ToolsMenu.cs 8.2 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. namespace GFGEditor
  9. {
  10. public class ToolsMenu : Editor
  11. {
  12. enum TOOL_MENU_PRIORITY
  13. {
  14. UpdateAndImportAll,
  15. UpdateAndImportExcel,
  16. UpdateAndImportArtRes,
  17. CheckExcel,
  18. BuildBundlesRes,
  19. UpdateProject,
  20. ImportExcel,
  21. ImportArtRes,
  22. }
  23. [MenuItem("策划/更新并导入所有", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportAll)]
  24. static void UpdateAndImportAll()
  25. {
  26. UpdateProject();
  27. UpdateAndImportArtRes();
  28. UpdateAndImportExcel();
  29. }
  30. [MenuItem("策划/更新并导入Excel", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportExcel)]
  31. static void UpdateAndImportExcel()
  32. {
  33. UpdateExcel();
  34. ImportExcel();
  35. }
  36. [MenuItem("策划/更新并导入美术资源", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportArtRes)]
  37. static void UpdateAndImportArtRes()
  38. {
  39. UpdateArtRes();
  40. ImportArtRes();
  41. }
  42. [MenuItem("策划/更新至内网版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  43. public static void BuildBundlesRes()
  44. {
  45. EditorUtility.DisplayProgressBar("进度", "正在更新至内网", 1);
  46. VEngine.Editor.Builds.BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" });
  47. EditorUtility.ClearProgressBar();
  48. CommitProject();
  49. }
  50. [MenuItem("策划/其它/更新项目", false, (int)TOOL_MENU_PRIORITY.UpdateProject)]
  51. static void UpdateProject()
  52. {
  53. EditorUtility.DisplayProgressBar("进度", "正在更新项目", 1);
  54. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGame.bat");
  55. EditorUtility.ClearProgressBar();
  56. }
  57. public static void UpdateExcel()
  58. {
  59. EditorUtility.DisplayProgressBar("进度", "正在更新表格", 1);
  60. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateExcel.bat");
  61. EditorUtility.ClearProgressBar();
  62. }
  63. public static void UpdateArtRes()
  64. {
  65. EditorUtility.DisplayProgressBar("进度", "正在更新美术资源", 1);
  66. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat");
  67. EditorUtility.ClearProgressBar();
  68. }
  69. static void CommitProject()
  70. {
  71. EditorUtility.DisplayProgressBar("进度", "正在提交项目", 1);
  72. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitGame.bat");
  73. EditorUtility.ClearProgressBar();
  74. }
  75. [MenuItem("策划/其它/导入配置表", false, (int)TOOL_MENU_PRIORITY.ImportExcel)]
  76. public static void ImportExcel()
  77. {
  78. Log.ILog = new UnityLogger();
  79. ET.Options.Instance = new ET.Options();
  80. EditorUtility.DisplayProgressBar("进度", "正在导入表格", 1);
  81. SqliteController.Instance.dirPath = Path.Combine(Environment.CurrentDirectory, ResPathUtil.CONFIG_DIR_PATH);
  82. SqliteController.Instance.Init(true, null);
  83. SQLiteHelper.Instance.OpenConnection();
  84. try
  85. {
  86. SQLiteHelper.Instance.ClearAllTables();
  87. CodeTemplateFactory.Init();
  88. if (!Directory.Exists(ExcelConfig.configCodePath))
  89. {
  90. Directory.CreateDirectory(ExcelConfig.configCodePath);
  91. }
  92. if (!Directory.Exists(ExcelConfig.configArrayCodePath))
  93. {
  94. Directory.CreateDirectory(ExcelConfig.configArrayCodePath);
  95. }
  96. ExcelReader.ReadExcel(CodeBuilder.GenerateCode);
  97. }
  98. catch (Exception e)
  99. {
  100. throw (e.InnerException);
  101. }
  102. finally
  103. {
  104. SQLiteHelper.Instance.CloseConnection();
  105. }
  106. //扫描物品表获取途径并更新数据库
  107. ItemApproachScanner.startScan();
  108. AssetDatabase.Refresh();
  109. EditorUtility.ClearProgressBar();
  110. }
  111. [MenuItem("策划/检查配置表", false, (int)TOOL_MENU_PRIORITY.CheckExcel)]
  112. public static void CheckExcel()
