ToolsMenu.cs 15 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. [MenuItem("内网/")]
  28. public static void VersionTag()
  29. {
  30. }
  31. [MenuItem("策划/更新并导入所有", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportAll)]
  32. static void UpdateAndImportAll()
  33. {
  34. UpdateProject();
  35. UpdateAndImportArtRes();
  36. UpdateAndImportExcel();
  37. if (CommitWhenRelease)
  38. {
  39. CommitProject();
  40. }
  41. }
  42. [MenuItem("策划/更新并导入Excel", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportExcel)]
  43. static void UpdateAndImportExcelAndCommit()
  44. {
  45. UpdateAndImportExcel();
  46. if (CommitWhenRelease)
  47. {
  48. CommitProject();
  49. }
  50. }
  51. [MenuItem("策划/更新并导入美术资源", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportArtRes)]
  52. static void UpdateAndImportArtResAndCommit()
  53. {
  54. UpdateProjectRes();
  55. UpdateAndImportArtRes();
  56. if (CommitWhenRelease)
  57. {
  58. CommitProject();
  59. }
  60. }
  61. //[MenuItem("策划/更新至内网版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  62. //public static void ReleaseLocalVersion()
  63. //{
  64. // EditorUtility.DisplayProgressBar("进度", "正在更新至内网", 1);
  65. // BuildDllHelper.BuildHotUpdateDll();
  66. // //BuildScript.BuildCustomBundles(resArr, "BuildSetting");
  67. // EditorUtility.ClearProgressBar();
  68. //}
  69. [MenuItem("策划/其它/更新项目(会丢弃未推送内容)", false, (int)TOOL_MENU_PRIORITY.UpdateProject)]
  70. static void UpdateProject()
  71. {
  72. //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
  73. SQLiteHelper.Instance.CloseConnection();
  74. Thread.Sleep(1000);
  75. EditorUtility.DisplayProgressBar("进度", "正在更新项目", 1);
  76. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGame.bat");
  77. AssetDatabase.Refresh();
  78. UpdateProjectRes();
  79. EditorUtility.ClearProgressBar();
  80. }
  81. [MenuItem("策划/其它/导入配置表", false, (int)TOOL_MENU_PRIORITY.ImportExcel)]
  82. public static void ImportExcelNeiWang()
  83. {
  84. ImportExcel();
  85. }
  86. [MenuItem("策划/检查配置表", false, (int)TOOL_MENU_PRIORITY.CheckExcel)]
  87. public static void CheckExcel()
  88. {
  89. EditorUtility.DisplayProgressBar("进度", "正在检查表格", 1);
  90. //检查表格部分内容
  91. ExcelChecker.StartCheck();
  92. EditorUtility.ClearProgressBar();
  93. }
  94. [MenuItem("策划/其它/导入美术资源", false, (int)TOOL_MENU_PRIORITY.ImportArtRes)]
  95. public static void ImportArtResNeiWang()
  96. {
  97. ImportArtRes();
  98. }
  99. [MenuItem("策划/其它/清除冗余文件")]
  100. public static void DeleteUnnecessaryImageNeiWang()
  101. {
  102. DeleteUnnecessaryImage();
  103. }
  104. private static void UpdateProjectRes()
  105. {
  106. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGameRes.bat");
  107. }
  108. public static void UpdateExcel()
  109. {
  110. EditorUtility.DisplayProgressBar("进度", "正在更新表格", 1);
  111. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateExcel.bat");
  112. EditorUtility.ClearProgressBar();
  113. }
  114. public static void UpdateArtRes()
  115. {
  116. EditorUtility.DisplayProgressBar("进度", "正在更新美术资源", 1);
  117. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirName);
  118. //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
  119. if (ImportArtResTool.ResRootDirNameDressUp != ImportArtResTool.ResRootDirName)
  120. {
  121. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirNameDressUp);
  122. }
  123. EditorUtility.ClearProgressBar();
  124. }
  125. static void CommitProject()
  126. {
  127. EditorUtility.DisplayProgressBar("进度", "正在提交项目", 1);
  128. DeleteFileHelper.TrySvnRemoveDeleteFile();
  129. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitGame.bat");
  130. EditorUtility.ClearProgressBar();
  131. }
  132. static void CommitBundles()
  133. {
  134. EditorUtility.DisplayProgressBar("进度", "正在提交Bundles", 1);
  135. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitBundles.bat");
  136. EditorUtility.ClearProgressBar();
  137. }
  138. public static void ImportArtRes()
  139. {
  140. EditorUtility.DisplayProgressBar("进度", "正在导入美术资源", 1);
  141. ImportArtResTool.Import();
  142. EditorUtility.ClearProgressBar();
  143. }
  144. public static void ImportExcel()
  145. {
  146. Log.ILog = new UnityLogger();
