ToolsMenu.cs 9.9 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. UpdateAll,
  20. UpdateGame,
  21. UpdateExcel,
  22. UpdateArtRes,
  23. ImportExcel,
  24. ImportArtRes,
  25. CommitAll,
  26. CommitGame,
  27. CommitExcel,
  28. CommitArtRes,
  29. }
  30. [MenuItem("策划/更新并导入所有", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportAll)]
  31. static void UpdateAndImportAll()
  32. {
  33. UpdateAll();
  34. ImportArtRes();
  35. ImportExcel();
  36. 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
  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. 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
  44. }
  45. [MenuItem("策划/更新并导入美术资源", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportArtRes)]
  46. static void UpdateAndImportArtRes()
  47. {
  48. UpdateArtRes();
  49. ImportArtRes();
  50. 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
  51. }
  52. [MenuItem("策划/更新至内网版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  53. public static void BuildBundlesRes()
  54. {
  55. EditorUtility.DisplayProgressBar("进度", "正在更新至内网", 1);
  56. VEngine.Editor.Builds.BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" });
  57. //CommitAll();
  58. EditorUtility.ClearProgressBar();
  59. 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
  60. }
  61. [MenuItem("策划/其它/更新项目", false, (int)TOOL_MENU_PRIORITY.UpdateGame)]
  62. static void UpdateProject()
  63. {
  64. EditorUtility.DisplayProgressBar("进度", "正在更新项目", 1);
  65. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGame.bat");
  66. EditorUtility.ClearProgressBar();
  67. }
  68. [MenuItem("策划/其它/更新配置表", false, (int)TOOL_MENU_PRIORITY.UpdateExcel)]
  69. public static void UpdateExcel()
  70. {
  71. EditorUtility.DisplayProgressBar("进度", "正在更新表格", 1);
  72. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateExcel.bat");
  73. EditorUtility.ClearProgressBar();
  74. }
  75. [MenuItem("策划/其它/更新美术资源", false, (int)TOOL_MENU_PRIORITY.UpdateArtRes)]
  76. public static void UpdateArtRes()
  77. {
  78. EditorUtility.DisplayProgressBar("进度", "正在更新美术资源", 1);
  79. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat");
  80. EditorUtility.ClearProgressBar();
  81. }
  82. [MenuItem("策划/其它/更新所有", false, (int)TOOL_MENU_PRIORITY.UpdateAll)]
  83. public static void UpdateAll()
  84. {
  85. //ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateAll.bat");
  86. UpdateProject();
  87. UpdateExcel();
  88. UpdateArtRes();
  89. }
  90. [MenuItem("策划/其它/提交项目", false, (int)TOOL_MENU_PRIORITY.CommitGame)]
  91. static void CommitProject()
  92. {
  93. EditorUtility.DisplayProgressBar("进度", "正在提交项目", 1);
  94. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitGame.bat");
  95. EditorUtility.ClearProgressBar();
  96. }
  97. [MenuItem("策划/其它/提交配置表", false, (int)TOOL_MENU_PRIORITY.CommitExcel)]
  98. static void CommitExcel()
  99. {
  100. EditorUtility.DisplayProgressBar("进度", "正在提交表格", 1);
  101. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitExcel.bat");
  102. EditorUtility.ClearProgressBar();
  103. }
  104. [MenuItem("策划/其它/提交美术资源", false, (int)TOOL_MENU_PRIORITY.CommitArtRes)]
  105. static void CommitArtRes()
  106. {
  107. EditorUtility.DisplayProgressBar("进度", "正在提交美术资源", 1);
  108. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitArtRes.bat");
  109. EditorUtility.ClearProgressBar();
  110. }
  111. [MenuItem("策划/其它/提交所有", false, (int)TOOL_MENU_PRIORITY.CommitAll)]
  112. static void CommitAll()
  113. {
  114. //ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitALL.bat");
  115. CommitExcel();
  116. CommitArtRes();
  117. CommitProject();
  118. }
  119. [MenuItem("策划/其它/导入配置表", false, (int)TOOL_MENU_PRIORITY.ImportExcel)]
  120. public static void ImportExcel()
  121. {
  122. Log.ILog = new UnityLogger();
  123. ET.Options.Instance = new ET.Options();
  124. EditorUtility.DisplayProgressBar("进度", "正在导入表格", 1);
  125. SqliteController.Instance.dirPath = Path.Combine(Environment.CurrentDirectory, ResPathUtil.CONFIG_DIR_PATH);
  126. SqliteController.Instance.Init(true, null);
