三国卡牌客户端基础资源仓库
hch
7 天以前 7f957ecb475adb30eb692884d22412b765fa1a7d
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
 
public class UpdateAllSetting
{
 
    [MenuItem("程序/设置资源包名/更新全部ABLabel(不包括lua)")]
    public static void SetAllAssetBundleName()
    {
        UpdateSpriteSetting.SetAllSpriteAssetBundleName();
        UpdateUIWindowSetting.SetAllUIWindowAssetBundleName();
        UpdateUIPrefabSetting.SetAllUIPrefabAssetBundleName();
        UpdateEffectPrefabSetting.SetAllEffectPrefabAssetBundleName();
        UpdateMobSetting.SetAllMobAssetBundleName();
        UpdateShaderSetting.SetAllShaderAssetBundleName();
        UpdateScriptableObjectsSetting.SetAllScriptableObjectAssetBundleName();
        UpdateLevelSetting.SetAllLevelAssetBundleName();
        UpdateAudioSetting.SetAllAudioAssetBundleName();
        UpdateVideoSetting.SetAllVideoAssetBundleName();
        UpdateBuiltInSetting.SetBuiltinAssetBundleName();
        AssetDatabase.Refresh();
        Debug.Log("资源包名全部更新完成!");
    }
}
 
public class UpdateSpriteSetting
{
 
    static string rootPath = Application.dataPath + "/ResourcesOut/Sprite";
    static string spriteRelativePath = "Assets/ResourcesOut/Sprite";
 
    public static void SetRechargeSkin(int pattern)
    {
        var toDirectory = Application.dataPath + "/ResourcesOut/Sprite/Recharge";
        var oldFiles = new DirectoryInfo(toDirectory).GetFiles("*.png", SearchOption.AllDirectories);
        foreach (var item in oldFiles)
        {
            File.Delete(item.FullName);
        }
 
        var fromDirectory = Application.dataPath + "/Editor/RechargeSprites/Pattern_" + pattern;
        FileExtersion.DirectoryCopy(fromDirectory, toDirectory);
    }
 
    [MenuItem("程序/设置资源包名/更新Sprite(All) AssetBundleName")]
    public static void SetAllSpriteAssetBundleName()
    {
        //改成设置atlas的assetBundleName
        var allFiles = new DirectoryInfo(rootPath).GetFiles("*.spriteatlasv2", SearchOption.AllDirectories);
 
        foreach (var file in allFiles)
        {
            var importerPath = spriteRelativePath + Path.DirectorySeparatorChar + file.Name;
            var importer = AssetImporter.GetAtPath(importerPath);
            importer.assetBundleName = "sprite/" + file.Name.Split(".")[0].ToLower();
            // EditorUtility.SetDirty(importer);
        }
 
        allFiles = new DirectoryInfo(rootPath).GetFiles("*.png", SearchOption.AllDirectories);
 
        foreach (var file in allFiles)
        {
            var pathStringArray = file.DirectoryName.Split(Path.DirectorySeparatorChar);
            var importerPath = spriteRelativePath + Path.DirectorySeparatorChar + pathStringArray[pathStringArray.Length - 1] + Path.DirectorySeparatorChar + file.Name;
            var importer = AssetImporter.GetAtPath(importerPath);
            importer.assetBundleName = "sprite/" + pathStringArray[pathStringArray.Length - 1].ToLower();
            // EditorUtility.SetDirty(importer);
        }
 
 
        Debug.Log("Sprite资源包名更新完成!");
        // AssetDatabase.SaveAssets();
        // AssetDatabase.Refresh();
    }
 
}
 
 
public class UpdateUIWindowSetting
{
    static string assetRelativePath = "Assets/ResourcesOut/UI";
 
    [MenuItem("程序/设置资源包名/更新Window(All) AssetBundleName")]
    public static void SetAllUIWindowAssetBundleName()
    {
        var guids = AssetDatabase.FindAssets("t:prefab", new string[] { assetRelativePath });
        foreach (var guid in guids)
        {
            var path = AssetDatabase.GUIDToAssetPath(guid);
            var importer = AssetImporter.GetAtPath(path);
            importer.assetBundleName = "ui";
 
            // EditorUtility.SetDirty(importer);
        }
 
        Debug.Log("Window资源包名更新完成!");
        // AssetDatabase.SaveAssets();
        // AssetDatabase.Refresh();
    }
}
 
public class UpdateUIPrefabSetting
{
    static string prefabRootPath = Application.dataPath + "/ResourcesOut/UIComp";
    static string prefabAssetRelativePath = "Assets/ResourcesOut/UIComp";
 
