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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();
 
-             }
 
-             //开始扫描表格,自动生成部分数据
 
-             ExcelScanner.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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