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- using ET;
- using GFGGame;
- using System;
- using System.IO;
- using UnityEditor;
- using UnityEditor.Compilation;
- using UnityEngine;
- namespace GFGEditor
- {
- public class ToolsMenu : Editor
- {
- enum TOOL_MENU_PRIORITY
- {
- UpdateAndImportAll,
- UpdateAndImportExcel,
- UpdateAndImportArtRes,
- CheckExcel,
- BuildBundlesRes,
- UpdateAll,
- UpdateGame,
- UpdateExcel,
- UpdateArtRes,
- ImportExcel,
- ImportArtRes,
- CommitAll,
- CommitGame,
- CommitExcel,
- CommitArtRes,
- }
- [MenuItem("策划/更新并导入所有", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportAll)]
- static void UpdateAndImportAll()
- {
- UpdateAll();
- ImportArtRes();
- ImportExcel();
- EditorUtility.DisplayDialog("提示", "操作成功!", "ok");//记得切出再切回编辑器焦点重新编译
- }
- [MenuItem("策划/更新并导入Excel", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportExcel)]
- static void UpdateAndImportExcel()
- {
- UpdateExcel();
- ImportExcel();
- EditorUtility.DisplayDialog("提示", "操作成功!", "ok");//记得切出再切回编辑器焦点重新编译
- }
- [MenuItem("策划/更新并导入美术资源", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportArtRes)]
- static void UpdateAndImportArtRes()
- {
- UpdateArtRes();
- ImportArtRes();
- EditorUtility.DisplayDialog("提示", "操作成功!", "ok");//记得切出再切回编辑器焦点重新编译
- }
- [MenuItem("策划/更新至内网版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
- public static void BuildBundlesRes()
- {
- EditorUtility.DisplayProgressBar("进度", "正在更新至内网", 1);
- VEngine.Editor.Builds.BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" });
- //CommitAll();
- EditorUtility.ClearProgressBar();
- EditorUtility.DisplayDialog("提示", "操作成功!", "ok");//记得切出再切回编辑器焦点重新编译
- }
- [MenuItem("策划/其它/更新项目", false, (int)TOOL_MENU_PRIORITY.UpdateGame)]
- static void UpdateProject()
- {
- EditorUtility.DisplayProgressBar("进度", "正在更新项目", 1);
- ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGame.bat");
- EditorUtility.ClearProgressBar();
- }
- [MenuItem("策划/其它/更新配置表", false, (int)TOOL_MENU_PRIORITY.UpdateExcel)]
- public static void UpdateExcel()
- {
- EditorUtility.DisplayProgressBar("进度", "正在更新表格", 1);
- ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateExcel.bat");
- EditorUtility.ClearProgressBar();
- }
- [MenuItem("策划/其它/更新美术资源", false, (int)TOOL_MENU_PRIORITY.UpdateArtRes)]
- public static void UpdateArtRes()
- {
- EditorUtility.DisplayProgressBar("进度", "正在更新美术资源", 1);
- ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat");
- EditorUtility.ClearProgressBar();
- }
- [MenuItem("策划/其它/更新所有", false, (int)TOOL_MENU_PRIORITY.UpdateAll)]
- public static void UpdateAll()
- {
- //ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateAll.bat");
- UpdateProject();
- UpdateExcel();
- UpdateArtRes();
- }
- [MenuItem("策划/其它/提交项目", false, (int)TOOL_MENU_PRIORITY.CommitGame)]
- static void CommitProject()
- {
- EditorUtility.DisplayProgressBar("进度", "正在提交项目", 1);
- ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitGame.bat");
- EditorUtility.ClearProgressBar();
- }
- [MenuItem("策划/其它/提交配置表", false, (int)TOOL_MENU_PRIORITY.CommitExcel)]
- static void CommitExcel()
- {
- EditorUtility.DisplayProgressBar("进度", "正在提交表格", 1);
- ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitExcel.bat");
- EditorUtility.ClearProgressBar();
- }
- [MenuItem("策划/其它/提交美术资源", false, (int)TOOL_MENU_PRIORITY.CommitArtRes)]
- static void CommitArtRes()
- {
- EditorUtility.DisplayProgressBar("进度", "正在提交美术资源", 1);
- ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitArtRes.bat");
- EditorUtility.ClearProgressBar();
- }
- [MenuItem("策划/其它/提交所有", false, (int)TOOL_MENU_PRIORITY.CommitAll)]
- static void CommitAll()
- {
- //ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitALL.bat");
- CommitExcel();
- CommitArtRes();
- CommitProject();
- }
- [MenuItem("策划/其它/导入配置表", false, (int)TOOL_MENU_PRIORITY.ImportExcel)]
- public static void ImportExcel()
- {
- Log.ILog = new UnityLogger();