 
    [MenuItem("程序/设置资源包名/更新Prefab(All) AssetBundleName")]
    public static void SetAllUIPrefabAssetBundleName()
    {
        var allFiles = new DirectoryInfo(prefabRootPath).GetFiles("*.prefab", SearchOption.TopDirectoryOnly);
        foreach (var file in allFiles)
        {
            var importerPath = prefabAssetRelativePath + Path.DirectorySeparatorChar + file.Name;
            var importer = AssetImporter.GetAtPath(importerPath);
            importer.assetBundleName = "uicomp";
            // EditorUtility.SetDirty(importer);
        }
 
        
        Debug.Log("UIComp资源包名更新完成!");
        // AssetDatabase.SaveAssets();
        // AssetDatabase.Refresh();
    }
 
 
}
 
public class UpdateEffectPrefabSetting
{
    static string rootPath = Application.dataPath + "/ResourcesOut/Effect/";
    static string assetPath = "Assets/ResourcesOut/Effect/";
 
    [MenuItem("程序/设置资源包名/更新Effect(All) AssetBundleName")]
    public static void SetAllEffectPrefabAssetBundleName()
    {
        var allFiles = new DirectoryInfo(rootPath).GetFiles("*.prefab", SearchOption.AllDirectories);
 
        foreach (var file in allFiles)
        {
            var pathStringArray = file.DirectoryName.Split(Path.DirectorySeparatorChar);
            var importerPath = assetPath + pathStringArray[pathStringArray.Length - 1] + Path.DirectorySeparatorChar + file.Name;
            var importer = AssetImporter.GetAtPath(importerPath);
            importer.assetBundleName = "effect/" + pathStringArray[pathStringArray.Length - 1].ToLower();
            // EditorUtility.SetDirty(importer);
        }
        Debug.Log("Effect资源包名更新完成!");
        // AssetDatabase.SaveAssets();
        // AssetDatabase.Refresh();
    }
}
 
public class UpdateMobSetting
{
    static string rootPath = Application.dataPath + "/ResourcesOut/Gmodels";
    static string assetPath = "Assets/ResourcesOut/Gmodels";
    static string createroleRoot = Application.dataPath + "/ResourcesOut/Gmodels/CreateRole";
    static string createroleAssetPath = "Assets/ResourcesOut/Gmodels/CreateRole";
 
    static string zsMaterialPath_Origin = Application.dataPath + "/Art/Role/A_Zs/Materials";
    static string fsMaterialPath_Origin = Application.dataPath + "/Art/Role/A_Fs/Materials";
 
    static string zsMaterialPath_OutPut = Application.dataPath + "/ResourcesOut/Gmodels/A_Zs/Materials";
    static string fsMaterialPath_OutPut = Application.dataPath + "/ResourcesOut/Gmodels/A_Fs/Materials";
 
    [MenuItem("程序/设置资源包名/更新Mob(All) AssetBundleName")]
    public static void SetAllMobAssetBundleName()
    {
        var allFiles = new DirectoryInfo(rootPath).GetFiles("*.prefab", SearchOption.TopDirectoryOnly);
        foreach (var file in allFiles)
        {
            var importerPath = assetPath + Path.DirectorySeparatorChar + file.Name;
            var extersion = Path.GetExtension(file.FullName);
            var importer = AssetImporter.GetAtPath(importerPath);
            var hostfix = file.Name.Replace("Prefab_Secondary", "")
                                                 .Replace("Prefab_Weapon", "")
                                                 .Replace("Prefab_Wing", "")
                                                 .Replace("Prefab_Race", "")
                                                 .Replace("Prefab_Horse", "")
                                                 .Replace("_UI", "")
                                                 .Replace(".prefab", "")
                                                 .Replace("Prefab_Hand", "");
 
            importer.assetBundleName = StringUtility.Contact("gmodels/prefab_race", hostfix);
            // EditorUtility.SetDirty(importer);
        }
 
        allFiles = new DirectoryInfo(createroleRoot).GetFiles("*.prefab", SearchOption.TopDirectoryOnly);
        foreach (var file in allFiles)
        {
            var importerPath = createroleAssetPath + Path.DirectorySeparatorChar + file.Name;
            var extersion = Path.GetExtension(file.FullName);
            var importer = AssetImporter.GetAtPath(importerPath);
            importer.assetBundleName = "gmodels/createrole";
            // EditorUtility.SetDirty(importer);
        }
 
