ToolsMenu.cs 16 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("外网DEV/")]
  29. public static void VersionTag()
  30. {
  31. }
  32. #elif PT_DouYouDev
  33. [MenuItem("PT_DouYouDev/")]
  34. public static void VersionTag()
  35. {
  36. }
  37. #elif PT_IOS
  38. [MenuItem("IOS/")]
  39. public static void VersionTag()
  40. {
  41. }
  42. #elif PT_IosLocal
  43. [MenuItem("PT_IosLocal/")]
  44. public static void VersionTag()
  45. {
  46. }
  47. #elif PT_DOUYOU
  48. [MenuItem("DouYou/")]
  49. public static void VersionTag()
  50. {
  51. }
  52. #elif PT_TAPTAP
  53. [MenuItem("TAPTAP/")]
  54. public static void VersionTag()
  55. {
  56. }
  57. #else
  58. [MenuItem("内网/")]
  59. public static void VersionTag()
  60. {
  61. }
  62. #endif
  63. [MenuItem("策划/更新并导入所有", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportAll)]
  64. static void UpdateAndImportAll()
  65. {
  66. UpdateProject();
  67. UpdateAndImportArtRes();
  68. UpdateAndImportExcel();
  69. if (CommitWhenRelease)
  70. {
  71. CommitProject();
  72. }
  73. }
  74. [MenuItem("策划/更新并导入Excel", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportExcel)]
  75. static void UpdateAndImportExcelAndCommit()
  76. {
  77. UpdateAndImportExcel();
  78. if (CommitWhenRelease)
  79. {
  80. CommitProject();
  81. }
  82. }
  83. [MenuItem("策划/更新并导入美术资源", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportArtRes)]
  84. static void UpdateAndImportArtResAndCommit()
  85. {
  86. UpdateProjectRes();
  87. UpdateAndImportArtRes();
  88. if (CommitWhenRelease)
  89. {
  90. CommitProject();
  91. }
  92. }
  93. //[MenuItem("策划/更新至内网版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  94. //public static void ReleaseLocalVersion()
  95. //{
  96. // EditorUtility.DisplayProgressBar("进度", "正在更新至内网", 1);
  97. // BuildDllHelper.BuildHotUpdateDll();
  98. // //BuildScript.BuildCustomBundles(resArr, "BuildSetting");
  99. // EditorUtility.ClearProgressBar();
  100. //}
  101. [MenuItem("策划/其它/更新项目(会丢弃未推送内容)", false, (int)TOOL_MENU_PRIORITY.UpdateProject)]
  102. static void UpdateProject()
  103. {
  104. //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
  105. SQLiteHelper.Instance.CloseConnection();
  106. Thread.Sleep(1000);
  107. EditorUtility.DisplayProgressBar("进度", "正在更新项目", 1);
  108. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGame.bat");
  109. AssetDatabase.Refresh();
  110. UpdateProjectRes();
  111. EditorUtility.ClearProgressBar();
  112. }
  113. [MenuItem("策划/其它/导入配置表", false, (int)TOOL_MENU_PRIORITY.ImportExcel)]
  114. public static void ImportExcelNeiWang()
  115. {
  116. ImportExcel();
  117. }
  118. [MenuItem("策划/检查配置表", false, (int)TOOL_MENU_PRIORITY.CheckExcel)]
  119. public static void CheckExcel()
  120. {
  121. EditorUtility.DisplayProgressBar("进度", "正在检查表格", 1);
  122. //检查表格部分内容
  123. ExcelChecker.StartCheck();
  124. EditorUtility.ClearProgressBar();
  125. }
  126. [MenuItem("策划/其它/导入美术资源", false, (int)TOOL_MENU_PRIORITY.ImportArtRes)]
  127. public static void ImportArtResNeiWang()
  128. {
  129. ImportArtRes();
  130. }
  131. [MenuItem("策划/其它/清除冗余文件")]
  132. public static void DeleteUnnecessaryImageNeiWang()
  133. {
  134. DeleteUnnecessaryImage();
  135. }
  136. private static void UpdateProjectRes()
  137. {
  138. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGameRes.bat");
  139. }
  140. public static void UpdateExcel()
  141. {
  142. EditorUtility.DisplayProgressBar("进度", "正在更新表格", 1);
  143. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateExcel.bat");
  144. EditorUtility.ClearProgressBar();
  145. }
  146. public static void UpdateArtRes()
  147. {
  148. EditorUtility.DisplayProgressBar("进度", "正在更新美术资源", 1);
  149. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirName);
  150. //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
  151. if (ImportArtResTool.ResRootDirNameDressUp != ImportArtResTool.ResRootDirName)
  152. {
  153. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirNameDressUp);
  154. }
  155. EditorUtility.ClearProgressBar();
  156. }
  157. static void CommitProject()
  158. {
  159. EditorUtility.DisplayProgressBar("进度", "正在提交项目", 1);
  160. DeleteFileHelper.TrySvnRemoveDeleteFile();
  161. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitGame.bat");
  162. EditorUtility.ClearProgressBar();
  163. }
  164. static void CommitBundles()
  165. {
  166. EditorUtility.DisplayProgressBar("进度", "正在提交Bundles", 1);
  167. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitBundles.bat");
  168. EditorUtility.ClearProgressBar();
  169. }
