ToolsMenu.cs 14 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. namespace GFGEditor
  9. {
  10. public class ToolsMenu : Editor
  11. {
  12. public static bool CommitWhenRelease = true;
  13. public static string[] resArr = new string[] { "Res", "ResIn", "Game/CSShare/Sqlite" };
  14. enum TOOL_MENU_PRIORITY
  15. {
  16. UpdateAndImportAll,
  17. UpdateAndImportExcel,
  18. UpdateAndImportArtRes,
  19. CheckExcel,
  20. BuildBundlesRes,
  21. UpdateProject,
  22. ImportExcel,
  23. AddExcel,
  24. ImportArtRes,
  25. }
  26. #if PT_TEMP || PT_DEV
  27. [MenuItem("外网/")]
  28. public static void VersionTag()
  29. {
  30. }
  31. #else
  32. [MenuItem("内网/")]
  33. public static void VersionTag()
  34. {
  35. }
  36. [MenuItem("策划/更新并导入所有", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportAll)]
  37. static void UpdateAndImportAll()
  38. {
  39. UpdateProject();
  40. UpdateAndImportArtRes();
  41. UpdateAndImportExcel();
  42. if (CommitWhenRelease)
  43. {
  44. CommitProject();
  45. }
  46. }
  47. [MenuItem("策划/更新并导入Excel", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportExcel)]
  48. static void UpdateAndImportExcelAndCommit()
  49. {
  50. UpdateAndImportExcel();
  51. if (CommitWhenRelease)
  52. {
  53. CommitProject();
  54. }
  55. }
  56. [MenuItem("策划/更新并导入美术资源", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportArtRes)]
  57. static void UpdateAndImportArtResAndCommit()
  58. {
  59. UpdateProjectRes();
  60. UpdateAndImportArtRes();
  61. if (CommitWhenRelease)
  62. {
  63. CommitProject();
  64. }
  65. }
  66. [MenuItem("策划/更新至内网版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  67. public static void ReleaseLocalVersion()
  68. {
  69. EditorUtility.DisplayProgressBar("进度", "正在更新至内网", 1);
  70. BuildDllHelper.BuildHotUpdateDll();
  71. //BuildScript.BuildCustomBundles(resArr, "BuildSetting");
  72. EditorUtility.ClearProgressBar();
  73. }
  74. [MenuItem("策划/其它/更新项目(会丢弃未推送内容)", false, (int)TOOL_MENU_PRIORITY.UpdateProject)]
  75. static void UpdateProject()
  76. {
  77. //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
  78. SQLiteHelper.Instance.CloseConnection();
  79. Thread.Sleep(1000);
  80. EditorUtility.DisplayProgressBar("进度", "正在更新项目", 1);
  81. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGame.bat");
  82. UpdateProjectRes();
  83. EditorUtility.ClearProgressBar();
  84. }
  85. [MenuItem("策划/其它/导入配置表", false, (int)TOOL_MENU_PRIORITY.ImportExcel)]
  86. public static void ImportExcelNeiWang()
  87. {
  88. ImportExcel();
  89. }
  90. [MenuItem("策划/检查配置表", false, (int)TOOL_MENU_PRIORITY.CheckExcel)]
  91. public static void CheckExcel()
  92. {
  93. EditorUtility.DisplayProgressBar("进度", "正在检查表格", 1);
  94. //检查表格部分内容
  95. ExcelChecker.StartCheck();
  96. EditorUtility.ClearProgressBar();
  97. }
  98. [MenuItem("策划/其它/导入美术资源", false, (int)TOOL_MENU_PRIORITY.ImportArtRes)]
  99. public static void ImportArtResNeiWang()
  100. {
  101. ImportArtRes();
  102. }
  103. [MenuItem("策划/其它/清除冗余文件")]
  104. public static void DeleteUnnecessaryImageNeiWang()
  105. {
  106. DeleteUnnecessaryImage();
  107. }
  108. #endif
  109. private static void UpdateProjectRes()
  110. {
  111. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGameRes.bat");
  112. }
  113. public static void UpdateExcel()
  114. {
  115. EditorUtility.DisplayProgressBar("进度", "正在更新表格", 1);
  116. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateExcel.bat");
  117. EditorUtility.ClearProgressBar();
  118. }
  119. public static void UpdateArtRes()
  120. {
  121. EditorUtility.DisplayProgressBar("进度", "正在更新美术资源", 1);
  122. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirName);
  123. //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
  124. if (ImportArtResTool.ResRootDirNameDressUp != ImportArtResTool.ResRootDirName)
  125. {
  126. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirNameDressUp);
  127. }
  128. EditorUtility.ClearProgressBar();
  129. }
  130. static void CommitProject()
  131. {
  132. EditorUtility.DisplayProgressBar("进度", "正在提交项目", 1);
  133. DeleteFileHelper.TrySvnRemoveDeleteFile();
  134. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitGame.bat");
  135. EditorUtility.ClearProgressBar();
