ToolsMenu.cs 14 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377
  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. 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_TEMP || PT_DEV
  28. [MenuItem("外网/")]
  29. public static void VersionTag()
  30. {
  31. }
  32. #else
  33. [MenuItem("内网/")]
  34. public static void VersionTag()
  35. {
  36. }
  37. [MenuItem("策划/更新并导入所有", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportAll)]
  38. static void UpdateAndImportAll()
  39. {
  40. UpdateProject();
  41. UpdateAndImportArtRes();
  42. UpdateAndImportExcel();
  43. if (CommitWhenRelease)
  44. {
  45. CommitProject();
  46. }
  47. }
  48. [MenuItem("策划/更新并导入Excel", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportExcel)]
  49. static void UpdateAndImportExcelAndCommit()
  50. {
  51. UpdateAndImportExcel();
  52. if (CommitWhenRelease)
  53. {
  54. CommitProject();
  55. }
  56. }
  57. [MenuItem("策划/更新并导入美术资源", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportArtRes)]
  58. static void UpdateAndImportArtResAndCommit()
  59. {
  60. UpdateProjectRes();
  61. UpdateAndImportArtRes();
  62. if (CommitWhenRelease)
  63. {
  64. CommitProject();
  65. }
  66. }
  67. [MenuItem("策划/更新至内网版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  68. public static void ReleaseLocalVersion()
  69. {
  70. EditorUtility.DisplayProgressBar("进度", "正在更新至内网", 1);
  71. BuildDllHelper.BuildHotUpdateDll();
  72. BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" }, "BuildSetting");
  73. EditorUtility.ClearProgressBar();
  74. if (CommitWhenRelease)
  75. {
  76. CommitBundles();
  77. }
  78. }
  79. [MenuItem("策划/其它/更新项目(会丢弃未推送内容)", false, (int)TOOL_MENU_PRIORITY.UpdateProject)]
  80. static void UpdateProject()
  81. {
  82. //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
  83. SQLiteHelper.Instance.CloseConnection();
  84. Thread.Sleep(1000);
  85. EditorUtility.DisplayProgressBar("进度", "正在更新项目", 1);
  86. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGame.bat");
  87. UpdateProjectRes();
  88. EditorUtility.ClearProgressBar();
  89. }
  90. [MenuItem("策划/其它/导入配置表", false, (int)TOOL_MENU_PRIORITY.ImportExcel)]
  91. public static void ImportExcelNeiWang()
  92. {
  93. ImportExcel();
  94. }
  95. [MenuItem("策划/检查配置表", false, (int)TOOL_MENU_PRIORITY.CheckExcel)]
  96. public static void CheckExcel()
  97. {
  98. EditorUtility.DisplayProgressBar("进度", "正在检查表格", 1);
  99. //检查表格部分内容
  100. ExcelChecker.StartCheck();
  101. EditorUtility.ClearProgressBar();
  102. }
  103. [MenuItem("策划/其它/导入美术资源", false, (int)TOOL_MENU_PRIORITY.ImportArtRes)]
  104. public static void ImportArtResNeiWang()
  105. {
  106. ImportArtRes();
  107. }
  108. [MenuItem("策划/其它/清除冗余文件")]
  109. public static void DeleteUnnecessaryImageNeiWang()
  110. {
  111. DeleteUnnecessaryImage();
  112. }
  113. #endif
  114. private static void UpdateProjectRes()
  115. {
  116. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGameRes.bat");
  117. }
  118. public static void UpdateExcel()
  119. {
  120. EditorUtility.DisplayProgressBar("进度", "正在更新表格", 1);
  121. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateExcel.bat");
  122. EditorUtility.ClearProgressBar();
  123. }
  124. public static void UpdateArtRes()
  125. {
  126. EditorUtility.DisplayProgressBar("进度", "正在更新美术资源", 1);
  127. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirName);
  128. //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
  129. if (ImportArtResTool.ResRootDirNameDressUp != ImportArtResTool.ResRootDirName)
  130. {
  131. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirNameDressUp);
  132. }
  133. EditorUtility.ClearProgressBar();
  134. }
  135. static void CommitProject()
  136. {
  137. EditorUtility.DisplayProgressBar("进度", "正在提交项目", 1);
  138. DeleteFileHelper.TrySvnRemoveDeleteFile();
  139. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitGame.bat");
  140. EditorUtility.ClearProgressBar();
  141. }
  142. static void CommitBundles()
  143. {
  144. EditorUtility.DisplayProgressBar("进度", "正在提交Bundles", 1);
  145. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitBundles.bat");
