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. #if PT_DEV
  28. [MenuItem("外网DEV/")]
  29. public static void VersionTag()
  30. {
  31. }
  32. #elif PT_DouYouDev
  33. [MenuItem("PT_DouYouDev/")]
  34. public static void VersionTag()
  35. {
  36. }
  37. #elif PT_IOS
  38. [MenuItem("IOS/")]
  39. public static void VersionTag()
  40. {
  41. }
  42. #elif PT_DOUYOU
  43. [MenuItem("DouYou/")]
  44. public static void VersionTag()
  45. {
  46. }
  47. #elif PT_TAPTAP
  48. [MenuItem("TAPTAP/")]
  49. public static void VersionTag()
  50. {
  51. }
  52. #else
  53. [MenuItem("内网/")]
  54. public static void VersionTag()
  55. {
  56. }
  57. [MenuItem("策划/更新并导入所有", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportAll)]
  58. static void UpdateAndImportAll()
  59. {
  60. UpdateProject();
  61. UpdateAndImportArtRes();
  62. UpdateAndImportExcel();
  63. if (CommitWhenRelease)
  64. {
  65. CommitProject();
  66. }
  67. }
  68. [MenuItem("策划/更新并导入Excel", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportExcel)]
  69. static void UpdateAndImportExcelAndCommit()
  70. {
  71. UpdateAndImportExcel();
  72. if (CommitWhenRelease)
  73. {
  74. CommitProject();
  75. }
  76. }
  77. [MenuItem("策划/更新并导入美术资源", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportArtRes)]
  78. static void UpdateAndImportArtResAndCommit()
  79. {
  80. UpdateProjectRes();
  81. UpdateAndImportArtRes();
  82. if (CommitWhenRelease)
  83. {
  84. CommitProject();
  85. }
  86. }
  87. //[MenuItem("策划/更新至内网版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  88. //public static void ReleaseLocalVersion()
  89. //{
  90. // EditorUtility.DisplayProgressBar("进度", "正在更新至内网", 1);
  91. // BuildDllHelper.BuildHotUpdateDll();
  92. // //BuildScript.BuildCustomBundles(resArr, "BuildSetting");
  93. // EditorUtility.ClearProgressBar();
  94. //}
  95. [MenuItem("策划/其它/更新项目(会丢弃未推送内容)", false, (int)TOOL_MENU_PRIORITY.UpdateProject)]
  96. static void UpdateProject()
  97. {
  98. //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
  99. SQLiteHelper.Instance.CloseConnection();
  100. Thread.Sleep(1000);
  101. EditorUtility.DisplayProgressBar("进度", "正在更新项目", 1);
  102. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGame.bat");
  103. AssetDatabase.Refresh();
  104. UpdateProjectRes();
  105. EditorUtility.ClearProgressBar();
  106. }
  107. [MenuItem("策划/其它/导入配置表", false, (int)TOOL_MENU_PRIORITY.ImportExcel)]
  108. public static void ImportExcelNeiWang()
  109. {
  110. ImportExcel();
  111. }
  112. [MenuItem("策划/检查配置表", false, (int)TOOL_MENU_PRIORITY.CheckExcel)]
  113. public static void CheckExcel()
  114. {
  115. EditorUtility.DisplayProgressBar("进度", "正在检查表格", 1);
  116. //检查表格部分内容
  117. ExcelChecker.StartCheck();
  118. EditorUtility.ClearProgressBar();
  119. }
  120. [MenuItem("策划/其它/导入美术资源", false, (int)TOOL_MENU_PRIORITY.ImportArtRes)]
  121. public static void ImportArtResNeiWang()
  122. {
  123. ImportArtRes();
  124. }
  125. [MenuItem("策划/其它/清除冗余文件")]
  126. public static void DeleteUnnecessaryImageNeiWang()
  127. {
  128. DeleteUnnecessaryImage();
  129. }
  130. #endif
  131. private static void UpdateProjectRes()
  132. {
  133. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGameRes.bat");
  134. }
  135. public static void UpdateExcel()
  136. {
  137. EditorUtility.DisplayProgressBar("进度", "正在更新表格", 1);
  138. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateExcel.bat");
  139. EditorUtility.ClearProgressBar();
  140. }
  141. public static void UpdateArtRes()
  142. {
  143. EditorUtility.DisplayProgressBar("进度", "正在更新美术资源", 1);
  144. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirName);
  145. //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
  146. if (ImportArtResTool.ResRootDirNameDressUp != ImportArtResTool.ResRootDirName)
  147. {
  148. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirNameDressUp);
  149. }
  150. EditorUtility.ClearProgressBar();
  151. }
  152. static void CommitProject()
  153. {
  154. EditorUtility.DisplayProgressBar("进度", "正在提交项目", 1);
  155. DeleteFileHelper.TrySvnRemoveDeleteFile();
  156. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitGame.bat");
  157. EditorUtility.ClearProgressBar();
  158. }
  159. static void CommitBundles()
  160. {
  161. EditorUtility.DisplayProgressBar("进度", "正在提交Bundles", 1);
  162. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitBundles.bat");