  170. public static void ImportArtRes()
  171. {
  172. EditorUtility.DisplayProgressBar("进度", "正在导入美术资源", 1);
  173. ImportArtResTool.Import();
  174. EditorUtility.ClearProgressBar();
  175. }
  176. public static void ImportExcel()
  177. {
  178. Log.ILog = new UnityLogger();
  179. //清除缓存
  180. if (File.Exists(ExcelConfig.excelsCacheFolderPath))
  181. {
  182. File.Delete(ExcelConfig.excelsCacheFolderPath);
  183. }
  184. ET.Options.Instance = new ET.Options();
  185. //清除缓存
  186. if (File.Exists(ExcelConfig.excelsCacheFolderPath))
  187. {
  188. File.Delete(ExcelConfig.excelsCacheFolderPath);
  189. }
  190. EditorUtility.DisplayProgressBar("进度", "正在导入表格", 1);
  191. SqliteController.Instance.Init(false, null);
  192. SQLiteHelper.Instance.OpenConnection();
  193. //try
  194. //{
  195. SQLiteHelper.Instance.ClearAllTables();
  196. CodeTemplateFactory.Init();
  197. if (!Directory.Exists(ExcelConfig.configCodePath))
  198. {
  199. Directory.CreateDirectory(ExcelConfig.configCodePath);
  200. }
  201. if (!Directory.Exists(ExcelConfig.configArrayCodePath))
  202. {
  203. Directory.CreateDirectory(ExcelConfig.configArrayCodePath);
  204. }
  205. ExcelReader.WriteExcle();
  206. ExcelReader.ReadExcel(CodeBuilder.GenerateCode);
  207. //}
  208. //catch (Exception e)
  209. //{
  210. // throw (e.InnerException);
  211. //}
  212. //finally
  213. //{
  214. SQLiteHelper.Instance.CloseConnection();
  215. //}
  216. //开始扫描表格,自动生成部分数据
  217. ExcelScanner.StartScan();
  218. AssetDatabase.Refresh();
  219. EditorUtility.ClearProgressBar();
  220. SQLiteHelper.Instance.CloseConnection();
  221. }
  222. static void UpdateAndImportArtRes()
  223. {
  224. UpdateArtRes();
  225. ImportArtRes();
  226. }
  227. static void UpdateAndImportExcel()
  228. {
  229. UpdateExcel();
  230. ImportExcel();
  231. }
  232. [MenuItem("Tools/ImageClip/TestImportClipImage")]
  233. public static void TestImportClipImage()
  234. {
  235. ImportArtResTool.Test();
  236. }
  237. [MenuItem("Tools/ImageClip/ReadImagePosition")]
  238. public static void ReadImagePosition()
  239. {
  240. ImagesClip.ReadImagePosition();
  241. }
  242. // [MenuItem("Tools/ImageClip/DeleteUnnecessaryImagePos")]
  243. // public static void DeleteUnnecessaryImagePos()
  244. // {
  245. // FileUtil.DeleteUnnecessaryImagePos(ImportArtResTool.DressUpTargetPath);
  246. // FileUtil.DeleteUnnecessaryImageMD5(new string[] { ImportArtResTool.DressUpMd5FileSaveName });
  247. // }
  248. public static void DeleteUnnecessaryImage()
  249. {
  250. EditorUtility.DisplayProgressBar("进度", "开始清除资源", 1);
  251. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.FieldGuideIconTargetPath,
  252. new string[] { ImportArtResTool.FieldGuideIconMd5FileSaveName });
  253. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ChapterGuideIconTargetPath,
  254. new string[] { ImportArtResTool.ChapterGuideIconMd5FileSaveName });
  255. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MusicTargetPath,
  256. new string[] { ImportArtResTool.MusicMd5FileSaveName });
  257. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardMusicTargetPath,
  258. new string[] { ImportArtResTool.CardMusicMd5FileSaveName });
  259. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ItemIconTargetPath,
  260. new string[] { ImportArtResTool.IconMd5FileSaveName });
  261. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.DressUpTargetPath,
  262. new string[] { ImportArtResTool.BgMd5FileSaveName, ImportArtResTool.DressUpMd5FileSaveName });
  263. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcHeadTargetPath,
  264. new string[] { ImportArtResTool.NPCHeadMd5FileSaveName });
  265. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicTargetPath,
  266. new string[] { ImportArtResTool.PicFMd5FileSaveName });
  267. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicSTargetPath,
  268. new string[] { ImportArtResTool.PicSMd5FileSaveName });
  269. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardBgTargetPath,
  270. new string[] { ImportArtResTool.CardBgMd5FileSaveName });
  271. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardIconTargetPath,
  272. new string[] { ImportArtResTool.CardMd5FileSaveName });
  273. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardSkillTargetPath,
  274. new string[] { ImportArtResTool.CardSkillMd5FileSaveName });
  275. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityTargetPath,
  276. new string[] { ImportArtResTool.ActivityMd5FileSaveName });
  277. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow1TargetPath,
