| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374 | using ET;using GFGGame;using System;using System.IO;using System.Threading;using UnityEditor;using UnityEditor.Compilation;using UnityEngine;namespace GFGEditor{    public class ToolsMenu : Editor    {        public static bool CommitWhenRelease = true;        public static string[] resArr = new string[] { "Res", "ResIn", "Game/CSShare/Sqlite" };        enum TOOL_MENU_PRIORITY        {            UpdateAndImportAll,            UpdateAndImportExcel,            UpdateAndImportArtRes,            CheckExcel,            BuildBundlesRes,            UpdateProject,            ImportExcel,            AddExcel,            ImportArtRes,        }#if PT_TEMP || PT_DEV                [MenuItem("外网/")]        public static void VersionTag()        {                    }#else        [MenuItem("内网/")]        public static void VersionTag()        {        }        [MenuItem("策划/更新并导入所有", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportAll)]        static void UpdateAndImportAll()        {            UpdateProject();            UpdateAndImportArtRes();            UpdateAndImportExcel();            if (CommitWhenRelease)            {                CommitProject();            }        }        [MenuItem("策划/更新并导入Excel", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportExcel)]        static void UpdateAndImportExcelAndCommit()        {            UpdateAndImportExcel();            if (CommitWhenRelease)            {                CommitProject();            }        }        [MenuItem("策划/更新并导入美术资源", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportArtRes)]        static void UpdateAndImportArtResAndCommit()        {            UpdateProjectRes();            UpdateAndImportArtRes();            if (CommitWhenRelease)            {                CommitProject();            }        }        //[MenuItem("策划/更新至内网版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]        //public static void ReleaseLocalVersion()        //{        //    EditorUtility.DisplayProgressBar("进度", "正在更新至内网", 1);        //    BuildDllHelper.BuildHotUpdateDll();        //    //BuildScript.BuildCustomBundles(resArr, "BuildSetting");        //    EditorUtility.ClearProgressBar();        //}        [MenuItem("策划/其它/更新项目(会丢弃未推送内容)", false, (int)TOOL_MENU_PRIORITY.UpdateProject)]        static void UpdateProject()        {            //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            SQLiteHelper.Instance.CloseConnection();            Thread.Sleep(1000);            EditorUtility.DisplayProgressBar("进度", "正在更新项目", 1);            ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGame.bat");            UpdateProjectRes();            EditorUtility.ClearProgressBar();        }        [MenuItem("策划/其它/导入配置表", false, (int)TOOL_MENU_PRIORITY.ImportExcel)]        public static void ImportExcelNeiWang()        {            ImportExcel();        }        [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 ImportArtResNeiWang()        {            ImportArtRes();        }        [MenuItem("策划/其它/清除冗余文件")]        public static void DeleteUnnecessaryImageNeiWang()        {            DeleteUnnecessaryImage();        }#endif        private static void UpdateProjectRes()        {            ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGameRes.bat");        }        public static void UpdateExcel()        {            EditorUtility.DisplayProgressBar("进度", "正在更新表格", 1);            ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateExcel.bat");            EditorUtility.ClearProgressBar();        }        public static void UpdateArtRes()        {            EditorUtility.DisplayProgressBar("进度", "正在更新美术资源", 1);            ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirName);            //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            if (ImportArtResTool.ResRootDirNameDressUp != ImportArtResTool.ResRootDirName)            {                ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirNameDressUp);            }            EditorUtility.ClearProgressBar();        }        static void CommitProject()        {            EditorUtility.DisplayProgressBar("进度", "正在提交项目", 1);            DeleteFileHelper.TrySvnRemoveDeleteFile();            ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitGame.bat");            EditorUtility.ClearProgressBar();        }        static void CommitBundles()        {            EditorUtility.DisplayProgressBar("进度", "正在提交Bundles", 1);            ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitBundles.bat");            EditorUtility.ClearProgressBar();        }        public static void ImportArtRes()        {            EditorUtility.DisplayProgressBar("进度", "正在导入美术资源", 1);            ImportArtResTool.Import();            EditorUtility.ClearProgressBar();        }        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.Init(false, 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.WriteExcle();            ExcelReader.ReadExcel(CodeBuilder.GenerateCode);            //}            //catch (Exception e)            //{            //    throw (e.InnerException);            //}            //finally            //{            SQLiteHelper.Instance.CloseConnection();            //}            //开始扫描表格,自动生成部分数据            ExcelScanner.StartScan();            AssetDatabase.Refresh();            EditorUtility.ClearProgressBar();            SQLiteHelper.Instance.CloseConnection();        }        static void UpdateAndImportArtRes()        {            UpdateArtRes();            ImportArtRes();        }        static void UpdateAndImportExcel()        {            UpdateExcel();            ImportExcel();        }        [MenuItem("Tools/ImageClip/ImportClipImage")]        public static void ImportClipImage()        {            ImportArtResTool.ImportClipImage();        }        [MenuItem("Tools/ImageClip/ReadImagePosition")]        public static void ReadImagePosition()        {            ImagesClip.ReadImagePosition();        }        // [MenuItem("Tools/ImageClip/DeleteUnnecessaryImagePos")]        // public static void DeleteUnnecessaryImagePos()        // {        //     FileUtil.DeleteUnnecessaryImagePos(ImportArtResTool.DressUpTargetPath);        //     FileUtil.DeleteUnnecessaryImageMD5(new string[] { ImportArtResTool.DressUpMd5FileSaveName });        // }        public static void DeleteUnnecessaryImage()        {            EditorUtility.DisplayProgressBar("进度", "开始清除资源", 1);            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.FieldGuideIconTargetPath, new string[] { ImportArtResTool.FieldGuideIconMd5FileSaveName });            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ChapterGuideIconTargetPath, new string[] { ImportArtResTool.ChapterGuideIconMd5FileSaveName });            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MusicTargetPath, new string[] { ImportArtResTool.MusicMd5FileSaveName });            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardMusicTargetPath, new string[] { ImportArtResTool.CardMusicMd5FileSaveName });            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ItemIconTargetPath, new string[] { ImportArtResTool.IconMd5FileSaveName });            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.DressUpTargetPath, new string[] { ImportArtResTool.BgMd5FileSaveName, ImportArtResTool.DressUpMd5FileSaveName });            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcHeadTargetPath, new string[] { ImportArtResTool.NPCHeadMd5FileSaveName });            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicTargetPath, new string[] { ImportArtResTool.PicFMd5FileSaveName });            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicSTargetPath, new string[] { ImportArtResTool.PicSMd5FileSaveName });            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardBgTargetPath, new string[] { ImportArtResTool.CardBgMd5FileSaveName });            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardIconTargetPath, new string[] { ImportArtResTool.CardMd5FileSaveName });            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardSkillTargetPath, new string[] { ImportArtResTool.CardSkillMd5FileSaveName });            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityTargetPath, new string[] { ImportArtResTool.ActivityMd5FileSaveName });            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow1TargetPath, new string[] { ImportArtResTool.ActivityShow1Md5FileSaveName });            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.PhotoGraphBorderTargetPath, new string[] { ImportArtResTool.PhotoGraphBorderMd5FileSaveName });            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.UIBgTargetPath, new string[] { ImportArtResTool.UIBgMd5FileSaveName });            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelBgTargetPath, new string[] { ImportArtResTool.TravelBgMd5FileSaveName });            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelRoleTargetPath, new string[] { ImportArtResTool.TravelRoleMd5FileSaveName });            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadTargetPath, new string[] { ImportArtResTool.HeadMd5FileSaveName });            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadBorderTargetPath, new string[] { ImportArtResTool.HeadBorderMd5FileSaveName });            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.LeagueIconTargetPath, new string[] { ImportArtResTool.LeagueIconMd5FileSaveName });            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow2TargetPath, new string[] { ImportArtResTool.ActivityShow2Md5FileSaveName });            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MaterialTargetPath, new string[] { ImportArtResTool.EffectMaterialMd5FileSaveName });            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ShaderTargetPath, new string[] { ImportArtResTool.ShaderMd5FileSaveName });            // FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ModelTargetPath, new string[] { ImportArtResTool.ModelTargetPath });            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TextureTargetPath, new string[] { ImportArtResTool.EffectTextureMd5FileSaveName });            DeleteFileHelper.TrySvnRemoveDeleteFile();            EditorUtility.ClearProgressBar();        }        [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/Build/copy AOT dll", false, 0)]        public static void CopyDll()        {            EditorUtility.DisplayProgressBar("进度", "正在拷贝", 1);            BuildDllHelper.CopyAOTAssembliesToStreamingAssets();            EditorUtility.ClearProgressBar();        }        //[MenuItem("Tools/Build/Build Bundles Res Init")]        //public static void BuildBundlesResIn()        //{        //    BuildScript.BuildCustomBundles(new string[] { "ResIn/Font" }, "BuildSetting");        //}        //[MenuItem("Tools/Build/Build Bundles All")]        //public static void BuildBundlesRes()        //{        //    BuildDllHelper.BuildHotUpdateDll();        //    BuildScript.BuildCustomBundles(resArr, "BuildSetting");        //}        ////[MenuItem("XAssets/Versions/Copy To StreamingAssets")]        //[MenuItem("Tools/Build/Copy To StreamingAssets", false, 1)]        //public static void CopyToStreamingAssets()        //{        //    BuildScript.CopyToStreamingAssets();        //}        [MenuItem("Tools/BuildTest/导入临时版本配置", false, 1)]        public static void SetBundlesExcelTestDir()        {            try            {                ExcelConfig.excelsRootDirNameDressUp = "Config-demo1";                ImportExcel();            }            catch (Exception e)            {                Log.Error(e.ToString());                ExcelConfig.excelsRootDirNameDressUp = "Config";            }        }        //[MenuItem("Tools/BuildTest/发布临时版本", false, 3)]        //public static void BuildBundlesResTemp()        //{        //    EditorUtility.DisplayProgressBar("进度", "正在发布临时版本", 1);        //    BuildDllHelper.BuildHotUpdateDll();        //    BuildScript.BuildCustomBundles(resArr, "BuildSetting1");        //    EditorUtility.ClearProgressBar();        //}        [MenuItem("Tools/ClearCache")]        public static void ClearCache()        {            PlayerPrefs.DeleteAll();        }        [MenuItem("Tools/Build/BuildHotUpdateDll")]        public static void BuildHotUpdateDll()        {            BuildDllHelper.BuildHotUpdateDll();        }        [MenuItem("Tools/Build/CopyPreloadAssets")]        public static void CopyPreloadAssets()        {            PreloadAssetHelper.CopyPreloadAssets();        }    }}
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