ToolsMenu.cs 9.2 KB

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  1. using ET;
  2. using GFGGame;
  3. using System;
  4. using System.IO;
  5. using UnityEditor;
  6. using UnityEditor.Compilation;
  7. using UnityEngine;
  8. namespace GFGEditor
  9. {
  10. public class ToolsMenu : Editor
  11. {
  12. public static bool CommitWhenRelease = true;
  13. enum TOOL_MENU_PRIORITY
  14. {
  15. UpdateAndImportAll,
  16. UpdateAndImportExcel,
  17. UpdateAndImportArtRes,
  18. CheckExcel,
  19. BuildBundlesRes,
  20. UpdateProject,
  21. ImportExcel,
  22. ImportArtRes,
  23. }
  24. [MenuItem("策划/更新并导入所有", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportAll)]
  25. static void UpdateAndImportAll()
  26. {
  27. UpdateProject();
  28. UpdateAndImportArtRes();
  29. UpdateAndImportExcel();
  30. }
  31. [MenuItem("策划/更新并导入Excel", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportExcel)]
  32. static void UpdateAndImportExcel()
  33. {
  34. UpdateExcel();
  35. ImportExcel();
  36. }
  37. [MenuItem("策划/更新并导入美术资源", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportArtRes)]
  38. static void UpdateAndImportArtRes()
  39. {
  40. UpdateArtRes();
  41. ImportArtRes();
  42. }
  43. [MenuItem("策划/更新至内网版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  44. public static void BuildBundlesRes()
  45. {
  46. EditorUtility.DisplayProgressBar("进度", "正在更新至内网", 1);
  47. VEngine.Editor.Builds.BuildScript.BuildCustomBundles(new string[] { "Res", "ResIn" });
  48. EditorUtility.ClearProgressBar();
  49. if(CommitWhenRelease)
  50. {
  51. CommitProject();
  52. }
  53. }
  54. [MenuItem("策划/其它/更新项目", false, (int)TOOL_MENU_PRIORITY.UpdateProject)]
  55. static void UpdateProject()
  56. {
  57. EditorUtility.DisplayProgressBar("进度", "正在更新项目", 1);
  58. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGame.bat");
  59. EditorUtility.ClearProgressBar();
  60. }
  61. public static void UpdateExcel()
  62. {
  63. EditorUtility.DisplayProgressBar("进度", "正在更新表格", 1);
  64. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateExcel.bat");
  65. EditorUtility.ClearProgressBar();
  66. }
  67. public static void UpdateArtRes()
  68. {
  69. EditorUtility.DisplayProgressBar("进度", "正在更新美术资源", 1);
  70. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirName);
  71. EditorUtility.ClearProgressBar();
  72. }
  73. static void CommitProject()
  74. {
  75. EditorUtility.DisplayProgressBar("进度", "正在提交项目", 1);
  76. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitGame.bat");
  77. EditorUtility.ClearProgressBar();
  78. }
  79. [MenuItem("策划/其它/导入配置表", false, (int)TOOL_MENU_PRIORITY.ImportExcel)]
  80. public static void ImportExcel()
  81. {
  82. Log.ILog = new UnityLogger();
  83. ET.Options.Instance = new ET.Options();
  84. EditorUtility.DisplayProgressBar("进度", "正在导入表格", 1);
  85. SqliteController.Instance.dirPath = Path.Combine(Environment.CurrentDirectory, ResPathUtil.CONFIG_DIR_PATH);
  86. SqliteController.Instance.Init(true, null);
  87. SQLiteHelper.Instance.OpenConnection();
  88. try
  89. {
  90. SQLiteHelper.Instance.ClearAllTables();
  91. CodeTemplateFactory.Init();
  92. if (!Directory.Exists(ExcelConfig.configCodePath))
  93. {
  94. Directory.CreateDirectory(ExcelConfig.configCodePath);
  95. }
  96. if (!Directory.Exists(ExcelConfig.configArrayCodePath))
  97. {
  98. Directory.CreateDirectory(ExcelConfig.configArrayCodePath);
  99. }
  100. ExcelReader.ReadExcel(CodeBuilder.GenerateCode);
  101. }
  102. catch (Exception e)
  103. {
  104. throw (e.InnerException);
  105. }
  106. finally
  107. {
  108. SQLiteHelper.Instance.CloseConnection();
  109. }
  110. //扫描物品表获取途径并更新数据库
  111. ItemApproachScanner.startScan();
  112. AssetDatabase.Refresh();
  113. EditorUtility.ClearProgressBar();
  114. }
  115. [MenuItem("策划/检查配置表", false, (int)TOOL_MENU_PRIORITY.CheckExcel)]
  116. public static void CheckExcel()
  117. {
  118. EditorUtility.DisplayProgressBar("进度", "正在检查表格", 1);
  119. //检查表格部分内容
  120. ExcelChecker.StartCheck();
  121. EditorUtility.ClearProgressBar();
  122. }
  123. [MenuItem("策划/其它/导入美术资源", false, (int)TOOL_MENU_PRIORITY.ImportArtRes)]
  124. public static void ImportArtRes()
  125. {
