ToolsMenu.cs 15 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. public static string[] resArr = new string[] { "Res", "ResIn", "Game/CSShare/Sqlite" };
  16. enum TOOL_MENU_PRIORITY
  17. {
  18. UpdateAndImportAll,
  19. UpdateAndImportExcel,
  20. UpdateAndImportArtRes,
  21. CheckExcel,
  22. BuildBundlesRes,
  23. UpdateProject,
  24. ImportExcel,
  25. AddExcel,
  26. ImportArtRes,
  27. }
  28. #if PT_TEMP || PT_DEV
  29. [MenuItem("外网/")]
  30. public static void VersionTag()
  31. {
  32. }
  33. #else
  34. [MenuItem("内网/")]
  35. public static void VersionTag()
  36. {
  37. }
  38. [MenuItem("策划/更新并导入所有", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportAll)]
  39. static void UpdateAndImportAll()
  40. {
  41. UpdateProject();
  42. UpdateAndImportArtRes();
  43. UpdateAndImportExcel();
  44. if (CommitWhenRelease)
  45. {
  46. CommitProject();
  47. }
  48. }
  49. [MenuItem("策划/更新并导入Excel", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportExcel)]
  50. static void UpdateAndImportExcelAndCommit()
  51. {
  52. UpdateAndImportExcel();
  53. if (CommitWhenRelease)
  54. {
  55. CommitProject();
  56. }
  57. }
  58. [MenuItem("策划/更新并导入美术资源", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportArtRes)]
  59. static void UpdateAndImportArtResAndCommit()
  60. {
  61. UpdateProjectRes();
  62. UpdateAndImportArtRes();
  63. if (CommitWhenRelease)
  64. {
  65. CommitProject();
  66. }
  67. }
  68. [MenuItem("策划/更新至内网版本", false, (int)TOOL_MENU_PRIORITY.BuildBundlesRes)]
  69. public static void ReleaseLocalVersion()
  70. {
  71. EditorUtility.DisplayProgressBar("进度", "正在更新至内网", 1);
  72. BuildDllHelper.BuildHotUpdateDll();
  73. BuildScript.BuildCustomBundles(resArr, "BuildSetting");
  74. EditorUtility.ClearProgressBar();
  75. if (CommitWhenRelease)
  76. {
  77. CommitBundles();
  78. }
  79. }
  80. [MenuItem("策划/其它/更新项目(会丢弃未推送内容)", false, (int)TOOL_MENU_PRIORITY.UpdateProject)]
  81. static void UpdateProject()
  82. {
  83. //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
  84. SQLiteHelper.Instance.CloseConnection();
  85. Thread.Sleep(1000);
  86. EditorUtility.DisplayProgressBar("进度", "正在更新项目", 1);
  87. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGame.bat");
  88. UpdateProjectRes();
  89. EditorUtility.ClearProgressBar();
  90. }
  91. [MenuItem("策划/其它/导入配置表", false, (int)TOOL_MENU_PRIORITY.ImportExcel)]
  92. public static void ImportExcelNeiWang()
  93. {
  94. ImportExcel();
  95. }
  96. [MenuItem("策划/检查配置表", false, (int)TOOL_MENU_PRIORITY.CheckExcel)]
  97. public static void CheckExcel()
  98. {
  99. EditorUtility.DisplayProgressBar("进度", "正在检查表格", 1);
  100. //检查表格部分内容
  101. ExcelChecker.StartCheck();
  102. EditorUtility.ClearProgressBar();
  103. }
  104. [MenuItem("策划/其它/导入美术资源", false, (int)TOOL_MENU_PRIORITY.ImportArtRes)]
  105. public static void ImportArtResNeiWang()
  106. {
  107. ImportArtRes();
  108. }
  109. [MenuItem("策划/其它/清除冗余文件")]
  110. public static void DeleteUnnecessaryImageNeiWang()
  111. {
  112. DeleteUnnecessaryImage();
  113. }
  114. #endif
  115. private static void UpdateProjectRes()
  116. {
  117. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateGameRes.bat");
  118. }
  119. public static void UpdateExcel()
  120. {
  121. EditorUtility.DisplayProgressBar("进度", "正在更新表格", 1);
  122. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateExcel.bat");
  123. EditorUtility.ClearProgressBar();
  124. }
  125. public static void UpdateArtRes()
  126. {
  127. EditorUtility.DisplayProgressBar("进度", "正在更新美术资源", 1);
  128. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirName);
  129. //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
  130. if (ImportArtResTool.ResRootDirNameDressUp != ImportArtResTool.ResRootDirName)
  131. {
  132. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "updateArtRes.bat", ImportArtResTool.ResRootDirNameDressUp);
  133. }
  134. EditorUtility.ClearProgressBar();
  135. }
  136. static void CommitProject()
  137. {
  138. EditorUtility.DisplayProgressBar("进度", "正在提交项目", 1);
  139. DeleteFileHelper.TrySvnRemoveDeleteFile();
  140. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitGame.bat");
  141. EditorUtility.ClearProgressBar();
  142. }
  143. static void CommitBundles()
  144. {