  127. SQLiteHelper.Instance.OpenConnection();
  128. try
  129. {
  130. SQLiteHelper.Instance.ClearAllTables();
  131. CodeTemplateFactory.Init();
  132. if (!Directory.Exists(ExcelConfig.configCodePath))
  133. {
  134. Directory.CreateDirectory(ExcelConfig.configCodePath);
  135. }
  136. if (!Directory.Exists(ExcelConfig.configArrayCodePath))
  137. {
  138. Directory.CreateDirectory(ExcelConfig.configArrayCodePath);
  139. }
  140. ExcelReader.ReadExcel(CodeBuilder.GenerateCode);
  141. }
  142. catch (Exception e)
  143. {
  144. throw (e.InnerException);
  145. }
  146. finally
  147. {
  148. SQLiteHelper.Instance.CloseConnection();
  149. }
  150. //扫描物品表获取途径并更新数据库
  151. ItemApproachScanner.startScan();
  152. AssetDatabase.Refresh();
  153. EditorUtility.ClearProgressBar();
  154. }
  155. [MenuItem("策划/检查配置表", false, (int)TOOL_MENU_PRIORITY.CheckExcel)]
  156. public static void CheckExcel()
  157. {
  158. EditorUtility.DisplayProgressBar("进度", "正在检查表格", 1);
  159. //检查表格部分内容
  160. ExcelChecker.StartCheck();
  161. EditorUtility.ClearProgressBar();
  162. }
  163. [MenuItem("策划/其它/导入美术资源", false, (int)TOOL_MENU_PRIORITY.ImportArtRes)]
  164. public static void ImportArtRes()
  165. {
  166. EditorUtility.DisplayProgressBar("进度", "正在导入美术资源", 1);
  167. ImportArtsRes.Import();
  168. EditorUtility.ClearProgressBar();
  169. }
  170. [MenuItem("Tools/ImageClip/ImportClipImage")]
  171. public static void ImportClipImage()
  172. {
  173. ImportArtsRes.ImportClipImage();
  174. }
  175. [MenuItem("Tools/ImageClip/ReadImagePosition")]
  176. public static void ReadImagePosition()
  177. {
  178. ImagesClip.ReadImagePosition();
  179. }
  180. [MenuItem("Tools/ImageClip/DeleteUnnecessaryImagePos")]
  181. public static void DeleteUnnecessaryImagePos()
  182. {
  183. FileUtil.DeleteUnnecessaryImagePos(ImportArtsRes.DressUpTargetPath);
  184. FileUtil.DeleteUnnecessaryImageMD5(ImportArtsRes.DressUpMd5FileSaveName);
  185. }
  186. [MenuItem("策划/其它/清除冗余文件")]
  187. public static void DeleteUnnecessaryImage()
  188. {
  189. FileUtil.DeleteUnnecessaryImage(ImportArtsRes.DressUpTargetPath, ImportArtsRes.DressUpMd5FileSaveName);
  190. FileUtil.DeleteUnnecessaryImage(ImportArtsRes.BgTargetPath, ImportArtsRes.BgMd5FileSaveName);
  191. FileUtil.DeleteUnnecessaryImage(ImportArtsRes.NpcPicSTargetPath, ImportArtsRes.PicSMd5FileSaveName);
  192. FileUtil.DeleteUnnecessaryImage(ImportArtsRes.FieldGuideIconTargetPath, ImportArtsRes.FieldGuideIconMd5FileSaveName);
  193. FileUtil.DeleteUnnecessaryImage(ImportArtsRes.MusicTargetPath, ImportArtsRes.MusicMd5FileSaveName);
  194. FileUtil.DeleteUnnecessaryImage(ImportArtsRes.ItemIconTargetPath, ImportArtsRes.IconMd5FileSaveName);
  195. FileUtil.DeleteUnnecessaryImage(ImportArtsRes.NpcHeadTargetPath, ImportArtsRes.HeadMd5FileSaveName);
  196. FileUtil.DeleteUnnecessaryImage(ImportArtsRes.NpcPicTargetPath, ImportArtsRes.PicFMd5FileSaveName);
  197. FileUtil.DeleteUnnecessaryImage(ImportArtsRes.CardBgTargetPath, ImportArtsRes.CardBgMd5FileSaveName);
  198. FileUtil.DeleteUnnecessaryImage(ImportArtsRes.CardIconTargetPath, ImportArtsRes.CardMd5FileSaveName);
  199. FileUtil.DeleteUnnecessaryImage(ImportArtsRes.DressUpAnimationTargetPath);
  200. FileUtil.DeleteUnnecessaryImage(ImportArtsRes.EffectTargetPath);
  201. }
  202. [MenuItem("Tools/List Player Assemblies in Console")]
  203. public static void PrintAssemblyNames()
  204. {
  205. UnityEngine.Debug.Log("== Player Assemblies ==");
  206. Assembly[] playerAssemblies =
  207. CompilationPipeline.GetAssemblies(AssembliesType.Player);
  208. foreach (var assembly in playerAssemblies)
  209. {
  210. UnityEngine.Debug.Log(assembly.name);
  211. }
  212. }
  213. [MenuItem("Tools/BuildTest/SetBundlesResTestDir")]
  214. public static void SetBundlesResTestDir()
  215. {
  216. VEngine.Utility.buildPath = "Bundles1";
  217. }
  218. [MenuItem("Tools/BuildTest/ResetBundlesResDir")]
  219. public static void ResetBundlesResTestDir()
  220. {
  221. VEngine.Utility.buildPath = "Bundles";
  222. }
  223. }
  224. }