  163. EditorUtility.ClearProgressBar();
  164. }
  165. public static void ImportArtRes()
  166. {
  167. EditorUtility.DisplayProgressBar("进度", "正在导入美术资源", 1);
  168. ImportArtResTool.Import();
  169. EditorUtility.ClearProgressBar();
  170. }
  171. public static void ImportExcel()
  172. {
  173. Log.ILog = new UnityLogger();
  174. ET.Options.Instance = new ET.Options();
  175. EditorUtility.DisplayProgressBar("进度", "正在导入表格", 1);
  176. SqliteController.Instance.Init(false, null);
  177. SQLiteHelper.Instance.OpenConnection();
  178. //try
  179. //{
  180. SQLiteHelper.Instance.ClearAllTables();
  181. CodeTemplateFactory.Init();
  182. if (!Directory.Exists(ExcelConfig.configCodePath))
  183. {
  184. Directory.CreateDirectory(ExcelConfig.configCodePath);
  185. }
  186. if (!Directory.Exists(ExcelConfig.configArrayCodePath))
  187. {
  188. Directory.CreateDirectory(ExcelConfig.configArrayCodePath);
  189. }
  190. ExcelReader.WriteExcle();
  191. ExcelReader.ReadExcel(CodeBuilder.GenerateCode);
  192. //}
  193. //catch (Exception e)
  194. //{
  195. // throw (e.InnerException);
  196. //}
  197. //finally
  198. //{
  199. SQLiteHelper.Instance.CloseConnection();
  200. //}
  201. //开始扫描表格,自动生成部分数据
  202. ExcelScanner.StartScan();
  203. AssetDatabase.Refresh();
  204. EditorUtility.ClearProgressBar();
  205. SQLiteHelper.Instance.CloseConnection();
  206. }
  207. static void UpdateAndImportArtRes()
  208. {
  209. UpdateArtRes();
  210. ImportArtRes();
  211. }
  212. static void UpdateAndImportExcel()
  213. {
  214. UpdateExcel();
  215. ImportExcel();
  216. }
  217. [MenuItem("Tools/ImageClip/TestImportClipImage")]
  218. public static void TestImportClipImage()
  219. {
  220. ImportArtResTool.Test();
  221. }
  222. [MenuItem("Tools/ImageClip/ReadImagePosition")]
  223. public static void ReadImagePosition()
  224. {
  225. ImagesClip.ReadImagePosition();
  226. }
  227. // [MenuItem("Tools/ImageClip/DeleteUnnecessaryImagePos")]
  228. // public static void DeleteUnnecessaryImagePos()
  229. // {
  230. // FileUtil.DeleteUnnecessaryImagePos(ImportArtResTool.DressUpTargetPath);
  231. // FileUtil.DeleteUnnecessaryImageMD5(new string[] { ImportArtResTool.DressUpMd5FileSaveName });
  232. // }
  233. public static void DeleteUnnecessaryImage()
  234. {
  235. EditorUtility.DisplayProgressBar("进度", "开始清除资源", 1);
  236. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.FieldGuideIconTargetPath, new string[] { ImportArtResTool.FieldGuideIconMd5FileSaveName });
  237. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ChapterGuideIconTargetPath, new string[] { ImportArtResTool.ChapterGuideIconMd5FileSaveName });
  238. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MusicTargetPath, new string[] { ImportArtResTool.MusicMd5FileSaveName });
  239. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardMusicTargetPath, new string[] { ImportArtResTool.CardMusicMd5FileSaveName });
  240. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ItemIconTargetPath, new string[] { ImportArtResTool.IconMd5FileSaveName });
  241. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.DressUpTargetPath, new string[] { ImportArtResTool.BgMd5FileSaveName, ImportArtResTool.DressUpMd5FileSaveName });
  242. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcHeadTargetPath, new string[] { ImportArtResTool.NPCHeadMd5FileSaveName });
  243. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicTargetPath, new string[] { ImportArtResTool.PicFMd5FileSaveName });
  244. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicSTargetPath, new string[] { ImportArtResTool.PicSMd5FileSaveName });
  245. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardBgTargetPath, new string[] { ImportArtResTool.CardBgMd5FileSaveName });
  246. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardIconTargetPath, new string[] { ImportArtResTool.CardMd5FileSaveName });
  247. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardSkillTargetPath, new string[] { ImportArtResTool.CardSkillMd5FileSaveName });
  248. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityTargetPath, new string[] { ImportArtResTool.ActivityMd5FileSaveName });
  249. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow1TargetPath, new string[] { ImportArtResTool.ActivityShow1Md5FileSaveName });
