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. namespace GFGEditor
  10. {
  11. public class ToolsMenu : Editor
  12. {
  13. public static bool CommitWhenRelease = true;
  14. public static string[] resArr = new string[] { "Res", "ResIn", "Game/CSShare/Sqlite" };
  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. UpdateProjectRes();
  61. UpdateAndImportArtRes();
  62. if (CommitWhenRelease)
  63. {
  64. CommitProject();
  65. }
  66. }
  67. [MenuItem("策划/更新至内网版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  68. public static void ReleaseLocalVersion()
  69. {
  70. EditorUtility.DisplayProgressBar("进度", "正在更新至内网", 1);
  71. BuildDllHelper.BuildHotUpdateDll();
  72. //BuildScript.BuildCustomBundles(resArr, "BuildSetting");
  73. EditorUtility.ClearProgressBar();
  74. }
  75. [MenuItem("策划/其它/更新项目(会丢弃未推送内容)", false, (int)TOOL_MENU_PRIORITY.UpdateProject)]
  76. static void UpdateProject()
  77. {
  78. //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
  79. SQLiteHelper.Instance.CloseConnection();
  80. Thread.Sleep(1000);
  81. EditorUtility.DisplayProgressBar("进度", "正在更新项目", 1);
  82. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGame.bat");
  83. UpdateProjectRes();
  84. EditorUtility.ClearProgressBar();
  85. }
  86. [MenuItem("策划/其它/导入配置表", false, (int)TOOL_MENU_PRIORITY.ImportExcel)]
  87. public static void ImportExcelNeiWang()
  88. {
  89. ImportExcel();
  90. }
  91. [MenuItem("策划/检查配置表", false, (int)TOOL_MENU_PRIORITY.CheckExcel)]
  92. public static void CheckExcel()
  93. {
  94. EditorUtility.DisplayProgressBar("进度", "正在检查表格", 1);
  95. //检查表格部分内容
  96. ExcelChecker.StartCheck();
  97. EditorUtility.ClearProgressBar();
  98. }
  99. [MenuItem("策划/其它/导入美术资源", false, (int)TOOL_MENU_PRIORITY.ImportArtRes)]
  100. public static void ImportArtResNeiWang()
  101. {
  102. ImportArtRes();
  103. }
  104. [MenuItem("策划/其它/清除冗余文件")]
  105. public static void DeleteUnnecessaryImageNeiWang()
  106. {
  107. DeleteUnnecessaryImage();
  108. }
  109. #endif
  110. private static void UpdateProjectRes()
  111. {
  112. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGameRes.bat");
  113. }
  114. public static void UpdateExcel()
  115. {
  116. EditorUtility.DisplayProgressBar("进度", "正在更新表格", 1);
  117. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateExcel.bat");
  118. EditorUtility.ClearProgressBar();
  119. }
  120. public static void UpdateArtRes()
  121. {
  122. EditorUtility.DisplayProgressBar("进度", "正在更新美术资源", 1);
  123. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirName);
  124. //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
  125. if (ImportArtResTool.ResRootDirNameDressUp != ImportArtResTool.ResRootDirName)
  126. {
  127. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirNameDressUp);
  128. }
  129. EditorUtility.ClearProgressBar();
  130. }
  131. static void CommitProject()
  132. {
  133. EditorUtility.DisplayProgressBar("进度", "正在提交项目", 1);
  134. DeleteFileHelper.TrySvnRemoveDeleteFile();
  135. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitGame.bat");
  136. EditorUtility.ClearProgressBar();
  137. }
  138. static void CommitBundles()
  139. {
  140. EditorUtility.DisplayProgressBar("进度", "正在提交Bundles", 1);
  141. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitBundles.bat");
  142. EditorUtility.ClearProgressBar();
  143. }
  144. public static void ImportArtRes()
  145. {
  146. EditorUtility.DisplayProgressBar("进度", "正在导入美术资源", 1);
  147. ImportArtResTool.Import();
  148. EditorUtility.ClearProgressBar();
  149. }
  150. public static void ImportExcel()
  151. {
  152. Log.ILog = new UnityLogger();
  153. ET.Options.Instance = new ET.Options();
  154. EditorUtility.DisplayProgressBar("进度", "正在导入表格", 1);
  155. SqliteController.Instance.Init(false, null);
  156. SQLiteHelper.Instance.OpenConnection();
  157. //try
  158. //{
  159. SQLiteHelper.Instance.ClearAllTables();
  160. CodeTemplateFactory.Init();
  161. if (!Directory.Exists(ExcelConfig.configCodePath))
  162. {
  163. Directory.CreateDirectory(ExcelConfig.configCodePath);
  164. }
  165. if (!Directory.Exists(ExcelConfig.configArrayCodePath))
  166. {
  167. Directory.CreateDirectory(ExcelConfig.configArrayCodePath);
  168. }
  169. ExcelReader.WriteExcle();
  170. ExcelReader.ReadExcel(CodeBuilder.GenerateCode);
  171. //}
  172. //catch (Exception e)
  173. //{
  174. // throw (e.InnerException);
  175. //}
  176. //finally
  177. //{
  178. SQLiteHelper.Instance.CloseConnection();
  179. //}
  180. //开始扫描表格,自动生成部分数据
  181. ExcelScanner.StartScan();
  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.ChapterGuideIconTargetPath, new string[] { ImportArtResTool.ChapterGuideIconMd5FileSaveName });
  217. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MusicTargetPath, new string[] { ImportArtResTool.MusicMd5FileSaveName });
  218. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardMusicTargetPath, new string[] { ImportArtResTool.CardMusicMd5FileSaveName });
  219. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ItemIconTargetPath, new string[] { ImportArtResTool.IconMd5FileSaveName });
  220. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.DressUpTargetPath, new string[] { ImportArtResTool.BgMd5FileSaveName, ImportArtResTool.DressUpMd5FileSaveName });
