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- using ET;
- using GFGGame;
- using System;
- using System.IO;
- using UnityEditor;
- using UnityEditor.Compilation;
- using UnityEngine;
- using VEngine.Editor.Builds;
- namespace GFGEditor
- {
- public class ToolsMenu : Editor
- {
- public static bool CommitWhenRelease = true;
- enum TOOL_MENU_PRIORITY
- {
- UpdateAndImportAll,
- UpdateAndImportExcel,
- UpdateAndImportArtRes,
- CheckExcel,
- BuildBundlesRes,
- UpdateProject,
- ImportExcel,
- ImportArtRes,
- }
- [MenuItem("策划/更新并导入所有", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportAll)]
- static void UpdateAndImportAll()
- {
- UpdateProject();
- UpdateAndImportArtRes();
- UpdateAndImportExcel();
- }
- [MenuItem("策划/更新并导入Excel", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportExcel)]
- static void UpdateAndImportExcel()
- {
- UpdateExcel();
- ImportExcel();
- }
- [MenuItem("策划/更新并导入美术资源", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportArtRes)]
- static void UpdateAndImportArtRes()
- {
- UpdateArtRes();
- ImportArtRes();
- }
- [MenuItem("策划/更新至内网版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
- public static void BuildBundlesRes()
- {
- EditorUtility.DisplayProgressBar("进度", "正在更新至内网", 1);
- VEngine.Editor.Builds.BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" });
- EditorUtility.ClearProgressBar();
- if (CommitWhenRelease)
- {
- CommitProject();
- }
- }
- [MenuItem("策划/其它/更新项目", false, (int)TOOL_MENU_PRIORITY.UpdateProject)]
- static void UpdateProject()
- {
- EditorUtility.DisplayProgressBar("进度", "正在更新项目", 1);
- ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGame.bat");
- EditorUtility.ClearProgressBar();
- }
- public static void UpdateExcel()
- {
- EditorUtility.DisplayProgressBar("进度", "正在更新表格", 1);
- ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateExcel.bat");
- EditorUtility.ClearProgressBar();
- }
- public static void UpdateArtRes()
- {
- EditorUtility.DisplayProgressBar("进度", "正在更新美术资源", 1);
- ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirName);
- //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
- if (ImportArtResTool.ResRootDirNameDressUp != ImportArtResTool.ResRootDirName)
- {
- ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirNameDressUp);
- }
- EditorUtility.ClearProgressBar();
- }
- static void CommitProject()
- {
- EditorUtility.DisplayProgressBar("进度", "正在提交项目", 1);
- ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitGame.bat");
- EditorUtility.ClearProgressBar();
- }
- [MenuItem("策划/其它/导入配置表", false, (int)TOOL_MENU_PRIORITY.ImportExcel)]
- public static void ImportExcel()
- {
- Log.ILog = new UnityLogger();
- ET.Options.Instance = new ET.Options();
- EditorUtility.DisplayProgressBar("进度", "正在导入表格", 1);
- SqliteController.Instance.dirPath = Path.Combine(Environment.CurrentDirectory, ResPathUtil.CONFIG_DIR_PATH);
- SqliteController.Instance.Init(true, null);
- SQLiteHelper.Instance.OpenConnection();
- try
- {
- SQLiteHelper.Instance.ClearAllTables();
- CodeTemplateFactory.Init();
- if (!Directory.Exists(ExcelConfig.configCodePath))
- {
- Directory.CreateDirectory(ExcelConfig.configCodePath);
- }
- if (!Directory.Exists(ExcelConfig.configArrayCodePath))
- {
- Directory.CreateDirectory(ExcelConfig.configArrayCodePath);
- }
- ExcelReader.ReadExcel(CodeBuilder.GenerateCode);
- }
- catch (Exception e)
- {
- throw (e.InnerException);
- }
- finally
- {
- SQLiteHelper.Instance.CloseConnection();
- }
- //写入商店物品类型Index
- ShopScanner.StartScan();;
- //扫描物品表获取途径并更新数据库
- ItemApproachScanner.startScan();
- //扫描副本
- InstanceZonesScanner.StartScan();
- //写入卡牌最大等级
- CardScanner.StartScan();
- AssetDatabase.Refresh();
- EditorUtility.ClearProgressBar();
- }
- [MenuItem("策划/检查配置表", false, (int)TOOL_MENU_PRIORITY.CheckExcel)]
- public static void CheckExcel()
- {
- EditorUtility.DisplayProgressBar("进度", "正在检查表格", 1);
- //检查表格部分内容
- ExcelChecker.StartCheck();
- EditorUtility.ClearProgressBar();
- }
- [MenuItem("策划/其它/导入美术资源", false, (int)TOOL_MENU_PRIORITY.ImportArtRes)]
- public static void ImportArtRes()
- {
- EditorUtility.DisplayProgressBar("进度", "正在导入美术资源", 1);
- ImportArtResTool.Import();
- EditorUtility.ClearProgressBar();
