ToolsMenu.cs 14 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. public static string[] resArr = new string[] { "Res", "ResIn", "Game/CSShare/Sqlite" };
  16. enum TOOL_MENU_PRIORITY
  17. {
  18. UpdateAndImportAll,
  19. UpdateAndImportExcel,
  20. UpdateAndImportArtRes,
  21. CheckExcel,
  22. BuildBundlesRes,
  23. UpdateProject,
  24. ImportExcel,
  25. AddExcel,
  26. ImportArtRes,
  27. }
  28. #if PT_TEMP || PT_DEV
  29. [MenuItem("外网/")]
  30. public static void VersionTag()
  31. {
  32. }
  33. #else
  34. [MenuItem("内网/")]
  35. public static void VersionTag()
  36. {
  37. }
  38. [MenuItem("策划/更新并导入所有", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportAll)]
  39. static void UpdateAndImportAll()
  40. {
  41. UpdateProject();
  42. UpdateAndImportArtRes();
  43. UpdateAndImportExcel();
  44. if (CommitWhenRelease)
  45. {
  46. CommitProject();
  47. }
  48. }
  49. [MenuItem("策划/更新并导入Excel", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportExcel)]
  50. static void UpdateAndImportExcelAndCommit()
  51. {
  52. UpdateAndImportExcel();
  53. if (CommitWhenRelease)
  54. {
  55. CommitProject();
  56. }
  57. }
  58. [MenuItem("策划/更新并导入美术资源", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportArtRes)]
  59. static void UpdateAndImportArtResAndCommit()
  60. {
  61. UpdateProjectRes();
  62. UpdateAndImportArtRes();
  63. if (CommitWhenRelease)
  64. {
  65. CommitProject();
  66. }
  67. }
  68. [MenuItem("策划/更新至内网版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  69. public static void ReleaseLocalVersion()
  70. {
  71. EditorUtility.DisplayProgressBar("进度", "正在更新至内网", 1);
  72. BuildDllHelper.BuildHotUpdateDll();
  73. BuildScript.BuildCustomBundles(resArr, "BuildSetting");
  74. EditorUtility.ClearProgressBar();
  75. }
  76. [MenuItem("策划/其它/更新项目(会丢弃未推送内容)", false, (int)TOOL_MENU_PRIORITY.UpdateProject)]
  77. static void UpdateProject()
  78. {
  79. //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
  80. SQLiteHelper.Instance.CloseConnection();
  81. Thread.Sleep(1000);
  82. EditorUtility.DisplayProgressBar("进度", "正在更新项目", 1);
  83. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGame.bat");
  84. UpdateProjectRes();
  85. EditorUtility.ClearProgressBar();
  86. }
  87. [MenuItem("策划/其它/导入配置表", false, (int)TOOL_MENU_PRIORITY.ImportExcel)]
  88. public static void ImportExcelNeiWang()
  89. {
  90. ImportExcel();
  91. }
  92. [MenuItem("策划/检查配置表", false, (int)TOOL_MENU_PRIORITY.CheckExcel)]
  93. public static void CheckExcel()
  94. {
  95. EditorUtility.DisplayProgressBar("进度", "正在检查表格", 1);
  96. //检查表格部分内容
  97. ExcelChecker.StartCheck();
  98. EditorUtility.ClearProgressBar();
  99. }
  100. [MenuItem("策划/其它/导入美术资源", false, (int)TOOL_MENU_PRIORITY.ImportArtRes)]
  101. public static void ImportArtResNeiWang()
  102. {
  103. ImportArtRes();
  104. }
  105. [MenuItem("策划/其它/清除冗余文件")]
  106. public static void DeleteUnnecessaryImageNeiWang()
  107. {
  108. DeleteUnnecessaryImage();
  109. }
  110. #endif
  111. private static void UpdateProjectRes()
  112. {
  113. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGameRes.bat");
  114. }
  115. public static void UpdateExcel()
  116. {
  117. EditorUtility.DisplayProgressBar("进度", "正在更新表格", 1);
  118. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateExcel.bat");
  119. EditorUtility.ClearProgressBar();
  120. }
  121. public static void UpdateArtRes()
  122. {
  123. EditorUtility.DisplayProgressBar("进度", "正在更新美术资源", 1);
  124. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirName);
  125. //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
  126. if (ImportArtResTool.ResRootDirNameDressUp != ImportArtResTool.ResRootDirName)
  127. {
  128. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirNameDressUp);
  129. }
  130. EditorUtility.ClearProgressBar();
  131. }
  132. static void CommitProject()
  133. {
  134. EditorUtility.DisplayProgressBar("进度", "正在提交项目", 1);
  135. DeleteFileHelper.TrySvnRemoveDeleteFile();
  136. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitGame.bat");
  137. EditorUtility.ClearProgressBar();
  138. }
  139. static void CommitBundles()
  140. {