        //var zsMaterialFiles = new DirectoryInfo(zsMaterialPath_Origin).GetFiles("*.mat", SearchOption.TopDirectoryOnly);
        //if (!Directory.Exists(zsMaterialPath_OutPut))
        //{
        //    Directory.CreateDirectory(zsMaterialPath_OutPut);
        //}
 
        //foreach (var file in zsMaterialFiles)
        //{
        //    var fileName = Path.GetFileName(file.FullName);
        //    File.Copy(file.FullName, StringUtility.Contact(zsMaterialPath_OutPut, "/", fileName), true);
        //}
 
        //var fsMaterialFiles = new DirectoryInfo(fsMaterialPath_Origin).GetFiles("*.mat", SearchOption.TopDirectoryOnly);
        //if (!Directory.Exists(fsMaterialPath_OutPut))
        //{
        //    Directory.CreateDirectory(fsMaterialPath_OutPut);
        //}
 
        //foreach (var file in fsMaterialFiles)
        //{
        //    var fileName = Path.GetFileName(file.FullName);
        //    File.Copy(file.FullName, StringUtility.Contact(fsMaterialPath_OutPut, "/", fileName), true);
        //}
 
        var zsMaterialPathOutFiles = new DirectoryInfo(zsMaterialPath_OutPut).GetFiles("*.mat", SearchOption.TopDirectoryOnly);
        foreach (var _file in zsMaterialPathOutFiles)
        {
            var _fileName = Path.GetFileName(_file.FullName);
            var _importerPath = assetPath + "/A_Zs/Materials/" + _file.Name;
            var _importer = AssetImporter.GetAtPath(_importerPath);
            if (_file.Name.StartsWith("A_Zs_Sz"))
            {
                string _abName = Path.GetFileNameWithoutExtension(_file.Name).Replace("_Dm", "");
                _importer.assetBundleName = "gmodels/prefab_race_" + _abName;
            }
            else
            {
                string _abName = Path.GetFileNameWithoutExtension(_file.Name).Replace("_02", "").Replace("_Dm", "").Replace("_Dm_02", "");
                _importer.assetBundleName = "gmodels/prefab_race_" + _abName;
            }
            // EditorUtility.SetDirty(_importer);
        }
 
        var fsMaterialPathOutFiles = new DirectoryInfo(fsMaterialPath_OutPut).GetFiles("*.mat", SearchOption.TopDirectoryOnly);
        foreach (var _file in fsMaterialPathOutFiles)
        {
            var _fileName = Path.GetFileName(_file.FullName);
            var _importerPath = assetPath + "/A_Fs/Materials/" + _file.Name;
            var _importer = AssetImporter.GetAtPath(_importerPath);
            if (_file.Name.StartsWith("A_Fs_Sz"))
            {
                string _abName = Path.GetFileNameWithoutExtension(_file.Name).Replace("_Dm", "");
                _importer.assetBundleName = "gmodels/prefab_race_" + _abName;
            }
            else
            {
                string _abName = Path.GetFileNameWithoutExtension(_file.Name).Replace("_02", "").Replace("_Dm", "").Replace("_Dm_02", "");
                _importer.assetBundleName = "gmodels/prefab_race_" + _abName;
            }
            // EditorUtility.SetDirty(_importer);
        }
 
        // AssetDatabase.SaveAssets();
        // AssetDatabase.Refresh();
 
        //foreach (var file in zsMaterialFiles)
        //{
        //    var fileName = Path.GetFileName(file.FullName);
        //    var importerPath = assetPath + "/A_Zs/Materials/" + file.Name;
        //    var importer = AssetImporter.GetAtPath(importerPath);
 
        //    importer.assetBundleName = "gmodels/a_zs_materials";
        //    EditorUtility.SetDirty(importer);
        //}
 
        //foreach (var file in fsMaterialFiles)
        //{
        //    var fileName = Path.GetFileName(file.FullName);
        //    var importerPath = assetPath + "/A_Fs/Materials/" + file.Name;
        //    var importer = AssetImporter.GetAtPath(importerPath);
 
        //    importer.assetBundleName = "gmodels/a_fs_materials";
        //    EditorUtility.SetDirty(importer);
        //}
        Debug.Log("Gmodels资源包名更新完成!");
        //AssetDatabase.SaveAssets();
        //AssetDatabase.Refresh();
    }
}
 
public class UpdateShaderSetting
{
    static string rootPath = Application.dataPath + "/ResourcesOut/Shader";
    static string assetPath = "Assets/ResourcesOut/Shader";
 