  146. EditorUtility.ClearProgressBar();
  147. }
  148. public static void ImportArtRes()
  149. {
  150. EditorUtility.DisplayProgressBar("进度", "正在导入美术资源", 1);
  151. ImportArtResTool.Import();
  152. EditorUtility.ClearProgressBar();
  153. }
  154. public static void ImportExcel()
  155. {
  156. Log.ILog = new UnityLogger();
  157. ET.Options.Instance = new ET.Options();
  158. EditorUtility.DisplayProgressBar("进度", "正在导入表格", 1);
  159. SqliteController.Instance.dirPath = Path.Combine(Environment.CurrentDirectory, ResPathUtil.CONFIG_DIR_PATH);
  160. SqliteController.Instance.Init(false, null);
  161. SQLiteHelper.Instance.OpenConnection();
  162. //try
  163. //{
  164. SQLiteHelper.Instance.ClearAllTables();
  165. CodeTemplateFactory.Init();
  166. if (!Directory.Exists(ExcelConfig.configCodePath))
  167. {
  168. Directory.CreateDirectory(ExcelConfig.configCodePath);
  169. }
  170. if (!Directory.Exists(ExcelConfig.configArrayCodePath))
  171. {
  172. Directory.CreateDirectory(ExcelConfig.configArrayCodePath);
  173. }
  174. ExcelReader.WriteExcle();
  175. ExcelReader.ReadExcel(CodeBuilder.GenerateCode);
  176. //}
  177. //catch (Exception e)
  178. //{
  179. // throw (e.InnerException);
  180. //}
  181. //finally
  182. //{
  183. SQLiteHelper.Instance.CloseConnection();
  184. //}
  185. //开始扫描表格,自动生成部分数据
  186. ExcelScanner.StartScan();
  187. //拷贝slqlite文件至共享库
  188. File.Copy(ResPathUtil.SQLITE_FILE_PATH, ExcelConfig.sqliteFilePathCSShare, true);
  189. AssetDatabase.Refresh();
  190. EditorUtility.ClearProgressBar();
  191. SQLiteHelper.Instance.CloseConnection();
  192. }
  193. static void UpdateAndImportArtRes()
  194. {
  195. UpdateArtRes();
  196. ImportArtRes();
  197. }
  198. static void UpdateAndImportExcel()
  199. {
  200. UpdateExcel();
  201. ImportExcel();
  202. }
  203. [MenuItem("Tools/ImageClip/ImportClipImage")]
  204. public static void ImportClipImage()
  205. {
  206. ImportArtResTool.ImportClipImage();
  207. }
  208. [MenuItem("Tools/ImageClip/ReadImagePosition")]
  209. public static void ReadImagePosition()
  210. {
  211. ImagesClip.ReadImagePosition();
  212. }
  213. // [MenuItem("Tools/ImageClip/DeleteUnnecessaryImagePos")]
  214. // public static void DeleteUnnecessaryImagePos()
  215. // {
  216. // FileUtil.DeleteUnnecessaryImagePos(ImportArtResTool.DressUpTargetPath);
  217. // FileUtil.DeleteUnnecessaryImageMD5(new string[] { ImportArtResTool.DressUpMd5FileSaveName });
  218. // }
  219. public static void DeleteUnnecessaryImage()
  220. {
  221. EditorUtility.DisplayProgressBar("进度", "开始清除资源", 1);
  222. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.FieldGuideIconTargetPath, new string[] { ImportArtResTool.FieldGuideIconMd5FileSaveName });
  223. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MusicTargetPath, new string[] { ImportArtResTool.MusicMd5FileSaveName });
  224. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardMusicTargetPath, new string[] { ImportArtResTool.CardMusicMd5FileSaveName });
  225. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ItemIconTargetPath, new string[] { ImportArtResTool.IconMd5FileSaveName });
  226. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.DressUpTargetPath, new string[] { ImportArtResTool.BgMd5FileSaveName, ImportArtResTool.DressUpMd5FileSaveName });
  227. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcHeadTargetPath, new string[] { ImportArtResTool.NPCHeadMd5FileSaveName });
  228. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicTargetPath, new string[] { ImportArtResTool.PicFMd5FileSaveName });
  229. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicSTargetPath, new string[] { ImportArtResTool.PicSMd5FileSaveName });
  230. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardBgTargetPath, new string[] { ImportArtResTool.CardBgMd5FileSaveName });
  231. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardIconTargetPath, new string[] { ImportArtResTool.CardMd5FileSaveName });
  232. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityTargetPath, new string[] { ImportArtResTool.ActivityMd5FileSaveName });