  141. EditorUtility.DisplayProgressBar("进度", "正在提交Bundles", 1);
  142. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitBundles.bat");
  143. EditorUtility.ClearProgressBar();
  144. }
  145. public static void ImportArtRes()
  146. {
  147. EditorUtility.DisplayProgressBar("进度", "正在导入美术资源", 1);
  148. ImportArtResTool.Import();
  149. EditorUtility.ClearProgressBar();
  150. }
  151. public static void ImportExcel()
  152. {
  153. Log.ILog = new UnityLogger();
  154. ET.Options.Instance = new ET.Options();
  155. EditorUtility.DisplayProgressBar("进度", "正在导入表格", 1);
  156. SqliteController.Instance.dirPath = Path.Combine(Environment.CurrentDirectory, ResPathUtil.CONFIG_DIR_PATH);
  157. SqliteController.Instance.Init(false, null);
  158. SQLiteHelper.Instance.OpenConnection();
  159. //try
  160. //{
  161. SQLiteHelper.Instance.ClearAllTables();
  162. CodeTemplateFactory.Init();
  163. if (!Directory.Exists(ExcelConfig.configCodePath))
  164. {
  165. Directory.CreateDirectory(ExcelConfig.configCodePath);
  166. }
  167. if (!Directory.Exists(ExcelConfig.configArrayCodePath))
  168. {
  169. Directory.CreateDirectory(ExcelConfig.configArrayCodePath);
  170. }
  171. ExcelReader.WriteExcle();
  172. ExcelReader.ReadExcel(CodeBuilder.GenerateCode);
  173. //}
  174. //catch (Exception e)
  175. //{
  176. // throw (e.InnerException);
  177. //}
  178. //finally
  179. //{
  180. SQLiteHelper.Instance.CloseConnection();
  181. //}
  182. //开始扫描表格,自动生成部分数据
  183. ExcelScanner.StartScan();
  184. AssetDatabase.Refresh();
  185. EditorUtility.ClearProgressBar();
  186. SQLiteHelper.Instance.CloseConnection();
  187. }
  188. static void UpdateAndImportArtRes()
  189. {
  190. UpdateArtRes();
  191. ImportArtRes();
  192. }
  193. static void UpdateAndImportExcel()
  194. {
  195. UpdateExcel();
  196. ImportExcel();
  197. }
  198. [MenuItem("Tools/ImageClip/ImportClipImage")]
  199. public static void ImportClipImage()
  200. {
  201. ImportArtResTool.ImportClipImage();
  202. }
  203. [MenuItem("Tools/ImageClip/ReadImagePosition")]
  204. public static void ReadImagePosition()
  205. {
  206. ImagesClip.ReadImagePosition();
  207. }
  208. // [MenuItem("Tools/ImageClip/DeleteUnnecessaryImagePos")]
  209. // public static void DeleteUnnecessaryImagePos()
  210. // {
  211. // FileUtil.DeleteUnnecessaryImagePos(ImportArtResTool.DressUpTargetPath);
  212. // FileUtil.DeleteUnnecessaryImageMD5(new string[] { ImportArtResTool.DressUpMd5FileSaveName });
  213. // }
  214. public static void DeleteUnnecessaryImage()
  215. {
  216. EditorUtility.DisplayProgressBar("进度", "开始清除资源", 1);
  217. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.FieldGuideIconTargetPath, new string[] { ImportArtResTool.FieldGuideIconMd5FileSaveName });
  218. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ChapterGuideIconTargetPath, new string[] { ImportArtResTool.ChapterGuideIconMd5FileSaveName });
  219. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MusicTargetPath, new string[] { ImportArtResTool.MusicMd5FileSaveName });
  220. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardMusicTargetPath, new string[] { ImportArtResTool.CardMusicMd5FileSaveName });
  221. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ItemIconTargetPath, new string[] { ImportArtResTool.IconMd5FileSaveName });
  222. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.DressUpTargetPath, new string[] { ImportArtResTool.BgMd5FileSaveName, ImportArtResTool.DressUpMd5FileSaveName });
  223. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcHeadTargetPath, new string[] { ImportArtResTool.NPCHeadMd5FileSaveName });
  224. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicTargetPath, new string[] { ImportArtResTool.PicFMd5FileSaveName });
  225. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicSTargetPath, new string[] { ImportArtResTool.PicSMd5FileSaveName });
  226. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardBgTargetPath, new string[] { ImportArtResTool.CardBgMd5FileSaveName });
  227. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardIconTargetPath, new string[] { ImportArtResTool.CardMd5FileSaveName });