    [MenuItem("程序/设置资源包名/更新Shader(All) AssetBundleName")]
    public static void SetAllShaderAssetBundleName()
    {
        var allFiles = new DirectoryInfo(rootPath).GetFiles("*.shader", SearchOption.TopDirectoryOnly);
        foreach (var file in allFiles)
        {
            var importerPath = assetPath + Path.DirectorySeparatorChar + file.Name;
            var importer = AssetImporter.GetAtPath(importerPath);
            importer.assetBundleName = "graphic/shader";
            // EditorUtility.SetDirty(importer);
        }
        Debug.Log("Shader资源包名更新完成!");
        // AssetDatabase.SaveAssets();
        // AssetDatabase.Refresh();
    }
}
 
public class UpdateScriptableObjectsSetting
{
    static string rootPath = Application.dataPath + "/ResourcesOut/Refdata/ScriptableObject/";
    static string assetPath = "Assets/ResourcesOut/Refdata/ScriptableObject/";
    static string[] relativePaths = new string[] { "SoTreasure3D", "SoTreasureMeridian", "SoActor", "SoDeadFly", "SoBodyControl",
        "SoCameraSFX", "SoFlyObject", "SoSkill", "SoSweepHit", "SoGhostShadow", "SoNewBieGuide", "SoMapObjectGenerate","SoDemonDungeon",
        "SoHazyMapNpc","SoProcessNode"};
 
    [MenuItem("程序/设置资源包名/更新ScriptableObject(All) AssetBundleName")]
    public static void SetAllScriptableObjectAssetBundleName()
    {
        for (int i = 0; i < relativePaths.Length; i++)
        {
            var relativePath = relativePaths[i];
            var allFiles = new DirectoryInfo(rootPath + relativePath).GetFiles("*.asset", SearchOption.TopDirectoryOnly);
 
            foreach (var file in allFiles)
            {
                var importerPath = assetPath + relativePath + Path.DirectorySeparatorChar + file.Name;
                var importer = AssetImporter.GetAtPath(importerPath);
                importer.assetBundleName = "config/scriptableobjects";
                // EditorUtility.SetDirty(importer);
            }
        }
        Debug.Log("ScriptableObject资源包名更新完成!");
        // AssetDatabase.SaveAssets();
        // AssetDatabase.Refresh();
    }
}
 
public class UpdateLevelSetting
{
    static string exportMapsPath = Application.dataPath + "/Editor/Config/ExportMaps.txt";
    static string rootPath = Application.dataPath + "/Art/Maps/Scenes";
    static string assetPath = "Assets/Art/Maps/Scenes";
    static HashSet<string> exportMaps;//去除的地图列表
 
    public static void SetCreateRoleLevel(string pattern)
    {
        var root = Application.dataPath + "/Art/Maps/Scenes/Map_CreateRole";
        var from = Application.dataPath + "/Art/Maps/Scenes/Map_CreateRole/" + "CreateRole_" + pattern + ".unity";
        var to = Application.dataPath + "/Art/Maps/Scenes/" + "CreateRole_001.unity";
 
        if (File.Exists(from))
        {
            if (File.Exists(to))
            {
                File.Delete(to);
            }
            File.Copy(from, to);
        }
    }
 
    [MenuItem("程序/设置资源包名/更新Level(All) AssetBundleName")]
    public static void SetAllLevelAssetBundleName()
    {
        ReadExportConfig();
 
        var allFiles = new DirectoryInfo(rootPath).GetFiles("*.unity", SearchOption.TopDirectoryOnly);
        foreach (var file in allFiles)
        {
            var importerPath = assetPath + Path.DirectorySeparatorChar + file.Name;
            var importer = AssetImporter.GetAtPath(importerPath);
            var name = Path.GetFileNameWithoutExtension(file.FullName);
            if (exportMaps.Contains(name)) //判断这个地图是否被排除,被排除不打包
                importer.assetBundleName = "";
            else
                importer.assetBundleName = "maps/" + name.ToLower();
 