  145. EditorUtility.DisplayProgressBar("进度", "正在提交Bundles", 1);
  146. ProcessUtil.ExcuteBat("Assets/Editor/Bat/", "commitBundles.bat");
  147. EditorUtility.ClearProgressBar();
  148. }
  149. public static void ImportArtRes()
  150. {
  151. EditorUtility.DisplayProgressBar("进度", "正在导入美术资源", 1);
  152. ImportArtResTool.Import();
  153. EditorUtility.ClearProgressBar();
  154. }
  155. public static void ImportExcel()
  156. {
  157. Log.ILog = new UnityLogger();
  158. ET.Options.Instance = new ET.Options();
  159. EditorUtility.DisplayProgressBar("进度", "正在导入表格", 1);
  160. SqliteController.Instance.dirPath = Path.Combine(Environment.CurrentDirectory, ResPathUtil.CONFIG_DIR_PATH);
  161. SqliteController.Instance.Init(false, null);
  162. SQLiteHelper.Instance.OpenConnection();
  163. //try
  164. //{
  165. SQLiteHelper.Instance.ClearAllTables();
  166. CodeTemplateFactory.Init();
  167. if (!Directory.Exists(ExcelConfig.configCodePath))
  168. {
  169. Directory.CreateDirectory(ExcelConfig.configCodePath);
  170. }
  171. if (!Directory.Exists(ExcelConfig.configArrayCodePath))
  172. {
  173. Directory.CreateDirectory(ExcelConfig.configArrayCodePath);
  174. }
  175. ExcelReader.WriteExcle();
  176. ExcelReader.ReadExcel(CodeBuilder.GenerateCode);
  177. //}
  178. //catch (Exception e)
  179. //{
  180. // throw (e.InnerException);
  181. //}
  182. //finally
  183. //{
  184. SQLiteHelper.Instance.CloseConnection();
  185. //}
  186. //开始扫描表格,自动生成部分数据
  187. ExcelScanner.StartScan();
  188. AssetDatabase.Refresh();
  189. EditorUtility.ClearProgressBar();
  190. SQLiteHelper.Instance.CloseConnection();
  191. }
  192. static void UpdateAndImportArtRes()
  193. {
  194. UpdateArtRes();
  195. ImportArtRes();
  196. }
  197. static void UpdateAndImportExcel()
  198. {
  199. UpdateExcel();
  200. ImportExcel();
  201. }
  202. [MenuItem("Tools/ImageClip/ImportClipImage")]
  203. public static void ImportClipImage()
  204. {
  205. ImportArtResTool.ImportClipImage();
  206. }
  207. [MenuItem("Tools/ImageClip/ReadImagePosition")]
  208. public static void ReadImagePosition()
  209. {
  210. ImagesClip.ReadImagePosition();
  211. }
  212. // [MenuItem("Tools/ImageClip/DeleteUnnecessaryImagePos")]
  213. // public static void DeleteUnnecessaryImagePos()
  214. // {
  215. // FileUtil.DeleteUnnecessaryImagePos(ImportArtResTool.DressUpTargetPath);
  216. // FileUtil.DeleteUnnecessaryImageMD5(new string[] { ImportArtResTool.DressUpMd5FileSaveName });
  217. // }
  218. public static void DeleteUnnecessaryImage()
  219. {
  220. EditorUtility.DisplayProgressBar("进度", "开始清除资源", 1);
  221. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.FieldGuideIconTargetPath, new string[] { ImportArtResTool.FieldGuideIconMd5FileSaveName });
  222. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MusicTargetPath, new string[] { ImportArtResTool.MusicMd5FileSaveName });
  223. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardMusicTargetPath, new string[] { ImportArtResTool.CardMusicMd5FileSaveName });
  224. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ItemIconTargetPath, new string[] { ImportArtResTool.IconMd5FileSaveName });
  225. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.DressUpTargetPath, new string[] { ImportArtResTool.BgMd5FileSaveName, ImportArtResTool.DressUpMd5FileSaveName });
  226. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcHeadTargetPath, new string[] { ImportArtResTool.NPCHeadMd5FileSaveName });
  227. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicTargetPath, new string[] { ImportArtResTool.PicFMd5FileSaveName });
  228. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.NpcPicSTargetPath, new string[] { ImportArtResTool.PicSMd5FileSaveName });
  229. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardBgTargetPath, new string[] { ImportArtResTool.CardBgMd5FileSaveName });
  230. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.CardIconTargetPath, new string[] { ImportArtResTool.CardMd5FileSaveName });
  231. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityTargetPath, new string[] { ImportArtResTool.ActivityMd5FileSaveName });
  232. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow1TargetPath, new string[] { ImportArtResTool.ActivityShow1Md5FileSaveName });
