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. 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_DEV
  28. [MenuItem("外网/")]
  29. public static void VersionTag()
  30. {
  31. }
  32. #else
  33. [MenuItem("内网/")]
  34. public static void VersionTag()
  35. {
  36. }
  37. [MenuItem("策划/更新并导入所有", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportAll)]
  38. static void UpdateAndImportAll()
  39. {
  40. UpdateProject();
  41. UpdateAndImportArtRes();
  42. UpdateAndImportExcel();
  43. if (CommitWhenRelease)
  44. {
  45. CommitProject();
  46. }
  47. }
  48. [MenuItem("策划/更新并导入Excel", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportExcel)]
  49. static void UpdateAndImportExcelAndCommit()
  50. {
  51. UpdateAndImportExcel();
  52. if (CommitWhenRelease)
  53. {
  54. CommitProject();
  55. }
  56. }
  57. [MenuItem("策划/更新并导入美术资源", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportArtRes)]
  58. static void UpdateAndImportArtResAndCommit()
  59. {
  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(new string[] { "Res", "ResIn" }, "BuildSetting");
  72. EditorUtility.ClearProgressBar();
  73. if (CommitWhenRelease)
  74. {
  75. CommitBundles();
  76. }
  77. }
  78. [MenuItem("策划/其它/更新项目(会丢弃未推送内容)", false, (int)TOOL_MENU_PRIORITY.UpdateProject)]
  79. static void UpdateProject()
  80. {
  81. //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
  82. SQLiteHelper.Instance.CloseConnection();
  83. Thread.Sleep(1000);
  84. EditorUtility.DisplayProgressBar("进度", "正在更新项目", 1);
  85. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGame.bat");
  86. EditorUtility.ClearProgressBar();
  87. }
  88. [MenuItem("策划/其它/导入配置表", false, (int)TOOL_MENU_PRIORITY.ImportExcel)]
  89. public static void ImportExcelNeiWang()
  90. {
  91. ImportExcel();
  92. }
  93. [MenuItem("策划/检查配置表", false, (int)TOOL_MENU_PRIORITY.CheckExcel)]
  94. public static void CheckExcel()
  95. {
  96. EditorUtility.DisplayProgressBar("进度", "正在检查表格", 1);
  97. //检查表格部分内容
  98. ExcelChecker.StartCheck();
  99. EditorUtility.ClearProgressBar();
  100. }
  101. [MenuItem("策划/其它/导入美术资源", false, (int)TOOL_MENU_PRIORITY.ImportArtRes)]
  102. public static void ImportArtResNeiWang()
  103. {
  104. ImportArtRes();
  105. }
  106. [MenuItem("策划/其它/清除冗余文件")]
  107. public static void DeleteUnnecessaryImageNeiWang()
  108. {
  109. DeleteUnnecessaryImage();
  110. }
  111. #endif
  112. public static void UpdateExcel()
  113. {
  114. EditorUtility.DisplayProgressBar("进度", "正在更新表格", 1);
  115. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateExcel.bat");
  116. EditorUtility.ClearProgressBar();
  117. }
  118. public static void UpdateArtRes()
  119. {
  120. EditorUtility.DisplayProgressBar("进度", "正在更新美术资源", 1);
  121. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirName);
  122. //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
  123. if (ImportArtResTool.ResRootDirNameDressUp != ImportArtResTool.ResRootDirName)
  124. {
  125. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirNameDressUp);
  126. }
  127. EditorUtility.ClearProgressBar();
  128. }
  129. static void CommitProject()
  130. {
  131. EditorUtility.DisplayProgressBar("进度", "正在提交项目", 1);
  132. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitGame.bat");
  133. EditorUtility.ClearProgressBar();
  134. }
  135. static void CommitBundles()
  136. {
  137. EditorUtility.DisplayProgressBar("进度", "正在提交Bundles", 1);
  138. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitBundles.bat");
  139. EditorUtility.ClearProgressBar();
  140. }
  141. public static void ImportArtRes()
  142. {
  143. EditorUtility.DisplayProgressBar("进度", "正在导入美术资源", 1);
  144. ImportArtResTool.Import();
  145. EditorUtility.ClearProgressBar();
  146. }
  147. public static void ImportExcel()
  148. {
  149. Log.ILog = new UnityLogger();
  150. ET.Options.Instance = new ET.Options();
  151. EditorUtility.DisplayProgressBar("进度", "正在导入表格", 1);
  152. SqliteController.Instance.dirPath = Path.Combine(Environment.CurrentDirectory, ResPathUtil.CONFIG_DIR_PATH);
  153. SqliteController.Instance.Init(false, null);
  154. SQLiteHelper.Instance.OpenConnection();
  155. //try
  156. //{
  157. SQLiteHelper.Instance.ClearAllTables();
  158. CodeTemplateFactory.Init();
  159. if (!Directory.Exists(ExcelConfig.configCodePath))
  160. {
  161. Directory.CreateDirectory(ExcelConfig.configCodePath);
  162. }
  163. if (!Directory.Exists(ExcelConfig.configArrayCodePath))
  164. {
  165. Directory.CreateDirectory(ExcelConfig.configArrayCodePath);
  166. }
  167. ExcelReader.WriteExcle();
  168. ExcelReader.ReadExcel(CodeBuilder.GenerateCode);
  169. //}
  170. //catch (Exception e)
  171. //{
  172. // throw (e.InnerException);
  173. //}
  174. //finally
  175. //{
  176. SQLiteHelper.Instance.CloseConnection();
  177. //}
  178. //开始扫描表格,自动生成部分数据
  179. ExcelScanner.StartScan();
  180. //拷贝slqlite文件至共享库
  181. File.Copy(ResPathUtil.SQLITE_FILE_PATH, ExcelConfig.sqliteFilePathCSShare, true);
  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.MusicTargetPath, new string[] { ImportArtResTool.MusicMd5FileSaveName });
  217. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardMusicTargetPath, new string[] { ImportArtResTool.CardMusicMd5FileSaveName });