  136. }
  137. static void CommitBundles()
  138. {
  139. EditorUtility.DisplayProgressBar("进度", "正在提交Bundles", 1);
  140. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitBundles.bat");
  141. EditorUtility.ClearProgressBar();
  142. }
  143. public static void ImportArtRes()
  144. {
  145. EditorUtility.DisplayProgressBar("进度", "正在导入美术资源", 1);
  146. ImportArtResTool.Import();
  147. EditorUtility.ClearProgressBar();
  148. }
  149. public static void ImportExcel()
  150. {
  151. Log.ILog = new UnityLogger();
  152. ET.Options.Instance = new ET.Options();
  153. EditorUtility.DisplayProgressBar("进度", "正在导入表格", 1);
  154. SqliteController.Instance.dirPath = Path.Combine(Environment.CurrentDirectory, ResPathUtil.CONFIG_DIR_PATH);
  155. SqliteController.Instance.Init(false, null);
  156. SQLiteHelper.Instance.OpenConnection();
  157. //try
  158. //{
  159. SQLiteHelper.Instance.ClearAllTables();
  160. CodeTemplateFactory.Init();
  161. if (!Directory.Exists(ExcelConfig.configCodePath))
  162. {
  163. Directory.CreateDirectory(ExcelConfig.configCodePath);
  164. }
  165. if (!Directory.Exists(ExcelConfig.configArrayCodePath))
  166. {
  167. Directory.CreateDirectory(ExcelConfig.configArrayCodePath);
  168. }
  169. ExcelReader.WriteExcle();
  170. ExcelReader.ReadExcel(CodeBuilder.GenerateCode);
  171. //}
  172. //catch (Exception e)
  173. //{
  174. // throw (e.InnerException);
  175. //}
  176. //finally
  177. //{
  178. SQLiteHelper.Instance.CloseConnection();
  179. //}
  180. //开始扫描表格,自动生成部分数据
  181. ExcelScanner.StartScan();
  182. AssetDatabase.Refresh();
  183. EditorUtility.ClearProgressBar();
  184. SQLiteHelper.Instance.CloseConnection();
  185. }
  186. static void UpdateAndImportArtRes()
  187. {
  188. UpdateArtRes();
  189. ImportArtRes();
  190. }
  191. static void UpdateAndImportExcel()
  192. {
  193. UpdateExcel();
  194. ImportExcel();
  195. }
  196. [MenuItem("Tools/ImageClip/ImportClipImage")]
  197. public static void ImportClipImage()
  198. {
  199. ImportArtResTool.ImportClipImage();
  200. }
  201. [MenuItem("Tools/ImageClip/ReadImagePosition")]
  202. public static void ReadImagePosition()
  203. {
  204. ImagesClip.ReadImagePosition();
  205. }
  206. // [MenuItem("Tools/ImageClip/DeleteUnnecessaryImagePos")]
  207. // public static void DeleteUnnecessaryImagePos()
  208. // {
  209. // FileUtil.DeleteUnnecessaryImagePos(ImportArtResTool.DressUpTargetPath);
  210. // FileUtil.DeleteUnnecessaryImageMD5(new string[] { ImportArtResTool.DressUpMd5FileSaveName });
  211. // }
  212. public static void DeleteUnnecessaryImage()
  213. {
  214. EditorUtility.DisplayProgressBar("进度", "开始清除资源", 1);
  215. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.FieldGuideIconTargetPath, new string[] { ImportArtResTool.FieldGuideIconMd5FileSaveName });
  216. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ChapterGuideIconTargetPath, new string[] { ImportArtResTool.ChapterGuideIconMd5FileSaveName });
  217. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MusicTargetPath, new string[] { ImportArtResTool.MusicMd5FileSaveName });
  218. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardMusicTargetPath, new string[] { ImportArtResTool.CardMusicMd5FileSaveName });
  219. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ItemIconTargetPath, new string[] { ImportArtResTool.IconMd5FileSaveName });
  220. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.DressUpTargetPath, new string[] { ImportArtResTool.BgMd5FileSaveName, ImportArtResTool.DressUpMd5FileSaveName });
  221. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcHeadTargetPath, new string[] { ImportArtResTool.NPCHeadMd5FileSaveName });
  222. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicTargetPath, new string[] { ImportArtResTool.PicFMd5FileSaveName });
  223. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicSTargetPath, new string[] { ImportArtResTool.PicSMd5FileSaveName });
  224. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardBgTargetPath, new string[] { ImportArtResTool.CardBgMd5FileSaveName });
  225. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardIconTargetPath, new string[] { ImportArtResTool.CardMd5FileSaveName });
