ToolsMenu.cs 11 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. ImportArtRes,
  25. }
  26. [MenuItem("策划/更新并导入所有", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportAll)]
  27. static void UpdateAndImportAll()
  28. {
  29. UpdateProject();
  30. UpdateAndImportArtRes();
  31. UpdateAndImportExcel();
  32. if (CommitWhenRelease)
  33. {
  34. CommitProject();
  35. }
  36. }
  37. [MenuItem("策划/更新并导入Excel", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportExcel)]
  38. static void UpdateAndImportExcel()
  39. {
  40. UpdateExcel();
  41. ImportExcel();
  42. }
  43. [MenuItem("策划/更新并导入美术资源", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportArtRes)]
  44. static void UpdateAndImportArtRes()
  45. {
  46. UpdateArtRes();
  47. ImportArtRes();
  48. }
  49. [MenuItem("策划/更新至内网版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  50. public static void BuildBundlesRes()
  51. {
  52. EditorUtility.DisplayProgressBar("进度", "正在更新至内网", 1);
  53. VEngine.Editor.Builds.BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" });
  54. EditorUtility.ClearProgressBar();
  55. if (CommitWhenRelease)
  56. {
  57. CommitBundles();
  58. }
  59. }
  60. [MenuItem("策划/其它/更新项目", false, (int)TOOL_MENU_PRIORITY.UpdateProject)]
  61. static void UpdateProject()
  62. {
  63. SQLiteHelper.Instance.CloseConnection();
  64. Thread.Sleep(1000);
  65. EditorUtility.DisplayProgressBar("进度", "正在更新项目", 1);
  66. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGame.bat");
  67. EditorUtility.ClearProgressBar();
  68. }
  69. public static void UpdateExcel()
  70. {
  71. EditorUtility.DisplayProgressBar("进度", "正在更新表格", 1);
  72. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateExcel.bat");
  73. EditorUtility.ClearProgressBar();
  74. }
  75. public static void UpdateArtRes()
  76. {
  77. EditorUtility.DisplayProgressBar("进度", "正在更新美术资源", 1);
  78. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirName);
  79. //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
  80. if (ImportArtResTool.ResRootDirNameDressUp != ImportArtResTool.ResRootDirName)
  81. {
  82. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirNameDressUp);
  83. }
  84. EditorUtility.ClearProgressBar();
  85. }
  86. static void CommitProject()
  87. {
  88. EditorUtility.DisplayProgressBar("进度", "正在提交项目", 1);
  89. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitGame.bat");
  90. EditorUtility.ClearProgressBar();
  91. }
  92. static void CommitBundles()
  93. {
  94. EditorUtility.DisplayProgressBar("进度", "正在提交Bundles", 1);
  95. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitBundles.bat");
  96. EditorUtility.ClearProgressBar();
  97. }
  98. [MenuItem("策划/其它/导入配置表", false, (int)TOOL_MENU_PRIORITY.ImportExcel)]
  99. public static void ImportExcel()
  100. {
  101. Log.ILog = new UnityLogger();
  102. ET.Options.Instance = new ET.Options();
  103. EditorUtility.DisplayProgressBar("进度", "正在导入表格", 1);
  104. SqliteController.Instance.dirPath = Path.Combine(Environment.CurrentDirectory, ResPathUtil.CONFIG_DIR_PATH);
  105. SqliteController.Instance.Init(true, null);
  106. SQLiteHelper.Instance.OpenConnection();
  107. try
  108. {
  109. SQLiteHelper.Instance.ClearAllTables();
  110. CodeTemplateFactory.Init();
  111. if (!Directory.Exists(ExcelConfig.configCodePath))
  112. {
  113. Directory.CreateDirectory(ExcelConfig.configCodePath);
  114. }
  115. if (!Directory.Exists(ExcelConfig.configArrayCodePath))
  116. {
  117. Directory.CreateDirectory(ExcelConfig.configArrayCodePath);
  118. }
  119. ExcelReader.ReadExcel(CodeBuilder.GenerateCode);
  120. }
  121. catch (Exception e)
  122. {
  123. throw (e.InnerException);
  124. }
  125. finally
  126. {
  127. SQLiteHelper.Instance.CloseConnection();
  128. }
  129. //开始扫描表格,自动生成部分数据
  130. ExcelScanner.StartScan();
  131. //拷贝slqlite文件至共享库
  132. File.Copy(ResPathUtil.SQLITE_FILE_PATH, ExcelConfig.sqliteFilePathCSShare, true);
  133. AssetDatabase.Refresh();
  134. EditorUtility.ClearProgressBar();
  135. SQLiteHelper.Instance.CloseConnection();
  136. }
  137. [MenuItem("策划/检查配置表", false, (int)TOOL_MENU_PRIORITY.CheckExcel)]
  138. public static void CheckExcel()
  139. {
  140. EditorUtility.DisplayProgressBar("进度", "正在检查表格", 1);
  141. //检查表格部分内容
  142. ExcelChecker.StartCheck();
  143. EditorUtility.ClearProgressBar();
  144. }
  145. [MenuItem("策划/其它/导入美术资源", false, (int)TOOL_MENU_PRIORITY.ImportArtRes)]
  146. public static void ImportArtRes()
  147. {
  148. EditorUtility.DisplayProgressBar("进度", "正在导入美术资源", 1);
  149. ImportArtResTool.Import();