  250. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.PhotoGraphBorderTargetPath, new string[] { ImportArtResTool.PhotoGraphBorderMd5FileSaveName });
  251. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.UIBgTargetPath, new string[] { ImportArtResTool.UIBgMd5FileSaveName });
  252. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelBgTargetPath, new string[] { ImportArtResTool.TravelBgMd5FileSaveName });
  253. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelRoleTargetPath, new string[] { ImportArtResTool.TravelRoleMd5FileSaveName });
  254. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadTargetPath, new string[] { ImportArtResTool.HeadMd5FileSaveName });
  255. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadBorderTargetPath, new string[] { ImportArtResTool.HeadBorderMd5FileSaveName });
  256. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.LeagueIconTargetPath, new string[] { ImportArtResTool.LeagueIconMd5FileSaveName });
  257. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow2TargetPath, new string[] { ImportArtResTool.ActivityShow2Md5FileSaveName });
  258. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MaterialTargetPath, new string[] { ImportArtResTool.EffectMaterialMd5FileSaveName });
  259. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ShaderTargetPath, new string[] { ImportArtResTool.ShaderMd5FileSaveName });
  260. // FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ModelTargetPath, new string[] { ImportArtResTool.ModelTargetPath });
  261. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TextureTargetPath, new string[] { ImportArtResTool.EffectTextureMd5FileSaveName });
  262. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.LuckyBoxTitleImgTargetPath, new string[] { ImportArtResTool.LuckyBoxTitleImgMd5FileSaveName });
  263. DeleteFileHelper.TrySvnRemoveDeleteFile();
  264. EditorUtility.ClearProgressBar();
  265. }
  266. [MenuItem("Tools/List Player Assemblies in Console")]
  267. public static void PrintAssemblyNames()
  268. {
  269. UnityEngine.Debug.Log("== Player Assemblies ==");
  270. Assembly[] playerAssemblies =
  271. CompilationPipeline.GetAssemblies(AssembliesType.Player);
  272. foreach (var assembly in playerAssemblies)
  273. {
  274. UnityEngine.Debug.Log(assembly.name);
  275. }
  276. }
  277. [MenuItem("Tools/Build/copy AOT dll", false, 0)]
  278. public static void CopyDll()
  279. {
  280. EditorUtility.DisplayProgressBar("进度", "正在拷贝", 1);
  281. BuildDllHelper.CopyAOTAssembliesToStreamingAssets();
  282. EditorUtility.ClearProgressBar();
  283. }
  284. //[MenuItem("Tools/Build/Build Bundles Res Init")]
  285. //public static void BuildBundlesResIn()
  286. //{
  287. // BuildScript.BuildCustomBundles(new string[] { "ResIn/Font" }, "BuildSetting");
  288. //}
  289. //[MenuItem("Tools/Build/Build Bundles All")]
  290. //public static void BuildBundlesRes()
  291. //{
  292. // BuildDllHelper.BuildHotUpdateDll();
  293. // BuildScript.BuildCustomBundles(resArr, "BuildSetting");
  294. //}
  295. ////[MenuItem("XAssets/Versions/Copy To StreamingAssets")]
  296. //[MenuItem("Tools/Build/Copy To StreamingAssets", false, 1)]
  297. //public static void CopyToStreamingAssets()
  298. //{
  299. // BuildScript.CopyToStreamingAssets();
  300. //}
  301. [MenuItem("Tools/BuildTest/导入临时版本配置", false, 1)]
  302. public static void SetBundlesExcelTestDir()
  303. {
  304. try
  305. {
  306. ExcelConfig.excelsRootDirNameDressUp = "Config-demo1";
  307. ImportExcel();
  308. }
  309. catch (Exception e)
  310. {
  311. Log.Error(e.ToString());
  312. ExcelConfig.excelsRootDirNameDressUp = "Config";
  313. }
  314. }
  315. //[MenuItem("Tools/BuildTest/发布临时版本", false, 3)]
  316. //public static void BuildBundlesResTemp()
  317. //{
  318. // EditorUtility.DisplayProgressBar("进度", "正在发布临时版本", 1);
  319. // BuildDllHelper.BuildHotUpdateDll();
  320. // BuildScript.BuildCustomBundles(resArr, "BuildSetting1");
  321. // EditorUtility.ClearProgressBar();
  322. //}
  323. [MenuItem("Tools/ClearCache")]
  324. public static void ClearCache()
  325. {
  326. PlayerPrefs.DeleteAll();
  327. }
  328. [MenuItem("Tools/Build/BuildHotUpdateDll")]
  329. public static void BuildHotUpdateDll()
  330. {
  331. BuildDllHelper.BuildHotUpdateDll();
  332. }
  333. [MenuItem("Tools/Build/CopyPresetAssets")]
  334. public static void CopyPresetAssets()
  335. {
  336. PresetAssetHelper.CopyPresetAssets();
  337. }
  338. }
  339. }