  226. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardSkillTargetPath, new string[] { ImportArtResTool.CardSkillMd5FileSaveName });
  227. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityTargetPath, new string[] { ImportArtResTool.ActivityMd5FileSaveName });
  228. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow1TargetPath, new string[] { ImportArtResTool.ActivityShow1Md5FileSaveName });
  229. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.PhotoGraphBorderTargetPath, new string[] { ImportArtResTool.PhotoGraphBorderMd5FileSaveName });
  230. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.UIBgTargetPath, new string[] { ImportArtResTool.UIBgMd5FileSaveName });
  231. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelBgTargetPath, new string[] { ImportArtResTool.TravelBgMd5FileSaveName });
  232. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelRoleTargetPath, new string[] { ImportArtResTool.TravelRoleMd5FileSaveName });
  233. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadTargetPath, new string[] { ImportArtResTool.HeadMd5FileSaveName });
  234. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadBorderTargetPath, new string[] { ImportArtResTool.HeadBorderMd5FileSaveName });
  235. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.LeagueIconTargetPath, new string[] { ImportArtResTool.LeagueIconMd5FileSaveName });
  236. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow2TargetPath, new string[] { ImportArtResTool.ActivityShow2Md5FileSaveName });
  237. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MaterialTargetPath, new string[] { ImportArtResTool.EffectMaterialMd5FileSaveName });
  238. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ShaderTargetPath, new string[] { ImportArtResTool.ShaderMd5FileSaveName });
  239. // FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ModelTargetPath, new string[] { ImportArtResTool.ModelTargetPath });
  240. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TextureTargetPath, new string[] { ImportArtResTool.EffectTextureMd5FileSaveName });
  241. DeleteFileHelper.TrySvnRemoveDeleteFile();
  242. EditorUtility.ClearProgressBar();
  243. }
  244. [MenuItem("Tools/List Player Assemblies in Console")]
  245. public static void PrintAssemblyNames()
  246. {
  247. UnityEngine.Debug.Log("== Player Assemblies ==");
  248. Assembly[] playerAssemblies =
  249. CompilationPipeline.GetAssemblies(AssembliesType.Player);
  250. foreach (var assembly in playerAssemblies)
  251. {
  252. UnityEngine.Debug.Log(assembly.name);
  253. }
  254. }
  255. [MenuItem("Tools/Build/copy AOT dll", false, 0)]
  256. public static void CopyDll()
  257. {
  258. EditorUtility.DisplayProgressBar("进度", "正在拷贝", 1);
  259. BuildDllHelper.CopyAOTAssembliesToStreamingAssets();
  260. EditorUtility.ClearProgressBar();
  261. }
  262. //[MenuItem("Tools/Build/Build Bundles Res Init")]
  263. //public static void BuildBundlesResIn()
  264. //{
  265. // BuildScript.BuildCustomBundles(new string[] { "ResIn/Font" }, "BuildSetting");
  266. //}
  267. //[MenuItem("Tools/Build/Build Bundles All")]
  268. //public static void BuildBundlesRes()
  269. //{
  270. // BuildDllHelper.BuildHotUpdateDll();
  271. // BuildScript.BuildCustomBundles(resArr, "BuildSetting");
  272. //}
  273. ////[MenuItem("XAssets/Versions/Copy To StreamingAssets")]
  274. //[MenuItem("Tools/Build/Copy To StreamingAssets", false, 1)]
  275. //public static void CopyToStreamingAssets()
  276. //{
  277. // BuildScript.CopyToStreamingAssets();
  278. //}
  279. [MenuItem("Tools/BuildTest/导入临时版本配置", false, 1)]
  280. public static void SetBundlesExcelTestDir()
  281. {
  282. try
  283. {
  284. ExcelConfig.excelsRootDirNameDressUp = "Config-demo1";
  285. ImportExcel();
  286. }
  287. catch (Exception e)
  288. {
  289. Log.Error(e.ToString());
  290. ExcelConfig.excelsRootDirNameDressUp = "Config";
  291. }
  292. }
  293. //[MenuItem("Tools/BuildTest/发布临时版本", false, 3)]
  294. //public static void BuildBundlesResTemp()
  295. //{
  296. // EditorUtility.DisplayProgressBar("进度", "正在发布临时版本", 1);
  297. // BuildDllHelper.BuildHotUpdateDll();
  298. // BuildScript.BuildCustomBundles(resArr, "BuildSetting1");
  299. // EditorUtility.ClearProgressBar();
  300. //}
  301. }
  302. }