  150. EditorUtility.ClearProgressBar();
  151. }
  152. [MenuItem("Tools/ImageClip/ImportClipImage")]
  153. public static void ImportClipImage()
  154. {
  155. ImportArtResTool.ImportClipImage();
  156. }
  157. [MenuItem("Tools/ImageClip/ReadImagePosition")]
  158. public static void ReadImagePosition()
  159. {
  160. ImagesClip.ReadImagePosition();
  161. }
  162. [MenuItem("Tools/ImageClip/DeleteUnnecessaryImagePos")]
  163. public static void DeleteUnnecessaryImagePos()
  164. {
  165. FileUtil.DeleteUnnecessaryImagePos(ImportArtResTool.DressUpTargetPath);
  166. FileUtil.DeleteUnnecessaryImageMD5(ImportArtResTool.DressUpMd5FileSaveName);
  167. }
  168. [MenuItem("策划/其它/清除冗余文件")]
  169. public static void DeleteUnnecessaryImage()
  170. {
  171. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.DressUpTargetPath, ImportArtResTool.DressUpMd5FileSaveName);
  172. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.BgTargetPath, ImportArtResTool.BgMd5FileSaveName);
  173. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicSTargetPath, ImportArtResTool.PicSMd5FileSaveName);
  174. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.FieldGuideIconTargetPath, ImportArtResTool.FieldGuideIconMd5FileSaveName);
  175. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MusicTargetPath, ImportArtResTool.MusicMd5FileSaveName);
  176. // FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ItemIconTargetPath, ImportArtResTool.IconMd5FileSaveName);
  177. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcHeadTargetPath, ImportArtResTool.HeadMd5FileSaveName);
  178. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicTargetPath, ImportArtResTool.PicFMd5FileSaveName);
  179. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardBgTargetPath, ImportArtResTool.CardBgMd5FileSaveName);
  180. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardIconTargetPath, ImportArtResTool.CardMd5FileSaveName);
  181. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MaterialTargetPath, ImportArtResTool.EffectMaterialMd5FileSaveName);
  182. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TextureTargetPath, ImportArtResTool.EffectTextureMd5FileSaveName);
  183. DeleteUnnecessaryAni();
  184. }
  185. // [MenuItem("策划/其它/清除冗余动画")]
  186. public static void DeleteUnnecessaryAni()
  187. {
  188. EditorUtility.DisplayProgressBar("进度", "正在清除冗余动画", 1);
  189. FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.DressUpAnimationTargetPath, ImportArtResTool.DressUpAnimationSrcPaths[0]);
  190. FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.EffectTargetPath, ImportArtResTool.EffectSrcPaths[0]);
  191. EditorUtility.ClearProgressBar();
  192. // FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.TextureTargetPath, ImportArtResTool.TextureSrcPaths[0]);
  193. }
  194. [MenuItem("Tools/List Player Assemblies in Console")]
  195. public static void PrintAssemblyNames()
  196. {
  197. UnityEngine.Debug.Log("== Player Assemblies ==");
  198. Assembly[] playerAssemblies =
  199. CompilationPipeline.GetAssemblies(AssembliesType.Player);
  200. foreach (var assembly in playerAssemblies)
  201. {
  202. UnityEngine.Debug.Log(assembly.name);
  203. }
  204. }
  205. [MenuItem("Tools/BuildTest/SetBundlesResTestDir")]
  206. public static void SetBundlesResTestDir()
  207. {
  208. VEngine.Utility.buildPath = "Bundles_temp";
  209. ImportArtResTool.ResRootDirNameDressUp = "正式资源-demo1";
  210. CommitWhenRelease = false;
  211. }
  212. [MenuItem("Tools/BuildTest/ResetBundlesResDir")]
  213. public static void ResetBundlesResTestDir()
  214. {
  215. VEngine.Utility.buildPath = "Bundles";
  216. ImportArtResTool.ResRootDirNameDressUp = "正式资源";
  217. CommitWhenRelease = true;
  218. }
  219. [MenuItem("Tools/BuildTest/发布临时版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  220. public static void BuildBundlesResTemp()
  221. {
  222. VEngine.Utility.buildPath = "Bundles_temp";
  223. ImportArtResTool.ResRootDirNameDressUp = "正式资源-demo1";
  224. EditorUtility.DisplayProgressBar("进度", "正在发布临时版本", 1);
  225. VEngine.Editor.Builds.BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" });
  226. EditorUtility.ClearProgressBar();
  227. VEngine.Utility.buildPath = "Bundles";
  228. ImportArtResTool.ResRootDirNameDressUp = "正式资源";
  229. }
  230. [MenuItem("Tools/BuildTest/Copy To StreamingAssets Temp")]
  231. public static void CopyToStreamingAssets()
  232. {
  233. VEngine.Utility.buildPath = "Bundles_temp";
  234. BuildScript.CopyToStreamingAssets();
  235. VEngine.Utility.buildPath = "Bundles";
  236. }
  237. }
  238. }