  233. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.PhotoGraphBorderTargetPath, new string[] { ImportArtResTool.PhotoGraphBorderMd5FileSaveName });
  234. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.UIBgTargetPath, new string[] { ImportArtResTool.UIBgMd5FileSaveName });
  235. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelBgTargetPath, new string[] { ImportArtResTool.TravelBgMd5FileSaveName });
  236. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TravelRoleTargetPath, new string[] { ImportArtResTool.TravelRoleMd5FileSaveName });
  237. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadTargetPath, new string[] { ImportArtResTool.HeadMd5FileSaveName });
  238. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.HeadBorderTargetPath, new string[] { ImportArtResTool.HeadBorderMd5FileSaveName });
  239. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.LeagueIconTargetPath, new string[] { ImportArtResTool.LeagueIconMd5FileSaveName });
  240. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ActivityShow2TargetPath, new string[] { ImportArtResTool.ActivityShow2Md5FileSaveName });
  241. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.MaterialTargetPath, new string[] { ImportArtResTool.EffectMaterialMd5FileSaveName });
  242. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ShaderTargetPath, new string[] { ImportArtResTool.ShaderMd5FileSaveName });
  243. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.ModelTargetPath, new string[] { ImportArtResTool.ModelTargetPath });
  244. FileUtil.DeleteUnnecessaryImage(ImportArtResTool.TextureTargetPath, new string[] { ImportArtResTool.EffectTextureMd5FileSaveName });
  245. DeleteFileHelper.TrySvnRemoveDeleteFile();
  246. EditorUtility.ClearProgressBar();
  247. }
  248. [MenuItem("Tools/List Player Assemblies in Console")]
  249. public static void PrintAssemblyNames()
  250. {
  251. UnityEngine.Debug.Log("== Player Assemblies ==");
  252. Assembly[] playerAssemblies =
  253. CompilationPipeline.GetAssemblies(AssembliesType.Player);
  254. foreach (var assembly in playerAssemblies)
  255. {
  256. UnityEngine.Debug.Log(assembly.name);
  257. }
  258. }
  259. [MenuItem("Tools/Build/copy AOT dll", false, 0)]
  260. public static void CopyDll()
  261. {
  262. EditorUtility.DisplayProgressBar("进度", "正在拷贝", 1);
  263. BuildDllHelper.CopyAOTAssembliesToStreamingAssets();
  264. EditorUtility.ClearProgressBar();
  265. }
  266. [MenuItem("Tools/Build/Build Bundles Res Init")]
  267. public static void BuildBundlesResIn()
  268. {
  269. BuildScript.BuildCustomBundles(new string[] { "ResIn/Txt" }, "BuildSetting");
  270. }
  271. [MenuItem("Tools/Build/Build Bundles All")]
  272. public static void BuildBundlesRes()
  273. {
  274. BuildDllHelper.BuildHotUpdateDll();
  275. BuildScript.BuildCustomBundles(resArr, "BuildSetting");
  276. }
  277. //[MenuItem("XAssets/Versions/Copy To StreamingAssets")]
  278. [MenuItem("Tools/Build/Copy To StreamingAssets", false, 1)]
  279. public static void CopyToStreamingAssets()
  280. {
  281. BuildScript.CopyToStreamingAssets();
  282. }
  283. [MenuItem("Tools/BuildTest/导入临时版本资源", false, 0)]
  284. public static void SetBundlesResTestDir()
  285. {
  286. try
  287. {
  288. ImportArtResTool.ResRootDirNameDressUp = "正式资源-demo1";
  289. CommitWhenRelease = false;
  290. UpdateAndImportArtRes();
  291. }
  292. catch (Exception e)
  293. {
  294. Log.Error(e.ToString());
  295. ImportArtResTool.ResRootDirNameDressUp = "正式资源";
  296. CommitWhenRelease = true;
  297. }
  298. }
  299. [MenuItem("Tools/BuildTest/导入临时版本配置", false, 1)]
  300. public static void SetBundlesExcelTestDir()
  301. {
  302. try
  303. {
  304. ImportArtResTool.ResRootDirNameDressUp = "Config-demo1";
  305. CommitWhenRelease = false;
  306. UpdateAndImportExcel();
  307. }
  308. catch (Exception e)
  309. {
  310. Log.Error(e.ToString());
  311. ExcelConfig.excelsRootDirNameDressUp = "Config";
  312. CommitWhenRelease = true;
  313. }
  314. }
  315. [MenuItem("Tools/BuildTest/发布临时版本", false, 3)]
  316. public static void BuildBundlesResTemp()
  317. {
  318. EditorUtility.DisplayProgressBar("进度", "正在发布临时版本", 1);
  319. BuildDllHelper.BuildHotUpdateDll();
  320. BuildScript.BuildCustomBundles(resArr, "BuildSetting1");
  321. EditorUtility.ClearProgressBar();
  322. }
  323. }
  324. }