- }
- [MenuItem("Tools/ImageClip/ImportClipImage")]
- public static void ImportClipImage()
- {
- ImportArtResTool.ImportClipImage();
- }
- [MenuItem("Tools/ImageClip/ReadImagePosition")]
- public static void ReadImagePosition()
- {
- ImagesClip.ReadImagePosition();
- }
- [MenuItem("Tools/ImageClip/DeleteUnnecessaryImagePos")]
- public static void DeleteUnnecessaryImagePos()
- {
- FileUtil.DeleteUnnecessaryImagePos(ImportArtResTool.DressUpTargetPath);
- FileUtil.DeleteUnnecessaryImageMD5(ImportArtResTool.DressUpMd5FileSaveName);
- }
- [MenuItem("策划/其它/清除冗余文件")]
- public static void DeleteUnnecessaryImage()
- {
- FileUtil.DeleteUnnecessaryImage(ImportArtResTool.DressUpTargetPath, ImportArtResTool.DressUpMd5FileSaveName);
- FileUtil.DeleteUnnecessaryImage(ImportArtResTool.BgTargetPath, ImportArtResTool.BgMd5FileSaveName);
- FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicSTargetPath, ImportArtResTool.PicSMd5FileSaveName);
- FileUtil.DeleteUnnecessaryImage(ImportArtResTool.FieldGuideIconTargetPath, ImportArtResTool.FieldGuideIconMd5FileSaveName);
- FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MusicTargetPath, ImportArtResTool.MusicMd5FileSaveName);
- // FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ItemIconTargetPath, ImportArtResTool.IconMd5FileSaveName);
- FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcHeadTargetPath, ImportArtResTool.HeadMd5FileSaveName);
- FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicTargetPath, ImportArtResTool.PicFMd5FileSaveName);
- FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardBgTargetPath, ImportArtResTool.CardBgMd5FileSaveName);
- FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardIconTargetPath, ImportArtResTool.CardMd5FileSaveName);
- FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MaterialTargetPath, ImportArtResTool.EffectMaterialMd5FileSaveName);
- FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TextureTargetPath, ImportArtResTool.EffectTextureMd5FileSaveName);
- DeleteUnnecessaryAni();
- }
- // [MenuItem("策划/其它/清除冗余动画")]
- public static void DeleteUnnecessaryAni()
- {
- EditorUtility.DisplayProgressBar("进度", "正在清除冗余动画", 1);
- FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.DressUpAnimationTargetPath, ImportArtResTool.DressUpAnimationSrcPaths[0]);
- FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.EffectTargetPath, ImportArtResTool.EffectSrcPaths[0]);
- EditorUtility.ClearProgressBar();
- // FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.TextureTargetPath, ImportArtResTool.TextureSrcPaths[0]);
- }
- [MenuItem("Tools/List Player Assemblies in Console")]
- public static void PrintAssemblyNames()
- {
- UnityEngine.Debug.Log("== Player Assemblies ==");
- Assembly[] playerAssemblies =
- CompilationPipeline.GetAssemblies(AssembliesType.Player);
- foreach (var assembly in playerAssemblies)
- {
- UnityEngine.Debug.Log(assembly.name);
- }
- }
- [MenuItem("Tools/BuildTest/SetBundlesResTestDir")]
- public static void SetBundlesResTestDir()
- {
- VEngine.Utility.buildPath = "Bundles_temp";
- ImportArtResTool.ResRootDirNameDressUp = "正式资源-demo1";
- CommitWhenRelease = false;
- }
- [MenuItem("Tools/BuildTest/ResetBundlesResDir")]
- public static void ResetBundlesResTestDir()
- {
- VEngine.Utility.buildPath = "Bundles";
- ImportArtResTool.ResRootDirNameDressUp = "正式资源";
- CommitWhenRelease = true;
- }
- [MenuItem("Tools/BuildTest/发布临时版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
- public static void BuildBundlesResTemp()
- {
- VEngine.Utility.buildPath = "Bundles_temp";
- ImportArtResTool.ResRootDirNameDressUp = "正式资源-demo1";
- EditorUtility.DisplayProgressBar("进度", "正在发布临时版本", 1);
- VEngine.Editor.Builds.BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" });
- EditorUtility.ClearProgressBar();
- VEngine.Utility.buildPath = "Bundles";
- ImportArtResTool.ResRootDirNameDressUp = "正式资源";
- }
- [MenuItem("Tools/BuildTest/Copy To StreamingAssets Temp")]
- public static void CopyToStreamingAssets()
- {
- VEngine.Utility.buildPath = "Bundles_temp";
- BuildScript.CopyToStreamingAssets();
- VEngine.Utility.buildPath = "Bundles";
- }
- }
- }
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