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