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. 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. EditorUtility.DisplayProgressBar("进度", "正在更新项目", 1);
  59. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGame.bat");
  60. EditorUtility.ClearProgressBar();
  61. }
  62. public static void UpdateExcel()
  63. {
  64. EditorUtility.DisplayProgressBar("进度", "正在更新表格", 1);
  65. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateExcel.bat");
  66. EditorUtility.ClearProgressBar();
  67. }
  68. public static void UpdateArtRes()
  69. {
  70. EditorUtility.DisplayProgressBar("进度", "正在更新美术资源", 1);
  71. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirName);
  72. //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
  73. if (ImportArtResTool.ResRootDirNameDressUp != ImportArtResTool.ResRootDirName)
  74. {
  75. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirNameDressUp);
  76. }
  77. EditorUtility.ClearProgressBar();
  78. }
  79. static void CommitProject()
  80. {
  81. EditorUtility.DisplayProgressBar("进度", "正在提交项目", 1);
  82. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitGame.bat");
  83. EditorUtility.ClearProgressBar();
  84. }
  85. [MenuItem("策划/其它/导入配置表", false, (int)TOOL_MENU_PRIORITY.ImportExcel)]
  86. public static void ImportExcel()
  87. {
  88. Log.ILog = new UnityLogger();
  89. ET.Options.Instance = new ET.Options();
  90. EditorUtility.DisplayProgressBar("进度", "正在导入表格", 1);
  91. SqliteController.Instance.dirPath = Path.Combine(Environment.CurrentDirectory, ResPathUtil.CONFIG_DIR_PATH);
  92. SqliteController.Instance.Init(true, null);
  93. SQLiteHelper.Instance.OpenConnection();
  94. try
  95. {
  96. SQLiteHelper.Instance.ClearAllTables();
  97. CodeTemplateFactory.Init();
  98. if (!Directory.Exists(ExcelConfig.configCodePath))
  99. {
  100. Directory.CreateDirectory(ExcelConfig.configCodePath);
  101. }
  102. if (!Directory.Exists(ExcelConfig.configArrayCodePath))
  103. {
  104. Directory.CreateDirectory(ExcelConfig.configArrayCodePath);
  105. }
  106. ExcelReader.ReadExcel(CodeBuilder.GenerateCode);
  107. }
  108. catch (Exception e)
  109. {
  110. throw (e.InnerException);
  111. }
  112. finally
  113. {
  114. SQLiteHelper.Instance.CloseConnection();
  115. }
  116. // //写入商店物品类型Index
  117. // ShopScanner.StartScan();
  118. // //扫描物品表获取途径并更新数据库
  119. // ItemApproachScanner.startScan();
  120. // //扫描副本
  121. // InstanceZonesScanner.StartScan();
  122. //写入卡牌最大等级
  123. CardScanner.StartScan();
  124. AssetDatabase.Refresh();
  125. EditorUtility.ClearProgressBar();
  126. }
  127. [MenuItem("策划/检查配置表", false, (int)TOOL_MENU_PRIORITY.CheckExcel)]
  128. public static void CheckExcel()
  129. {
  130. EditorUtility.DisplayProgressBar("进度", "正在检查表格", 1);
  131. //检查表格部分内容
  132. ExcelChecker.StartCheck();
  133. EditorUtility.ClearProgressBar();
  134. }
  135. [MenuItem("策划/其它/导入美术资源", false, (int)TOOL_MENU_PRIORITY.ImportArtRes)]
  136. public static void ImportArtRes()
  137. {
  138. EditorUtility.DisplayProgressBar("进度", "正在导入美术资源", 1);
  139. ImportArtResTool.Import();
  140. EditorUtility.ClearProgressBar();
  141. }
  142. [MenuItem("Tools/ImageClip/ImportClipImage")]
  143. public static void ImportClipImage()
  144. {
  145. ImportArtResTool.ImportClipImage();
  146. }
  147. [MenuItem("Tools/ImageClip/ReadImagePosition")]
  148. public static void ReadImagePosition()
  149. {
  150. ImagesClip.ReadImagePosition();
  151. }
  152. [MenuItem("Tools/ImageClip/DeleteUnnecessaryImagePos")]
  153. public static void DeleteUnnecessaryImagePos()
  154. {
  155. FileUtil.DeleteUnnecessaryImagePos(ImportArtResTool.DressUpTargetPath);
  156. FileUtil.DeleteUnnecessaryImageMD5(ImportArtResTool.DressUpMd5FileSaveName);
  157. }
  158. [MenuItem("策划/其它/清除冗余文件")]
  159. public static void DeleteUnnecessaryImage()