- ET.Options.Instance = new ET.Options();
- EditorUtility.DisplayProgressBar("进度", "正在导入表格", 1);
- SqliteController.Instance.dirPath = Path.Combine(Environment.CurrentDirectory, ResPathUtil.CONFIG_DIR_PATH);
- SqliteController.Instance.Init(true, null);
- SQLiteHelper.Instance.OpenConnection();
- try
- {
- SQLiteHelper.Instance.ClearAllTables();
- CodeTemplateFactory.Init();
- if (!Directory.Exists(ExcelConfig.configCodePath))
- {
- Directory.CreateDirectory(ExcelConfig.configCodePath);
- }
- if (!Directory.Exists(ExcelConfig.configArrayCodePath))
- {
- Directory.CreateDirectory(ExcelConfig.configArrayCodePath);
- }
- ExcelReader.ReadExcel(CodeBuilder.GenerateCode);
- }
- catch (Exception e)
- {
- throw (e.InnerException);
- }
- finally
- {
- SQLiteHelper.Instance.CloseConnection();
- }
- //扫描物品表获取途径并更新数据库
- ItemApproachScanner.startScan();
- AssetDatabase.Refresh();
- EditorUtility.ClearProgressBar();
- }
- [MenuItem("策划/检查配置表", false, (int)TOOL_MENU_PRIORITY.CheckExcel)]
- public static void CheckExcel()
- {
- EditorUtility.DisplayProgressBar("进度", "正在检查表格", 1);
- //检查表格部分内容
- ExcelChecker.StartCheck();
- EditorUtility.ClearProgressBar();
- }
- [MenuItem("策划/其它/导入美术资源", false, (int)TOOL_MENU_PRIORITY.ImportArtRes)]
- public static void ImportArtRes()
- {
- EditorUtility.DisplayProgressBar("进度", "正在导入美术资源", 1);
- ImportArtsRes.Import();
- EditorUtility.ClearProgressBar();
- }
- [MenuItem("Tools/ImageClip/ImportClipImage")]
- public static void ImportClipImage()
- {
- ImportArtsRes.ImportClipImage();
- }
- [MenuItem("Tools/ImageClip/ReadImagePosition")]
- public static void ReadImagePosition()
- {
- ImagesClip.ReadImagePosition();
- }
- [MenuItem("Tools/ImageClip/DeleteUnnecessaryImagePos")]
- public static void DeleteUnnecessaryImagePos()
- {
- FileUtil.DeleteUnnecessaryImagePos(ImportArtsRes.DressUpTargetPath);
- FileUtil.DeleteUnnecessaryImageMD5(ImportArtsRes.DressUpMd5FileSaveName);
- }
- [MenuItem("策划/其它/清除冗余文件")]
- public static void DeleteUnnecessaryImage()
- {
- FileUtil.DeleteUnnecessaryImage(ImportArtsRes.DressUpTargetPath, ImportArtsRes.DressUpMd5FileSaveName);
- FileUtil.DeleteUnnecessaryImage(ImportArtsRes.BgTargetPath, ImportArtsRes.BgMd5FileSaveName);
- FileUtil.DeleteUnnecessaryImage(ImportArtsRes.NpcPicSTargetPath, ImportArtsRes.PicSMd5FileSaveName);
- FileUtil.DeleteUnnecessaryImage(ImportArtsRes.FieldGuideIconTargetPath, ImportArtsRes.FieldGuideIconMd5FileSaveName);
- FileUtil.DeleteUnnecessaryImage(ImportArtsRes.MusicTargetPath, ImportArtsRes.MusicMd5FileSaveName);
- FileUtil.DeleteUnnecessaryImage(ImportArtsRes.ItemIconTargetPath, ImportArtsRes.IconMd5FileSaveName);
- FileUtil.DeleteUnnecessaryImage(ImportArtsRes.NpcHeadTargetPath, ImportArtsRes.HeadMd5FileSaveName);
- FileUtil.DeleteUnnecessaryImage(ImportArtsRes.NpcPicTargetPath, ImportArtsRes.PicFMd5FileSaveName);
- FileUtil.DeleteUnnecessaryImage(ImportArtsRes.CardBgTargetPath, ImportArtsRes.CardBgMd5FileSaveName);
- FileUtil.DeleteUnnecessaryImage(ImportArtsRes.CardIconTargetPath, ImportArtsRes.CardMd5FileSaveName);
- FileUtil.DeleteUnnecessaryImage(ImportArtsRes.DressUpAnimationTargetPath);
- FileUtil.DeleteUnnecessaryImage(ImportArtsRes.EffectTargetPath);
- }
- [MenuItem("Tools/List Player Assemblies in Console")]
- public static void PrintAssemblyNames()
- {
- UnityEngine.Debug.Log("== Player Assemblies ==");
- Assembly[] playerAssemblies =
- CompilationPipeline.GetAssemblies(AssembliesType.Player);
- foreach (var assembly in playerAssemblies)
- {
- UnityEngine.Debug.Log(assembly.name);
- }
- }
- [MenuItem("Tools/BuildTest/SetBundlesResTestDir")]
- public static void SetBundlesResTestDir()
- {
- VEngine.Utility.buildPath = "Bundles1";
- }
- [MenuItem("Tools/BuildTest/ResetBundlesResDir")]
- public static void ResetBundlesResTestDir()
- {
- VEngine.Utility.buildPath = "Bundles";
- }
- }
- }
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