  228. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardSkillTargetPath, new string[] { ImportArtResTool.CardSkillMd5FileSaveName });
  229. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityTargetPath, new string[] { ImportArtResTool.ActivityMd5FileSaveName });
  230. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow1TargetPath, new string[] { ImportArtResTool.ActivityShow1Md5FileSaveName });
  231. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.PhotoGraphBorderTargetPath, new string[] { ImportArtResTool.PhotoGraphBorderMd5FileSaveName });
  232. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.UIBgTargetPath, new string[] { ImportArtResTool.UIBgMd5FileSaveName });
  233. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelBgTargetPath, new string[] { ImportArtResTool.TravelBgMd5FileSaveName });
  234. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelRoleTargetPath, new string[] { ImportArtResTool.TravelRoleMd5FileSaveName });
  235. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadTargetPath, new string[] { ImportArtResTool.HeadMd5FileSaveName });
  236. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadBorderTargetPath, new string[] { ImportArtResTool.HeadBorderMd5FileSaveName });
  237. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.LeagueIconTargetPath, new string[] { ImportArtResTool.LeagueIconMd5FileSaveName });
  238. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow2TargetPath, new string[] { ImportArtResTool.ActivityShow2Md5FileSaveName });
  239. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MaterialTargetPath, new string[] { ImportArtResTool.EffectMaterialMd5FileSaveName });
  240. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ShaderTargetPath, new string[] { ImportArtResTool.ShaderMd5FileSaveName });
  241. // FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ModelTargetPath, new string[] { ImportArtResTool.ModelTargetPath });
  242. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TextureTargetPath, new string[] { ImportArtResTool.EffectTextureMd5FileSaveName });
  243. DeleteFileHelper.TrySvnRemoveDeleteFile();
  244. EditorUtility.ClearProgressBar();
  245. }
  246. [MenuItem("Tools/List Player Assemblies in Console")]
  247. public static void PrintAssemblyNames()
  248. {
  249. UnityEngine.Debug.Log("== Player Assemblies ==");
  250. Assembly[] playerAssemblies =
  251. CompilationPipeline.GetAssemblies(AssembliesType.Player);
  252. foreach (var assembly in playerAssemblies)
  253. {
  254. UnityEngine.Debug.Log(assembly.name);
  255. }
  256. }
  257. [MenuItem("Tools/Build/copy AOT dll", false, 0)]
  258. public static void CopyDll()
  259. {
  260. EditorUtility.DisplayProgressBar("进度", "正在拷贝", 1);
  261. BuildDllHelper.CopyAOTAssembliesToStreamingAssets();
  262. EditorUtility.ClearProgressBar();
  263. }
  264. [MenuItem("Tools/Build/Build Bundles Res Init")]
  265. public static void BuildBundlesResIn()
  266. {
  267. BuildScript.BuildCustomBundles(new string[] { "ResIn/Txt" }, "BuildSetting");
  268. }
  269. [MenuItem("Tools/Build/Build Bundles All")]
  270. public static void BuildBundlesRes()
  271. {
  272. BuildDllHelper.BuildHotUpdateDll();
  273. BuildScript.BuildCustomBundles(resArr, "BuildSetting");
  274. }
  275. //[MenuItem("XAssets/Versions/Copy To StreamingAssets")]
  276. [MenuItem("Tools/Build/Copy To StreamingAssets", false, 1)]
  277. public static void CopyToStreamingAssets()
  278. {
  279. BuildScript.CopyToStreamingAssets();
  280. }
  281. [MenuItem("Tools/BuildTest/导入临时版本配置", false, 1)]
  282. public static void SetBundlesExcelTestDir()
  283. {
  284. try
  285. {
  286. ExcelConfig.excelsRootDirNameDressUp = "Config-demo1";
  287. ImportExcel();
  288. }
  289. catch (Exception e)
  290. {
  291. Log.Error(e.ToString());
  292. ExcelConfig.excelsRootDirNameDressUp = "Config";
  293. }
  294. }
  295. [MenuItem("Tools/BuildTest/发布临时版本", false, 3)]
  296. public static void BuildBundlesResTemp()
  297. {
  298. EditorUtility.DisplayProgressBar("进度", "正在发布临时版本", 1);
  299. BuildDllHelper.BuildHotUpdateDll();
  300. BuildScript.BuildCustomBundles(resArr, "BuildSetting1");
  301. EditorUtility.ClearProgressBar();
  302. }
  303. }
  304. }