  160. {
  161. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.DressUpTargetPath, ImportArtResTool.DressUpMd5FileSaveName);
  162. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.BgTargetPath, ImportArtResTool.BgMd5FileSaveName);
  163. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicSTargetPath, ImportArtResTool.PicSMd5FileSaveName);
  164. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.FieldGuideIconTargetPath, ImportArtResTool.FieldGuideIconMd5FileSaveName);
  165. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MusicTargetPath, ImportArtResTool.MusicMd5FileSaveName);
  166. // FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ItemIconTargetPath, ImportArtResTool.IconMd5FileSaveName);
  167. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcHeadTargetPath, ImportArtResTool.HeadMd5FileSaveName);
  168. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicTargetPath, ImportArtResTool.PicFMd5FileSaveName);
  169. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardBgTargetPath, ImportArtResTool.CardBgMd5FileSaveName);
  170. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardIconTargetPath, ImportArtResTool.CardMd5FileSaveName);
  171. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MaterialTargetPath, ImportArtResTool.EffectMaterialMd5FileSaveName);
  172. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TextureTargetPath, ImportArtResTool.EffectTextureMd5FileSaveName);
  173. DeleteUnnecessaryAni();
  174. }
  175. // [MenuItem("策划/其它/清除冗余动画")]
  176. public static void DeleteUnnecessaryAni()
  177. {
  178. EditorUtility.DisplayProgressBar("进度", "正在清除冗余动画", 1);
  179. FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.DressUpAnimationTargetPath, ImportArtResTool.DressUpAnimationSrcPaths[0]);
  180. FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.EffectTargetPath, ImportArtResTool.EffectSrcPaths[0]);
  181. EditorUtility.ClearProgressBar();
  182. // FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.TextureTargetPath, ImportArtResTool.TextureSrcPaths[0]);
  183. }
  184. [MenuItem("Tools/List Player Assemblies in Console")]
  185. public static void PrintAssemblyNames()
  186. {
  187. UnityEngine.Debug.Log("== Player Assemblies ==");
  188. Assembly[] playerAssemblies =
  189. CompilationPipeline.GetAssemblies(AssembliesType.Player);
  190. foreach (var assembly in playerAssemblies)
  191. {
  192. UnityEngine.Debug.Log(assembly.name);
  193. }
  194. }
  195. [MenuItem("Tools/BuildTest/SetBundlesResTestDir")]
  196. public static void SetBundlesResTestDir()
  197. {
  198. VEngine.Utility.buildPath = "Bundles_temp";
  199. ImportArtResTool.ResRootDirNameDressUp = "正式资源-demo1";
  200. CommitWhenRelease = false;
  201. }
  202. [MenuItem("Tools/BuildTest/ResetBundlesResDir")]
  203. public static void ResetBundlesResTestDir()
  204. {
  205. VEngine.Utility.buildPath = "Bundles";
  206. ImportArtResTool.ResRootDirNameDressUp = "正式资源";
  207. CommitWhenRelease = true;
  208. }
  209. [MenuItem("Tools/BuildTest/发布临时版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  210. public static void BuildBundlesResTemp()
  211. {
  212. VEngine.Utility.buildPath = "Bundles_temp";
  213. ImportArtResTool.ResRootDirNameDressUp = "正式资源-demo1";
  214. EditorUtility.DisplayProgressBar("进度", "正在发布临时版本", 1);
  215. VEngine.Editor.Builds.BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" });
  216. EditorUtility.ClearProgressBar();
  217. VEngine.Utility.buildPath = "Bundles";
  218. ImportArtResTool.ResRootDirNameDressUp = "正式资源";
  219. }
  220. [MenuItem("Tools/BuildTest/Copy To StreamingAssets Temp")]
  221. public static void CopyToStreamingAssets()
  222. {
  223. VEngine.Utility.buildPath = "Bundles_temp";
  224. BuildScript.CopyToStreamingAssets();
  225. VEngine.Utility.buildPath = "Bundles";
  226. }
  227. }
  228. }