  147. ET.Options.Instance = new ET.Options();
  148. EditorUtility.DisplayProgressBar("进度", "正在导入表格", 1);
  149. SqliteController.Instance.Init(false, null);
  150. SQLiteHelper.Instance.OpenConnection();
  151. //try
  152. //{
  153. SQLiteHelper.Instance.ClearAllTables();
  154. CodeTemplateFactory.Init();
  155. if (!Directory.Exists(ExcelConfig.configCodePath))
  156. {
  157. Directory.CreateDirectory(ExcelConfig.configCodePath);
  158. }
  159. if (!Directory.Exists(ExcelConfig.configArrayCodePath))
  160. {
  161. Directory.CreateDirectory(ExcelConfig.configArrayCodePath);
  162. }
  163. ExcelReader.WriteExcle();
  164. ExcelReader.ReadExcel(CodeBuilder.GenerateCode);
  165. //}
  166. //catch (Exception e)
  167. //{
  168. // throw (e.InnerException);
  169. //}
  170. //finally
  171. //{
  172. SQLiteHelper.Instance.CloseConnection();
  173. //}
  174. //开始扫描表格,自动生成部分数据
  175. ExcelScanner.StartScan();
  176. AssetDatabase.Refresh();
  177. EditorUtility.ClearProgressBar();
  178. SQLiteHelper.Instance.CloseConnection();
  179. }
  180. static void UpdateAndImportArtRes()
  181. {
  182. UpdateArtRes();
  183. ImportArtRes();
  184. }
  185. static void UpdateAndImportExcel()
  186. {
  187. UpdateExcel();
  188. ImportExcel();
  189. }
  190. [MenuItem("Tools/ImageClip/TestImportClipImage")]
  191. public static void TestImportClipImage()
  192. {
  193. ImportArtResTool.Test();
  194. }
  195. [MenuItem("Tools/ImageClip/ReadImagePosition")]
  196. public static void ReadImagePosition()
  197. {
  198. ImagesClip.ReadImagePosition();
  199. }
  200. // [MenuItem("Tools/ImageClip/DeleteUnnecessaryImagePos")]
  201. // public static void DeleteUnnecessaryImagePos()
  202. // {
  203. // FileUtil.DeleteUnnecessaryImagePos(ImportArtResTool.DressUpTargetPath);
  204. // FileUtil.DeleteUnnecessaryImageMD5(new string[] { ImportArtResTool.DressUpMd5FileSaveName });
  205. // }
  206. public static void DeleteUnnecessaryImage()
  207. {
  208. EditorUtility.DisplayProgressBar("进度", "开始清除资源", 1);
  209. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.FieldGuideIconTargetPath, new string[] { ImportArtResTool.FieldGuideIconMd5FileSaveName });
  210. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ChapterGuideIconTargetPath, new string[] { ImportArtResTool.ChapterGuideIconMd5FileSaveName });
  211. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MusicTargetPath, new string[] { ImportArtResTool.MusicMd5FileSaveName });
  212. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardMusicTargetPath, new string[] { ImportArtResTool.CardMusicMd5FileSaveName });
  213. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ItemIconTargetPath, new string[] { ImportArtResTool.IconMd5FileSaveName });
  214. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.DressUpTargetPath, new string[] { ImportArtResTool.BgMd5FileSaveName, ImportArtResTool.DressUpMd5FileSaveName });
  215. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcHeadTargetPath, new string[] { ImportArtResTool.NPCHeadMd5FileSaveName });
  216. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicTargetPath, new string[] { ImportArtResTool.PicFMd5FileSaveName });
  217. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicSTargetPath, new string[] { ImportArtResTool.PicSMd5FileSaveName });
  218. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardBgTargetPath, new string[] { ImportArtResTool.CardBgMd5FileSaveName });
  219. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardIconTargetPath, new string[] { ImportArtResTool.CardMd5FileSaveName });
  220. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardSkillTargetPath, new string[] { ImportArtResTool.CardSkillMd5FileSaveName });
  221. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityTargetPath, new string[] { ImportArtResTool.ActivityMd5FileSaveName });
  222. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow1TargetPath, new string[] { ImportArtResTool.ActivityShow1Md5FileSaveName });
  223. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.PhotoGraphBorderTargetPath, new string[] { ImportArtResTool.PhotoGraphBorderMd5FileSaveName });
  224. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.UIBgTargetPath, new string[] { ImportArtResTool.UIBgMd5FileSaveName });