  221. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcHeadTargetPath, new string[] { ImportArtResTool.NPCHeadMd5FileSaveName });
  222. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicTargetPath, new string[] { ImportArtResTool.PicFMd5FileSaveName });
  223. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicSTargetPath, new string[] { ImportArtResTool.PicSMd5FileSaveName });
  224. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardBgTargetPath, new string[] { ImportArtResTool.CardBgMd5FileSaveName });
  225. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardIconTargetPath, new string[] { ImportArtResTool.CardMd5FileSaveName });
  226. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardSkillTargetPath, new string[] { ImportArtResTool.CardSkillMd5FileSaveName });
  227. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityTargetPath, new string[] { ImportArtResTool.ActivityMd5FileSaveName });
  228. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow1TargetPath, new string[] { ImportArtResTool.ActivityShow1Md5FileSaveName });
  229. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.PhotoGraphBorderTargetPath, new string[] { ImportArtResTool.PhotoGraphBorderMd5FileSaveName });
  230. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.UIBgTargetPath, new string[] { ImportArtResTool.UIBgMd5FileSaveName });
  231. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelBgTargetPath, new string[] { ImportArtResTool.TravelBgMd5FileSaveName });
  232. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelRoleTargetPath, new string[] { ImportArtResTool.TravelRoleMd5FileSaveName });
  233. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadTargetPath, new string[] { ImportArtResTool.HeadMd5FileSaveName });
  234. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadBorderTargetPath, new string[] { ImportArtResTool.HeadBorderMd5FileSaveName });
  235. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.LeagueIconTargetPath, new string[] { ImportArtResTool.LeagueIconMd5FileSaveName });
  236. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow2TargetPath, new string[] { ImportArtResTool.ActivityShow2Md5FileSaveName });
  237. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MaterialTargetPath, new string[] { ImportArtResTool.EffectMaterialMd5FileSaveName });
  238. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ShaderTargetPath, new string[] { ImportArtResTool.ShaderMd5FileSaveName });
  239. // FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ModelTargetPath, new string[] { ImportArtResTool.ModelTargetPath });
  240. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TextureTargetPath, new string[] { ImportArtResTool.EffectTextureMd5FileSaveName });
  241. DeleteFileHelper.TrySvnRemoveDeleteFile();
  242. EditorUtility.ClearProgressBar();
  243. }
  244. [MenuItem("Tools/List Player Assemblies in Console")]
  245. public static void PrintAssemblyNames()
  246. {
  247. UnityEngine.Debug.Log("== Player Assemblies ==");
  248. Assembly[] playerAssemblies =
  249. CompilationPipeline.GetAssemblies(AssembliesType.Player);
  250. foreach (var assembly in playerAssemblies)
  251. {
  252. UnityEngine.Debug.Log(assembly.name);
  253. }
  254. }
  255. [MenuItem("Tools/Build/copy AOT dll", false, 0)]
  256. public static void CopyDll()
  257. {
  258. EditorUtility.DisplayProgressBar("进度", "正在拷贝", 1);
  259. BuildDllHelper.CopyAOTAssembliesToStreamingAssets();
  260. EditorUtility.ClearProgressBar();
  261. }
  262. //[MenuItem("Tools/Build/Build Bundles Res Init")]
  263. //public static void BuildBundlesResIn()
  264. //{
  265. // BuildScript.BuildCustomBundles(new string[] { "ResIn/Font" }, "BuildSetting");
  266. //}
  267. //[MenuItem("Tools/Build/Build Bundles All")]
  268. //public static void BuildBundlesRes()
  269. //{
  270. // BuildDllHelper.BuildHotUpdateDll();
  271. // BuildScript.BuildCustomBundles(resArr, "BuildSetting");
  272. //}
  273. ////[MenuItem("XAssets/Versions/Copy To StreamingAssets")]
  274. //[MenuItem("Tools/Build/Copy To StreamingAssets", false, 1)]
  275. //public static void CopyToStreamingAssets()
  276. //{
  277. // BuildScript.CopyToStreamingAssets();
  278. //}
  279. [MenuItem("Tools/BuildTest/导入临时版本配置", false, 1)]
  280. public static void SetBundlesExcelTestDir()
  281. {
  282. try
  283. {
  284. ExcelConfig.excelsRootDirNameDressUp = "Config-demo1";
  285. ImportExcel();
  286. }
  287. catch (Exception e)
  288. {
  289. Log.Error(e.ToString());
  290. ExcelConfig.excelsRootDirNameDressUp = "Config";
  291. }
  292. }
  293. //[MenuItem("Tools/BuildTest/发布临时版本", false, 3)]
  294. //public static void BuildBundlesResTemp()
  295. //{
  296. // EditorUtility.DisplayProgressBar("进度", "正在发布临时版本", 1);
  297. // BuildDllHelper.BuildHotUpdateDll();
  298. // BuildScript.BuildCustomBundles(resArr, "BuildSetting1");
  299. // EditorUtility.ClearProgressBar();
  300. //}
  301. [MenuItem("Tools/ClearCache")]
  302. public static void ClearCache()
  303. {
  304. PlayerPrefs.DeleteAll();
  305. }
  306. [MenuItem("Tools/Build/BuildHotUpdateDll")]
  307. public static void BuildHotUpdateDll()
  308. {
  309. BuildDllHelper.BuildHotUpdateDll();
  310. }
  311. }
  312. }