  218. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ItemIconTargetPath, new string[] { ImportArtResTool.IconMd5FileSaveName });
  219. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.DressUpTargetPath, new string[] { ImportArtResTool.BgMd5FileSaveName, ImportArtResTool.DressUpMd5FileSaveName });
  220. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcHeadTargetPath, new string[] { ImportArtResTool.NPCHeadMd5FileSaveName });
  221. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicTargetPath, new string[] { ImportArtResTool.PicFMd5FileSaveName });
  222. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicSTargetPath, new string[] { ImportArtResTool.PicSMd5FileSaveName });
  223. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardBgTargetPath, new string[] { ImportArtResTool.CardBgMd5FileSaveName });
  224. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardIconTargetPath, new string[] { ImportArtResTool.CardMd5FileSaveName });
  225. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityTargetPath, new string[] { ImportArtResTool.ActivityMd5FileSaveName });
  226. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow1TargetPath, new string[] { ImportArtResTool.ActivityShow1Md5FileSaveName });
  227. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.PhotoGraphBorderTargetPath, new string[] { ImportArtResTool.PhotoGraphBorderMd5FileSaveName });
  228. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.UIBgTargetPath, new string[] { ImportArtResTool.UIBgMd5FileSaveName });
  229. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelBgTargetPath, new string[] { ImportArtResTool.TravelBgMd5FileSaveName });
  230. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelRoleTargetPath, new string[] { ImportArtResTool.TravelRoleMd5FileSaveName });
  231. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadTargetPath, new string[] { ImportArtResTool.HeadMd5FileSaveName });
  232. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadBorderTargetPath, new string[] { ImportArtResTool.HeadBorderMd5FileSaveName });
  233. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow2TargetPath, new string[] { ImportArtResTool.ActivityShow2Md5FileSaveName });
  234. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MaterialTargetPath, new string[] { ImportArtResTool.EffectMaterialMd5FileSaveName });
  235. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TextureTargetPath, new string[] { ImportArtResTool.EffectTextureMd5FileSaveName });
  236. EditorUtility.ClearProgressBar();
  237. }
  238. [MenuItem("Tools/List Player Assemblies in Console")]
  239. public static void PrintAssemblyNames()
  240. {
  241. UnityEngine.Debug.Log("== Player Assemblies ==");
  242. Assembly[] playerAssemblies =
  243. CompilationPipeline.GetAssemblies(AssembliesType.Player);
  244. foreach (var assembly in playerAssemblies)
  245. {
  246. UnityEngine.Debug.Log(assembly.name);
  247. }
  248. }
  249. [MenuItem("Tools/Build/copy AOT dll", false, 0)]
  250. public static void CopyDll()
  251. {
  252. EditorUtility.DisplayProgressBar("进度", "正在拷贝", 1);
  253. BuildDllHelper.CopyAOTAssembliesToStreamingAssets();
  254. EditorUtility.ClearProgressBar();
  255. }
  256. [MenuItem("Tools/Build/Build Bundles Res Init")]
  257. public static void BuildBundlesResIn()
  258. {
  259. BuildScript.BuildCustomBundles(new string[] { "ResIn/Txt" }, "BuildSetting");
  260. }
  261. [MenuItem("Tools/Build/Build Bundles All")]
  262. public static void BuildBundlesRes()
  263. {
  264. BuildDllHelper.BuildHotUpdateDll();
  265. BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" }, "BuildSetting");
  266. }
  267. //[MenuItem("XAssets/Versions/Copy To StreamingAssets")]
  268. [MenuItem("Tools/Build/Copy To StreamingAssets", false, 1)]
  269. public static void CopyToStreamingAssets()
  270. {
  271. BuildScript.CopyToStreamingAssets();
  272. }
  273. [MenuItem("Tools/BuildTest/导入临时版本资源", false, 0)]
  274. public static void SetBundlesResTestDir()
  275. {
  276. try
  277. {
  278. ImportArtResTool.ResRootDirNameDressUp = "正式资源-demo1";
  279. CommitWhenRelease = false;
  280. UpdateAndImportArtRes();
  281. }
  282. catch (Exception e)
  283. {
  284. Log.Error(e.ToString());
  285. ImportArtResTool.ResRootDirNameDressUp = "正式资源";
  286. CommitWhenRelease = true;
  287. }
  288. }
  289. [MenuItem("Tools/BuildTest/导入临时版本配置", false, 1)]
  290. public static void SetBundlesExcelTestDir()
  291. {
  292. try
  293. {
  294. ImportArtResTool.ResRootDirNameDressUp = "Config-demo1";
  295. CommitWhenRelease = false;
  296. UpdateAndImportExcel();
  297. }
  298. catch (Exception e)
  299. {
  300. Log.Error(e.ToString());
  301. ExcelConfig.excelsRootDirNameDressUp = "Config";
  302. CommitWhenRelease = true;
  303. }
  304. }
  305. [MenuItem("Tools/BuildTest/发布临时版本", false, 3)]
  306. public static void BuildBundlesResTemp()
  307. {
  308. EditorUtility.DisplayProgressBar("进度", "正在发布临时版本", 1);
  309. BuildDllHelper.BuildHotUpdateDll();
  310. BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" }, "BuildSetting1");
  311. EditorUtility.ClearProgressBar();
  312. }
  313. }
  314. }