  225. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelBgTargetPath, new string[] { ImportArtResTool.TravelBgMd5FileSaveName });
  226. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelRoleTargetPath, new string[] { ImportArtResTool.TravelRoleMd5FileSaveName });
  227. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadTargetPath, new string[] { ImportArtResTool.HeadMd5FileSaveName });
  228. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadBorderTargetPath, new string[] { ImportArtResTool.HeadBorderMd5FileSaveName });
  229. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.LeagueIconTargetPath, new string[] { ImportArtResTool.LeagueIconMd5FileSaveName });
  230. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow2TargetPath, new string[] { ImportArtResTool.ActivityShow2Md5FileSaveName });
  231. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MaterialTargetPath, new string[] { ImportArtResTool.EffectMaterialMd5FileSaveName });
  232. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ShaderTargetPath, new string[] { ImportArtResTool.ShaderMd5FileSaveName });
  233. // FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ModelTargetPath, new string[] { ImportArtResTool.ModelTargetPath });
  234. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TextureTargetPath, new string[] { ImportArtResTool.EffectTextureMd5FileSaveName });
  235. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.LuckyBoxTitleImgTargetPath, new string[] { ImportArtResTool.LuckyBoxTitleImgMd5FileSaveName });
  236. DeleteFileHelper.TrySvnRemoveDeleteFile();
  237. EditorUtility.ClearProgressBar();
  238. }
  239. [MenuItem("Tools/List Player Assemblies in Console")]
  240. public static void PrintAssemblyNames()
  241. {
  242. UnityEngine.Debug.Log("== Player Assemblies ==");
  243. Assembly[] playerAssemblies =
  244. CompilationPipeline.GetAssemblies(AssembliesType.Player);
  245. foreach (var assembly in playerAssemblies)
  246. {
  247. UnityEngine.Debug.Log(assembly.name);
  248. }
  249. }
  250. [MenuItem("Tools/Build/copy AOT dll", false, 0)]
  251. public static void CopyDll()
  252. {
  253. EditorUtility.DisplayProgressBar("进度", "正在拷贝", 1);
  254. BuildDllHelper.CopyAOTAssembliesToStreamingAssets();
  255. EditorUtility.ClearProgressBar();
  256. }
  257. //[MenuItem("Tools/Build/Build Bundles Res Init")]
  258. //public static void BuildBundlesResIn()
  259. //{
  260. // BuildScript.BuildCustomBundles(new string[] { "ResIn/Font" }, "BuildSetting");
  261. //}
  262. //[MenuItem("Tools/Build/Build Bundles All")]
  263. //public static void BuildBundlesRes()
  264. //{
  265. // BuildDllHelper.BuildHotUpdateDll();
  266. // BuildScript.BuildCustomBundles(resArr, "BuildSetting");
  267. //}
  268. ////[MenuItem("XAssets/Versions/Copy To StreamingAssets")]
  269. //[MenuItem("Tools/Build/Copy To StreamingAssets", false, 1)]
  270. //public static void CopyToStreamingAssets()
  271. //{
  272. // BuildScript.CopyToStreamingAssets();
  273. //}
  274. [MenuItem("Tools/BuildTest/导入临时版本配置", false, 1)]
  275. public static void SetBundlesExcelTestDir()
  276. {
  277. try
  278. {
  279. ExcelConfig.excelsRootDirNameDressUp = "Config-demo1";
  280. ImportExcel();
  281. }
  282. catch (Exception e)
  283. {
  284. Log.Error(e.ToString());
  285. ExcelConfig.excelsRootDirNameDressUp = "Config";
  286. }
  287. }
  288. //[MenuItem("Tools/BuildTest/发布临时版本", false, 3)]
  289. //public static void BuildBundlesResTemp()
  290. //{
  291. // EditorUtility.DisplayProgressBar("进度", "正在发布临时版本", 1);
  292. // BuildDllHelper.BuildHotUpdateDll();
  293. // BuildScript.BuildCustomBundles(resArr, "BuildSetting1");
  294. // EditorUtility.ClearProgressBar();
  295. //}
  296. [MenuItem("Tools/ClearCache")]
  297. public static void ClearCache()
  298. {
  299. PlayerPrefs.DeleteAll();
  300. }
  301. [MenuItem("Tools/Build/BuildHotUpdateDll")]
  302. public static void BuildHotUpdateDll()
  303. {
  304. BuildDllHelper.BuildHotUpdateDll();
  305. }
  306. [MenuItem("Tools/Build/CopyPresetAssets")]
  307. public static void CopyPresetAssets()
  308. {
  309. PresetAssetHelper.CopyPresetAssets();
  310. }
  311. }
  312. }