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