ToolsMenu.cs 12 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. using VEngine.Editor.Builds;
  10. namespace GFGEditor
  11. {
  12. public class ToolsMenu : Editor
  13. {
  14. public static bool CommitWhenRelease = true;
  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. [MenuItem("策划/更新并导入所有", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportAll)]
  28. static void UpdateAndImportAll()
  29. {
  30. UpdateProject();
  31. UpdateAndImportArtRes();
  32. UpdateAndImportExcel();
  33. if (CommitWhenRelease)
  34. {
  35. CommitProject();
  36. }
  37. }
  38. [MenuItem("策划/更新并导入Excel", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportExcel)]
  39. static void UpdateAndImportExcel()
  40. {
  41. UpdateExcel();
  42. ImportExcel();
  43. if (CommitWhenRelease)
  44. {
  45. CommitProject();
  46. }
  47. }
  48. [MenuItem("策划/更新并导入美术资源", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportArtRes)]
  49. static void UpdateAndImportArtRes()
  50. {
  51. UpdateArtRes();
  52. ImportArtRes();
  53. if (CommitWhenRelease)
  54. {
  55. CommitProject();
  56. }
  57. }
  58. [MenuItem("策划/更新至内网版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  59. public static void BuildBundlesRes()
  60. {
  61. EditorUtility.DisplayProgressBar("进度", "正在更新至内网", 1);
  62. BuildDllHelper.BuildHotUpdateDll();
  63. BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" }, "BuildSetting");
  64. EditorUtility.ClearProgressBar();
  65. if (CommitWhenRelease)
  66. {
  67. CommitBundles();
  68. }
  69. }
  70. [MenuItem("策划/其它/更新项目(会丢弃未推送内容)", false, (int)TOOL_MENU_PRIORITY.UpdateProject)]
  71. static void UpdateProject()
  72. {
  73. //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
  74. SQLiteHelper.Instance.CloseConnection();
  75. Thread.Sleep(1000);
  76. EditorUtility.DisplayProgressBar("进度", "正在更新项目", 1);
  77. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGame.bat");
  78. EditorUtility.ClearProgressBar();
  79. }
  80. public static void UpdateExcel()
  81. {
  82. EditorUtility.DisplayProgressBar("进度", "正在更新表格", 1);
  83. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateExcel.bat");
  84. EditorUtility.ClearProgressBar();
  85. }
  86. public static void UpdateArtRes()
  87. {
  88. EditorUtility.DisplayProgressBar("进度", "正在更新美术资源", 1);
  89. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirName);
  90. //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
  91. if (ImportArtResTool.ResRootDirNameDressUp != ImportArtResTool.ResRootDirName)
  92. {
  93. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirNameDressUp);
  94. }
  95. EditorUtility.ClearProgressBar();
  96. }
  97. static void CommitProject()
  98. {
  99. EditorUtility.DisplayProgressBar("进度", "正在提交项目", 1);
  100. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitGame.bat");
  101. EditorUtility.ClearProgressBar();
  102. }
  103. static void CommitBundles()
  104. {
  105. EditorUtility.DisplayProgressBar("进度", "正在提交Bundles", 1);
  106. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitBundles.bat");
  107. EditorUtility.ClearProgressBar();
  108. }
  109. [MenuItem("策划/其它/导入配置表", false, (int)TOOL_MENU_PRIORITY.ImportExcel)]
  110. public static void ImportExcel()
  111. {
  112. Log.ILog = new UnityLogger();
  113. ET.Options.Instance = new ET.Options();
  114. EditorUtility.DisplayProgressBar("进度", "正在导入表格", 1);
  115. SqliteController.Instance.dirPath = Path.Combine(Environment.CurrentDirectory, ResPathUtil.CONFIG_DIR_PATH);
  116. SqliteController.Instance.Init(false, null);
  117. SQLiteHelper.Instance.OpenConnection();
  118. //try
  119. //{
  120. SQLiteHelper.Instance.ClearAllTables();
  121. CodeTemplateFactory.Init();
  122. if (!Directory.Exists(ExcelConfig.configCodePath))
  123. {
  124. Directory.CreateDirectory(ExcelConfig.configCodePath);
  125. }
  126. if (!Directory.Exists(ExcelConfig.configArrayCodePath))
  127. {
  128. Directory.CreateDirectory(ExcelConfig.configArrayCodePath);
  129. }
  130. ExcelReader.WriteExcle();
  131. ExcelReader.ReadExcel(CodeBuilder.GenerateCode);
  132. //}
  133. //catch (Exception e)
  134. //{
  135. // throw (e.InnerException);
  136. //}
  137. //finally
  138. //{
  139. SQLiteHelper.Instance.CloseConnection();
  140. //}
  141. //开始扫描表格,自动生成部分数据
  142. ExcelScanner.StartScan();
  143. //拷贝slqlite文件至共享库
  144. File.Copy(ResPathUtil.SQLITE_FILE_PATH, ExcelConfig.sqliteFilePathCSShare, true);
  145. AssetDatabase.Refresh();
  146. EditorUtility.ClearProgressBar();
  147. SQLiteHelper.Instance.CloseConnection();
  148. }
  149. [MenuItem("策划/检查配置表", false, (int)TOOL_MENU_PRIORITY.CheckExcel)]
  150. public static void CheckExcel()
  151. {
  152. EditorUtility.DisplayProgressBar("进度", "正在检查表格", 1);
  153. //检查表格部分内容
  154. ExcelChecker.StartCheck();
  155. EditorUtility.ClearProgressBar();
  156. }
  157. [MenuItem("策划/其它/导入美术资源", false, (int)TOOL_MENU_PRIORITY.ImportArtRes)]
  158. public static void ImportArtRes()
  159. {
  160. EditorUtility.DisplayProgressBar("进度", "正在导入美术资源", 1);
  161. ImportArtResTool.Import();
  162. EditorUtility.ClearProgressBar();
  163. }
  164. [MenuItem("Tools/ImageClip/ImportClipImage")]
  165. public static void ImportClipImage()
  166. {