  113. {
  114. EditorUtility.DisplayProgressBar("进度", "正在检查表格", 1);
  115. //检查表格部分内容
  116. ExcelChecker.StartCheck();
  117. EditorUtility.ClearProgressBar();
  118. }
  119. [MenuItem("策划/其它/导入美术资源", false, (int)TOOL_MENU_PRIORITY.ImportArtRes)]
  120. public static void ImportArtRes()
  121. {
  122. EditorUtility.DisplayProgressBar("进度", "正在导入美术资源", 1);
  123. ImportArtsRes.Import();
  124. EditorUtility.ClearProgressBar();
  125. }
  126. [MenuItem("Tools/ImageClip/ImportClipImage")]
  127. public static void ImportClipImage()
  128. {
  129. ImportArtsRes.ImportClipImage();
  130. }
  131. [MenuItem("Tools/ImageClip/ReadImagePosition")]
  132. public static void ReadImagePosition()
  133. {
  134. ImagesClip.ReadImagePosition();
  135. }
  136. [MenuItem("Tools/ImageClip/DeleteUnnecessaryImagePos")]
  137. public static void DeleteUnnecessaryImagePos()
  138. {
  139. FileUtil.DeleteUnnecessaryImagePos(ImportArtsRes.DressUpTargetPath);
  140. FileUtil.DeleteUnnecessaryImageMD5(ImportArtsRes.DressUpMd5FileSaveName);
  141. }
  142. [MenuItem("策划/其它/清除冗余文件")]
  143. public static void DeleteUnnecessaryImage()
  144. {
  145. FileUtil.DeleteUnnecessaryImage(ImportArtsRes.DressUpTargetPath, ImportArtsRes.DressUpMd5FileSaveName);
  146. FileUtil.DeleteUnnecessaryImage(ImportArtsRes.BgTargetPath, ImportArtsRes.BgMd5FileSaveName);
  147. FileUtil.DeleteUnnecessaryImage(ImportArtsRes.NpcPicSTargetPath, ImportArtsRes.PicSMd5FileSaveName);
  148. FileUtil.DeleteUnnecessaryImage(ImportArtsRes.FieldGuideIconTargetPath, ImportArtsRes.FieldGuideIconMd5FileSaveName);
  149. FileUtil.DeleteUnnecessaryImage(ImportArtsRes.MusicTargetPath, ImportArtsRes.MusicMd5FileSaveName);
  150. FileUtil.DeleteUnnecessaryImage(ImportArtsRes.ItemIconTargetPath, ImportArtsRes.IconMd5FileSaveName);
  151. FileUtil.DeleteUnnecessaryImage(ImportArtsRes.NpcHeadTargetPath, ImportArtsRes.HeadMd5FileSaveName);
  152. FileUtil.DeleteUnnecessaryImage(ImportArtsRes.NpcPicTargetPath, ImportArtsRes.PicFMd5FileSaveName);
  153. FileUtil.DeleteUnnecessaryImage(ImportArtsRes.CardBgTargetPath, ImportArtsRes.CardBgMd5FileSaveName);
  154. FileUtil.DeleteUnnecessaryImage(ImportArtsRes.CardIconTargetPath, ImportArtsRes.CardMd5FileSaveName);
  155. // FileUtil.DeleteUnnecessaryImage(ImportArtsRes.DressUpAnimationTargetPath);
  156. // FileUtil.DeleteUnnecessaryImage(ImportArtsRes.EffectTargetPath);
  157. FileUtil.DeleteUnnecessaryAnimation(ImportArtsRes.DressUpAnimationTargetPath, ImportArtsRes.DressUpAnimationSrcPaths[0]);
  158. FileUtil.DeleteUnnecessaryAnimation(ImportArtsRes.EffectTargetPath, ImportArtsRes.EffectSrcPaths[0]);
  159. FileUtil.DeleteUnnecessaryAnimation(ImportArtsRes.MaterialTargetPath, ImportArtsRes.MaterialSrcPaths[0]);
  160. FileUtil.DeleteUnnecessaryAnimation(ImportArtsRes.TextureTargetPath, ImportArtsRes.TextureSrcPaths[0]);
  161. }
  162. [MenuItem("Tools/List Player Assemblies in Console")]
  163. public static void PrintAssemblyNames()
  164. {
  165. UnityEngine.Debug.Log("== Player Assemblies ==");
  166. Assembly[] playerAssemblies =
  167. CompilationPipeline.GetAssemblies(AssembliesType.Player);
  168. foreach (var assembly in playerAssemblies)
  169. {
  170. UnityEngine.Debug.Log(assembly.name);
  171. }
  172. }
  173. [MenuItem("Tools/BuildTest/SetBundlesResTestDir")]
  174. public static void SetBundlesResTestDir()
  175. {
  176. VEngine.Utility.buildPath = "Bundles1";
  177. }
  178. [MenuItem("Tools/BuildTest/ResetBundlesResDir")]
  179. public static void ResetBundlesResTestDir()
  180. {
  181. VEngine.Utility.buildPath = "Bundles";
  182. }
  183. }
  184. }