);
  344. BuildDllHelper.CopyAOTAssembliesToStreamingAssets();
  345. EditorUtility.ClearProgressBar();
  346. }
  347. //[MenuItem("Tools/Build/Build Bundles Res Init")]
  348. //public static void BuildBundlesResIn()
  349. //{
  350. // BuildScript.BuildCustomBundles(new string[] { "ResIn/Font" }, "BuildSetting");
  351. //}
  352. //[MenuItem("Tools/Build/Build Bundles All")]
  353. //public static void BuildBundlesRes()
  354. //{
  355. // BuildDllHelper.BuildHotUpdateDll();
  356. // BuildScript.BuildCustomBundles(resArr, "BuildSetting");
  357. //}
  358. ////[MenuItem("XAssets/Versions/Copy To StreamingAssets")]
  359. //[MenuItem("Tools/Build/Copy To StreamingAssets", false, 1)]
  360. //public static void CopyToStreamingAssets()
  361. //{
  362. // BuildScript.CopyToStreamingAssets();
  363. //}
  364. [MenuItem("Tools/BuildTest/导入临时版本配置", false, 1)]
  365. public static void SetBundlesExcelTestDir()
  366. {
  367. try
  368. {
  369. ExcelConfig.excelsRootDirNameDressUp = "Config-demo1";
  370. ImportExcel();
  371. }
  372. catch (Exception e)
  373. {
  374. Log.Error(e.ToString());
  375. ExcelConfig.excelsRootDirNameDressUp = "Config";
  376. }
  377. }
  378. //[MenuItem("Tools/BuildTest/发布临时版本", false, 3)]
  379. //public static void BuildBundlesResTemp()
  380. //{
  381. // EditorUtility.DisplayProgressBar("进度", "正在发布临时版本", 1);
  382. // BuildDllHelper.BuildHotUpdateDll();
  383. // BuildScript.BuildCustomBundles(resArr, "BuildSetting1");
  384. // EditorUtility.ClearProgressBar();
  385. //}
  386. [MenuItem("Tools/ClearCache")]
  387. public static void ClearCache()
  388. {
  389. PlayerPrefs.DeleteAll();
  390. }
  391. [MenuItem("Tools/Build/BuildHotUpdateDll")]
  392. public static void BuildHotUpdateDll()
  393. {
  394. BuildDllHelper.BuildHotUpdateDll();
  395. }
  396. [MenuItem("Tools/Build/CopyPresetAssets")]
  397. public static void CopyPresetAssets()
  398. {
  399. PresetAssetHelper.CopyPresetAssets();
  400. }
  401. }
  402. }