  233. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow1TargetPath, new string[] { ImportArtResTool.ActivityShow1Md5FileSaveName });
  234. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.PhotoGraphBorderTargetPath, new string[] { ImportArtResTool.PhotoGraphBorderMd5FileSaveName });
  235. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.UIBgTargetPath, new string[] { ImportArtResTool.UIBgMd5FileSaveName });
  236. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelBgTargetPath, new string[] { ImportArtResTool.TravelBgMd5FileSaveName });
  237. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelRoleTargetPath, new string[] { ImportArtResTool.TravelRoleMd5FileSaveName });
  238. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadTargetPath, new string[] { ImportArtResTool.HeadMd5FileSaveName });
  239. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadBorderTargetPath, new string[] { ImportArtResTool.HeadBorderMd5FileSaveName });
  240. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow2TargetPath, new string[] { ImportArtResTool.ActivityShow2Md5FileSaveName });
  241. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MaterialTargetPath, new string[] { ImportArtResTool.EffectMaterialMd5FileSaveName });
  242. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ShaderTargetPath, new string[] { ImportArtResTool.ShaderMd5FileSaveName });
  243. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TextureTargetPath, new string[] { ImportArtResTool.EffectTextureMd5FileSaveName });
  244. DeleteFileHelper.TrySvnRemoveDeleteFile();
  245. EditorUtility.ClearProgressBar();
  246. }
  247. [MenuItem("Tools/List Player Assemblies in Console")]
  248. public static void PrintAssemblyNames()
  249. {
  250. UnityEngine.Debug.Log("== Player Assemblies ==");
  251. Assembly[] playerAssemblies =
  252. CompilationPipeline.GetAssemblies(AssembliesType.Player);
  253. foreach (var assembly in playerAssemblies)
  254. {
  255. UnityEngine.Debug.Log(assembly.name);
  256. }
  257. }
  258. [MenuItem("Tools/Build/copy AOT dll", false, 0)]
  259. public static void CopyDll()
  260. {
  261. EditorUtility.DisplayProgressBar("进度", "正在拷贝", 1);
  262. BuildDllHelper.CopyAOTAssembliesToStreamingAssets();
  263. EditorUtility.ClearProgressBar();
  264. }
  265. [MenuItem("Tools/Build/Build Bundles Res Init")]
  266. public static void BuildBundlesResIn()
  267. {
  268. BuildScript.BuildCustomBundles(new string[] { "ResIn/Txt" }, "BuildSetting");
  269. }
  270. [MenuItem("Tools/Build/Build Bundles All")]
  271. public static void BuildBundlesRes()
  272. {
  273. BuildDllHelper.BuildHotUpdateDll();
  274. BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" }, "BuildSetting");
  275. }
  276. //[MenuItem("XAssets/Versions/Copy To StreamingAssets")]
  277. [MenuItem("Tools/Build/Copy To StreamingAssets", false, 1)]
  278. public static void CopyToStreamingAssets()
  279. {
  280. BuildScript.CopyToStreamingAssets();
  281. }
  282. [MenuItem("Tools/BuildTest/导入临时版本资源", false, 0)]
  283. public static void SetBundlesResTestDir()
  284. {
  285. try
  286. {
  287. ImportArtResTool.ResRootDirNameDressUp = "正式资源-demo1";
  288. CommitWhenRelease = false;
  289. UpdateAndImportArtRes();
  290. }
  291. catch (Exception e)
  292. {
  293. Log.Error(e.ToString());
  294. ImportArtResTool.ResRootDirNameDressUp = "正式资源";
  295. CommitWhenRelease = true;
  296. }
  297. }
  298. [MenuItem("Tools/BuildTest/导入临时版本配置", false, 1)]
  299. public static void SetBundlesExcelTestDir()
  300. {
  301. try
  302. {
  303. ImportArtResTool.ResRootDirNameDressUp = "Config-demo1";
  304. CommitWhenRelease = false;
  305. UpdateAndImportExcel();
  306. }
  307. catch (Exception e)
  308. {
  309. Log.Error(e.ToString());
  310. ExcelConfig.excelsRootDirNameDressUp = "Config";
  311. CommitWhenRelease = true;
  312. }
  313. }
  314. [MenuItem("Tools/BuildTest/发布临时版本", false, 3)]
  315. public static void BuildBundlesResTemp()
  316. {
  317. EditorUtility.DisplayProgressBar("进度", "正在发布临时版本", 1);
  318. BuildDllHelper.BuildHotUpdateDll();
  319. BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" }, "BuildSetting1");
  320. EditorUtility.ClearProgressBar();
  321. }
  322. }
  323. }