  278. new string[] { ImportArtResTool.ActivityShow1Md5FileSaveName });
  279. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.PhotoGraphBorderTargetPath,
  280. new string[] { ImportArtResTool.PhotoGraphBorderMd5FileSaveName });
  281. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.UIBgTargetPath,
  282. new string[] { ImportArtResTool.UIBgMd5FileSaveName });
  283. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelBgTargetPath,
  284. new string[] { ImportArtResTool.TravelBgMd5FileSaveName });
  285. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelRoleTargetPath,
  286. new string[] { ImportArtResTool.TravelRoleMd5FileSaveName });
  287. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadTargetPath,
  288. new string[] { ImportArtResTool.HeadMd5FileSaveName });
  289. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadBorderTargetPath,
  290. new string[] { ImportArtResTool.HeadBorderMd5FileSaveName });
  291. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.LeagueIconTargetPath,
  292. new string[] { ImportArtResTool.LeagueIconMd5FileSaveName });
  293. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow2TargetPath,
  294. new string[] { ImportArtResTool.ActivityShow2Md5FileSaveName });
  295. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MaterialTargetPath,
  296. new string[] { ImportArtResTool.EffectMaterialMd5FileSaveName });
  297. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ShaderTargetPath,
  298. new string[] { ImportArtResTool.ShaderMd5FileSaveName });
  299. // FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ModelTargetPath, new string[] { ImportArtResTool.ModelTargetPath });
  300. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TextureTargetPath,
  301. new string[] { ImportArtResTool.EffectTextureMd5FileSaveName });
  302. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.LuckyBoxTitleImgTargetPath,
  303. new string[] { ImportArtResTool.LuckyBoxTitleImgMd5FileSaveName });
  304. DeleteFileHelper.TrySvnRemoveDeleteFile();
  305. EditorUtility.ClearProgressBar();
  306. }
  307. [MenuItem("Tools/List Player Assemblies in Console")]
  308. public static void PrintAssemblyNames()
  309. {
  310. UnityEngine.Debug.Log("== Player Assemblies ==");
  311. Assembly[] playerAssemblies =
  312. CompilationPipeline.GetAssemblies(AssembliesType.Player);
  313. foreach (var assembly in playerAssemblies)
  314. {
  315. UnityEngine.Debug.Log(assembly.name);
  316. }
  317. }
  318. [MenuItem("Tools/Build/copy AOT dll", false, 0)]
  319. public static void CopyDll()
  320. {
  321. EditorUtility.DisplayProgressBar("进度", "正在拷贝", 1);
  322. BuildDllHelper.CopyAOTAssembliesToStreamingAssets();
  323. EditorUtility.ClearProgressBar();
  324. }
  325. //[MenuItem("Tools/Build/Build Bundles Res Init")]
  326. //public static void BuildBundlesResIn()
  327. //{
  328. // BuildScript.BuildCustomBundles(new string[] { "ResIn/Font" }, "BuildSetting");
  329. //}
  330. //[MenuItem("Tools/Build/Build Bundles All")]
  331. //public static void BuildBundlesRes()
  332. //{
  333. // BuildDllHelper.BuildHotUpdateDll();
  334. // BuildScript.BuildCustomBundles(resArr, "BuildSetting");
  335. //}
  336. ////[MenuItem("XAssets/Versions/Copy To StreamingAssets")]
  337. //[MenuItem("Tools/Build/Copy To StreamingAssets", false, 1)]
  338. //public static void CopyToStreamingAssets()
  339. //{
  340. // BuildScript.CopyToStreamingAssets();
  341. //}
  342. [MenuItem("Tools/BuildTest/导入临时版本配置", false, 1)]
  343. public static void SetBundlesExcelTestDir()
  344. {
  345. try
  346. {
  347. ExcelConfig.excelsRootDirNameDressUp = "Config-demo1";
  348. ImportExcel();
  349. }
  350. catch (Exception e)
  351. {
  352. Log.Error(e.ToString());
  353. ExcelConfig.excelsRootDirNameDressUp = "Config";
  354. }
  355. }
  356. //[MenuItem("Tools/BuildTest/发布临时版本", false, 3)]
  357. //public static void BuildBundlesResTemp()
  358. //{
  359. // EditorUtility.DisplayProgressBar("进度", "正在发布临时版本", 1);
  360. // BuildDllHelper.BuildHotUpdateDll();
  361. // BuildScript.BuildCustomBundles(resArr, "BuildSetting1");
  362. // EditorUtility.ClearProgressBar();
  363. //}
  364. [MenuItem("Tools/ClearCache")]
  365. public static void ClearCache()
  366. {
  367. PlayerPrefs.DeleteAll();
  368. }
  369. [MenuItem("Tools/Build/BuildHotUpdateDll")]
  370. public static void BuildHotUpdateDll()
  371. {
  372. BuildDllHelper.BuildHotUpdateDll();
  373. }
  374. [MenuItem("Tools/Build/CopyPresetAssets")]
  375. public static void CopyPresetAssets()
  376. {
  377. PresetAssetHelper.CopyPresetAssets();
  378. }
  379. }
  380. }