| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261 | using ET;using GFGGame;using System;using System.IO;using UnityEditor;using UnityEditor.Compilation;using UnityEngine;using VEngine.Editor.Builds;namespace GFGEditor{    public class ToolsMenu : Editor    {        public static bool CommitWhenRelease = true;        enum TOOL_MENU_PRIORITY        {            UpdateAndImportAll,            UpdateAndImportExcel,            UpdateAndImportArtRes,            CheckExcel,            BuildBundlesRes,            UpdateProject,            ImportExcel,            ImportArtRes,        }        [MenuItem("策划/更新并导入所有", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportAll)]        static void UpdateAndImportAll()        {            UpdateProject();            UpdateAndImportArtRes();            UpdateAndImportExcel();        }        [MenuItem("策划/更新并导入Excel", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportExcel)]        static void UpdateAndImportExcel()        {            UpdateExcel();            ImportExcel();        }        [MenuItem("策划/更新并导入美术资源", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportArtRes)]        static void UpdateAndImportArtRes()        {            UpdateArtRes();            ImportArtRes();        }        [MenuItem("策划/更新至内网版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]        public static void BuildBundlesRes()        {            EditorUtility.DisplayProgressBar("进度", "正在更新至内网", 1);            VEngine.Editor.Builds.BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" });            EditorUtility.ClearProgressBar();            if (CommitWhenRelease)            {                CommitProject();            }        }        [MenuItem("策划/其它/更新项目", false, (int)TOOL_MENU_PRIORITY.UpdateProject)]        static void UpdateProject()        {            EditorUtility.DisplayProgressBar("进度", "正在更新项目", 1);            ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGame.bat");            EditorUtility.ClearProgressBar();        }        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);            ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitGame.bat");            EditorUtility.ClearProgressBar();        }        [MenuItem("策划/其它/导入配置表", false, (int)TOOL_MENU_PRIORITY.ImportExcel)]        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.dirPath = Path.Combine(Environment.CurrentDirectory, ResPathUtil.CONFIG_DIR_PATH);            SqliteController.Instance.Init(true, 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.ReadExcel(CodeBuilder.GenerateCode);            }            catch (Exception e)            {                throw (e.InnerException);            }            finally            {                SQLiteHelper.Instance.CloseConnection();            }            //扫描物品表获取途径并更新数据库            ItemApproachScanner.startScan();            //扫描副本            InstanceZonesScanner.StartScan();            AssetDatabase.Refresh();            EditorUtility.ClearProgressBar();        }        [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 ImportArtRes()        {            EditorUtility.DisplayProgressBar("进度", "正在导入美术资源", 1);            ImportArtResTool.Import();            EditorUtility.ClearProgressBar();        }        [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(ImportArtResTool.DressUpMd5FileSaveName);        }        [MenuItem("策划/其它/清除冗余文件")]        public static void DeleteUnnecessaryImage()        {            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.DressUpTargetPath, ImportArtResTool.DressUpMd5FileSaveName);            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.BgTargetPath, ImportArtResTool.BgMd5FileSaveName);            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicSTargetPath, ImportArtResTool.PicSMd5FileSaveName);            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.FieldGuideIconTargetPath, ImportArtResTool.FieldGuideIconMd5FileSaveName);            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MusicTargetPath, ImportArtResTool.MusicMd5FileSaveName);            // FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ItemIconTargetPath, ImportArtResTool.IconMd5FileSaveName);            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcHeadTargetPath, ImportArtResTool.HeadMd5FileSaveName);            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicTargetPath, ImportArtResTool.PicFMd5FileSaveName);            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardBgTargetPath, ImportArtResTool.CardBgMd5FileSaveName);            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardIconTargetPath, ImportArtResTool.CardMd5FileSaveName);            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MaterialTargetPath, ImportArtResTool.EffectMaterialMd5FileSaveName);            FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TextureTargetPath, ImportArtResTool.EffectTextureMd5FileSaveName);            DeleteUnnecessaryAni();        }        // [MenuItem("策划/其它/清除冗余动画")]        public static void DeleteUnnecessaryAni()        {            EditorUtility.DisplayProgressBar("进度", "正在清除冗余动画", 1);            FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.DressUpAnimationTargetPath, ImportArtResTool.DressUpAnimationSrcPaths[0]);            FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.EffectTargetPath, ImportArtResTool.EffectSrcPaths[0]);            EditorUtility.ClearProgressBar();            // FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.TextureTargetPath, ImportArtResTool.TextureSrcPaths[0]);        }        [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/BuildTest/SetBundlesResTestDir")]        public static void SetBundlesResTestDir()        {            VEngine.Utility.buildPath = "Bundles_temp";            ImportArtResTool.ResRootDirNameDressUp = "正式资源-demo1";            CommitWhenRelease = false;        }        [MenuItem("Tools/BuildTest/ResetBundlesResDir")]        public static void ResetBundlesResTestDir()        {            VEngine.Utility.buildPath = "Bundles";            ImportArtResTool.ResRootDirNameDressUp = "正式资源";            CommitWhenRelease = true;        }        [MenuItem("Tools/BuildTest/发布临时版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]        public static void BuildBundlesResTemp()        {            VEngine.Utility.buildPath = "Bundles_temp";            ImportArtResTool.ResRootDirNameDressUp = "正式资源-demo1";            EditorUtility.DisplayProgressBar("进度", "正在发布临时版本", 1);            VEngine.Editor.Builds.BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" });            EditorUtility.ClearProgressBar();            VEngine.Utility.buildPath = "Bundles";            ImportArtResTool.ResRootDirNameDressUp = "正式资源";        }        [MenuItem("Tools/BuildTest/Copy To StreamingAssets Temp")]        public static void CopyToStreamingAssets()        {            VEngine.Utility.buildPath = "Bundles_temp";            BuildScript.CopyToStreamingAssets();            VEngine.Utility.buildPath = "Bundles";        }    }}
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