  126. EditorUtility.DisplayProgressBar("进度", "正在导入美术资源", 1);
  127. ImportArtResTool.Import();
  128. EditorUtility.ClearProgressBar();
  129. }
  130. [MenuItem("Tools/ImageClip/ImportClipImage")]
  131. public static void ImportClipImage()
  132. {
  133. ImportArtResTool.ImportClipImage();
  134. }
  135. [MenuItem("Tools/ImageClip/ReadImagePosition")]
  136. public static void ReadImagePosition()
  137. {
  138. ImagesClip.ReadImagePosition();
  139. }
  140. [MenuItem("Tools/ImageClip/DeleteUnnecessaryImagePos")]
  141. public static void DeleteUnnecessaryImagePos()
  142. {
  143. FileUtil.DeleteUnnecessaryImagePos(ImportArtResTool.DressUpTargetPath);
  144. FileUtil.DeleteUnnecessaryImageMD5(ImportArtResTool.DressUpMd5FileSaveName);
  145. }
  146. [MenuItem("策划/其它/清除冗余文件")]
  147. public static void DeleteUnnecessaryImage()
  148. {
  149. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.DressUpTargetPath, ImportArtResTool.DressUpMd5FileSaveName);
  150. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.BgTargetPath, ImportArtResTool.BgMd5FileSaveName);
  151. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicSTargetPath, ImportArtResTool.PicSMd5FileSaveName);
  152. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.FieldGuideIconTargetPath, ImportArtResTool.FieldGuideIconMd5FileSaveName);
  153. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MusicTargetPath, ImportArtResTool.MusicMd5FileSaveName);
  154. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ItemIconTargetPath, ImportArtResTool.IconMd5FileSaveName);
  155. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcHeadTargetPath, ImportArtResTool.HeadMd5FileSaveName);
  156. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicTargetPath, ImportArtResTool.PicFMd5FileSaveName);
  157. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardBgTargetPath, ImportArtResTool.CardBgMd5FileSaveName);
  158. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardIconTargetPath, ImportArtResTool.CardMd5FileSaveName);
  159. // FileUtil.DeleteUnnecessaryImage(ImportArtsRes.DressUpAnimationTargetPath);
  160. // FileUtil.DeleteUnnecessaryImage(ImportArtsRes.EffectTargetPath);
  161. FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.DressUpAnimationTargetPath, ImportArtResTool.DressUpAnimationSrcPaths[0]);
  162. FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.EffectTargetPath, ImportArtResTool.EffectSrcPaths[0]);
  163. FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.MaterialTargetPath, ImportArtResTool.MaterialSrcPaths[0]);
  164. FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.TextureTargetPath, ImportArtResTool.TextureSrcPaths[0]);
  165. }
  166. [MenuItem("策划/其它/清除冗余动画")]
  167. public static void DeleteUnnecessaryAni()
  168. {
  169. FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.DressUpAnimationTargetPath, ImportArtResTool.DressUpAnimationSrcPaths[0]);
  170. FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.EffectTargetPath, ImportArtResTool.EffectSrcPaths[0]);
  171. FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.MaterialTargetPath, ImportArtResTool.MaterialSrcPaths[0]);
  172. FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.TextureTargetPath, ImportArtResTool.TextureSrcPaths[0]);
  173. }
  174. [MenuItem("Tools/List Player Assemblies in Console")]
  175. public static void PrintAssemblyNames()
  176. {
  177. UnityEngine.Debug.Log("== Player Assemblies ==");
  178. Assembly[] playerAssemblies =
  179. CompilationPipeline.GetAssemblies(AssembliesType.Player);
  180. foreach (var assembly in playerAssemblies)
  181. {
  182. UnityEngine.Debug.Log(assembly.name);
  183. }
  184. }
  185. [MenuItem("Tools/BuildTest/SetBundlesResTestDir")]
  186. public static void SetBundlesResTestDir()
  187. {
  188. VEngine.Utility.buildPath = "Bundles_temp";
  189. ImportArtResTool.ResRootDirName = "正式资源-demo1";
  190. CommitWhenRelease = false;
  191. }
  192. [MenuItem("Tools/BuildTest/ResetBundlesResDir")]
  193. public static void ResetBundlesResTestDir()
  194. {
  195. VEngine.Utility.buildPath = "Bundles";
  196. ImportArtResTool.ResRootDirName = "正式资源";
  197. CommitWhenRelease = true;
  198. }
  199. }
  200. }