            // EditorUtility.SetDirty(importer);
        }
 
        var createRoleAssets = AssetDatabase.FindAssets("t:prefab", new string[] { "Assets/ResourcesOut/Scene/CreateRole" });
        foreach (var item in createRoleAssets)
        {
            var importer = AssetImporter.GetAtPath(AssetDatabase.GUIDToAssetPath(item));
            importer.assetBundleName = "maps/createrole";
            // EditorUtility.SetDirty(importer);
        }
 
        var textures = AssetDatabase.FindAssets("t:Texture2D", new string[] { "Assets/ResourcesOut/Scene/Textures" });
        foreach (var item in textures)
        {
            var importer = AssetImporter.GetAtPath(AssetDatabase.GUIDToAssetPath(item));
            importer.assetBundleName = "maps/textures";
            // EditorUtility.SetDirty(importer);
        }
        exportMaps?.Clear();
        exportMaps = null;
        Debug.Log("map资源包名更新完成!");
        // AssetDatabase.SaveAssets();
        // AssetDatabase.Refresh();
    }
 
    //读取排除地图的配置
    private static void ReadExportConfig()
    {
        if (File.Exists(exportMapsPath))
        {
            var lines = File.ReadAllLines(exportMapsPath);
            exportMaps = new HashSet<string>(lines);
        }
    }
 
}
 
public class UpdateAudioSetting
{
    static string rootPath = Application.dataPath + "/ResourcesOut/Audio/";
    static string assetPath = "Assets/ResourcesOut/Audio/";
 
    [MenuItem("程序/设置资源包名/更新Audio(All) AssetBundleName")]
    public static void SetAllAudioAssetBundleName()
    {
        var allFiles = new DirectoryInfo(rootPath).GetFiles("*.wav", SearchOption.AllDirectories);
 
        foreach (var file in allFiles)
        {
            var pathStringArray = file.DirectoryName.Split(Path.DirectorySeparatorChar);
            var importerPath = assetPath + pathStringArray[pathStringArray.Length - 1] + Path.DirectorySeparatorChar + file.Name;
            var importer = AssetImporter.GetAtPath(importerPath);
            importer.assetBundleName = "audio/" + pathStringArray[pathStringArray.Length - 1].ToLower();
            // EditorUtility.SetDirty(importer);
        }
        Debug.Log("Audio资源包名更新完成!");
        // AssetDatabase.SaveAssets();
        // AssetDatabase.Refresh();
    }
}
 
public class UpdateVideoSetting
{
    static string rootPath = Application.dataPath + "/ResourcesOut/Video/";
    static string assetPath = "Assets/ResourcesOut/Video/";
 
    [MenuItem("程序/设置资源包名/更新Video(All) AssetBundleName")]
    public static void SetAllVideoAssetBundleName()
    {
        if (!Directory.Exists(rootPath))
            return;
        var allFiles = new DirectoryInfo(rootPath).GetFiles("*.mp4", SearchOption.AllDirectories);
        foreach (var file in allFiles)
        {
            var importerPath = assetPath + file.Name;
            var importer = AssetImporter.GetAtPath(importerPath);
            importer.assetBundleName = "video/"+Path.GetFileNameWithoutExtension(file.FullName);
            // EditorUtility.SetDirty(importer);
        }
        Debug.Log("Video资源包名更新完成!");
        // AssetDatabase.SaveAssets();
        // AssetDatabase.Refresh();
    }
}
 
public class UpdateBuiltInSetting
{
    static string rootPath = Application.dataPath + "/ResourcesOut/BuiltIn/";
    static string assetPath = "Assets/ResourcesOut/BuiltIn/";
 
    [MenuItem("程序/设置资源包名/更新BuiltIn(All) AssetBundleName")]
    public static void SetBuiltinAssetBundleName()
    {
        var allFiles = new List<FileInfo>();
        FileExtersion.GetAllDirectoryFileInfos(rootPath, allFiles);
 
        var amendRootPath = rootPath.Replace("\\", "/");
        foreach (var file in allFiles)
        {
            var extension = Path.GetExtension(file.FullName);
            if (extension == ".meta")
            {
                continue;
            }
 
            if (extension == ".DS_Store")
            {
                continue;
            }
 
            var directoryName = file.DirectoryName.Replace("\\", "/");
            var relativeDirectory = directoryName.Replace(amendRootPath, "");
 
            var importerPath = assetPath + relativeDirectory + Path.DirectorySeparatorChar + file.Name;
            if (file.Name != ".DS_Store")
            {
                var importer = AssetImporter.GetAtPath(importerPath);
                importer.assetBundleName = "builtin/" + relativeDirectory.ToLower();
                // EditorUtility.SetDirty(importer);
            }
        }
        Debug.Log("BuiltIn资源包名更新完成!");
        // AssetDatabase.SaveAssets();
        // AssetDatabase.Refresh();
    }
}