  167. ImportArtResTool.ImportClipImage();
  168. }
  169. [MenuItem("Tools/ImageClip/ReadImagePosition")]
  170. public static void ReadImagePosition()
  171. {
  172. ImagesClip.ReadImagePosition();
  173. }
  174. // [MenuItem("Tools/ImageClip/DeleteUnnecessaryImagePos")]
  175. // public static void DeleteUnnecessaryImagePos()
  176. // {
  177. // FileUtil.DeleteUnnecessaryImagePos(ImportArtResTool.DressUpTargetPath);
  178. // FileUtil.DeleteUnnecessaryImageMD5(new string[] { ImportArtResTool.DressUpMd5FileSaveName });
  179. // }
  180. [MenuItem("策划/其它/清除冗余文件")]
  181. public static void DeleteUnnecessaryImage()
  182. {
  183. EditorUtility.DisplayProgressBar("进度", "开始清除资源", 1);
  184. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.FieldGuideIconTargetPath, new string[] { ImportArtResTool.FieldGuideIconMd5FileSaveName });
  185. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MusicTargetPath, new string[] { ImportArtResTool.MusicMd5FileSaveName });
  186. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardMusicTargetPath, new string[] { ImportArtResTool.CardMusicMd5FileSaveName });
  187. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ItemIconTargetPath, new string[] { ImportArtResTool.IconMd5FileSaveName });
  188. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.DressUpTargetPath, new string[] { ImportArtResTool.BgMd5FileSaveName, ImportArtResTool.DressUpMd5FileSaveName });
  189. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcHeadTargetPath, new string[] { ImportArtResTool.NPCHeadMd5FileSaveName });
  190. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicTargetPath, new string[] { ImportArtResTool.PicFMd5FileSaveName });
  191. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicSTargetPath, new string[] { ImportArtResTool.PicSMd5FileSaveName });
  192. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardBgTargetPath, new string[] { ImportArtResTool.CardBgMd5FileSaveName });
  193. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardIconTargetPath, new string[] { ImportArtResTool.CardMd5FileSaveName });
  194. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityTargetPath, new string[] { ImportArtResTool.ActivityMd5FileSaveName });
  195. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow1TargetPath, new string[] { ImportArtResTool.ActivityShow1Md5FileSaveName });
  196. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.PhotoGraphBorderTargetPath, new string[] { ImportArtResTool.PhotoGraphBorderMd5FileSaveName });
  197. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.UIBgTargetPath, new string[] { ImportArtResTool.UIBgMd5FileSaveName });
  198. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelBgTargetPath, new string[] { ImportArtResTool.TravelBgMd5FileSaveName });
  199. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelRoleTargetPath, new string[] { ImportArtResTool.TravelRoleMd5FileSaveName });
  200. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadTargetPath, new string[] { ImportArtResTool.HeadMd5FileSaveName });
  201. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadBorderTargetPath, new string[] { ImportArtResTool.HeadBorderMd5FileSaveName });
  202. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow2TargetPath, new string[] { ImportArtResTool.ActivityShow2Md5FileSaveName });
  203. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MaterialTargetPath, new string[] { ImportArtResTool.EffectMaterialMd5FileSaveName });
  204. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TextureTargetPath, new string[] { ImportArtResTool.EffectTextureMd5FileSaveName });
  205. EditorUtility.ClearProgressBar();
  206. }
  207. [MenuItem("Tools/List Player Assemblies in Console")]
  208. public static void PrintAssemblyNames()
  209. {
  210. UnityEngine.Debug.Log("== Player Assemblies ==");
  211. Assembly[] playerAssemblies =
  212. CompilationPipeline.GetAssemblies(AssembliesType.Player);
  213. foreach (var assembly in playerAssemblies)
  214. {
  215. UnityEngine.Debug.Log(assembly.name);
  216. }
  217. }
  218. [MenuItem("Tools/BuildTest/导入临时版本资源")]
  219. public static void SetBundlesResTestDir()
  220. {
  221. try
  222. {
  223. ImportArtResTool.ResRootDirNameDressUp = "正式资源-demo1";
  224. CommitWhenRelease = false;
  225. UpdateAndImportArtRes();
  226. }
  227. catch (Exception e)
  228. {
  229. Log.Error(e.ToString());
  230. ImportArtResTool.ResRootDirNameDressUp = "正式资源";
  231. CommitWhenRelease = true;
  232. }
  233. }
  234. [MenuItem("Tools/BuildTest/发布临时版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  235. public static void BuildBundlesResTemp()
  236. {
  237. EditorUtility.DisplayProgressBar("进度", "正在发布临时版本", 1);
  238. BuildDllHelper.BuildHotUpdateDll();
  239. BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" }, "BuildSetting1");
  240. EditorUtility.ClearProgressBar();
  241. }
  242. [MenuItem("Tools/BuildTest/copy dll", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  243. public static void CopyDll()
  244. {
  245. EditorUtility.DisplayProgressBar("进度", "正在拷贝", 1);
  246. BuildDllHelper.CopyHotUpdateAssembliesToStreamingAssets();
  247. BuildDllHelper.CopyAOTAssembliesToStreamingAssets();
  248. EditorUtility.ClearProgressBar();
  249. }
  250. }
  251. }