少年修仙传客户端基础资源
client_Wu Xijin
2019-01-16 d53a782e2fd91ffc47dad0dd5a080ee451a351b7
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
 
public class UpdateSpriteSetting
{
 
    static string rootPath = Application.dataPath + "/ResourcesOut/UI/Sprite";
    static string spriteRelativePath = "Assets/ResourcesOut/UI/Sprite";
 
    public static void SetRechargeSkin(int pattern)
    {
        var toDirectory = Application.dataPath + "/ResourcesOut/UI/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()
    {
        var 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 = "ui/sprite/" + pathStringArray[pathStringArray.Length - 1].ToLower();
            EditorUtility.SetDirty(importer);
        }
 
        AssetDatabase.SaveAssets();
        AssetDatabase.Refresh();
    }
 
}
 
 
public class UpdateUIWindowSetting
{
    static string rootPath = Application.dataPath + "/ResourcesOut/UI/Window";
    static string assetRelativePath = "Assets/ResourcesOut/UI/Window";
 
    static string rootPath2 = Application.dataPath + "/ResourcesOut/UI/PriorityWindow";
    static string assetRelativePath2 = "Assets/ResourcesOut/UI/PriorityWindow";
 
    [MenuItem("程序/设置资源包名/更新Window(All) AssetBundleName")]
    public static void SetAllUIWindowAssetBundleName()
    {
        var allFiles = new DirectoryInfo(rootPath).GetFiles("*.prefab", SearchOption.TopDirectoryOnly);
        foreach (var file in allFiles)
        {
            var importerPath = assetRelativePath + Path.DirectorySeparatorChar + file.Name;
            var importer = AssetImporter.GetAtPath(importerPath);
            importer.assetBundleName = "ui/window";
 
            EditorUtility.SetDirty(importer);
        }
 
        allFiles = new DirectoryInfo(rootPath2).GetFiles("*.prefab", SearchOption.TopDirectoryOnly);
        foreach (var file in allFiles)
        {
            var importerPath = assetRelativePath2 + Path.DirectorySeparatorChar + file.Name;
            var importer = AssetImporter.GetAtPath(importerPath);
            importer.assetBundleName = "ui/prioritywindow";
 
            EditorUtility.SetDirty(importer);
        }
 
        AssetDatabase.SaveAssets();
        AssetDatabase.Refresh();
    }
}
 
public class UpdateUIPrefabSetting
{
    static string rootPath = Application.dataPath + "/ResourcesOut/UI/Prefab";
    static string assetRelativePath = "Assets/ResourcesOut/UI/Prefab";
 
    [MenuItem("程序/设置资源包名/更新Prefab(All) AssetBundleName")]
    public static void SetAllUIPrefabAssetBundleName()
    {
        var allFiles = new DirectoryInfo(rootPath).GetFiles("*.prefab", SearchOption.TopDirectoryOnly);
 
        foreach (var file in allFiles)
        {
            var importerPath = assetRelativePath + Path.DirectorySeparatorChar + file.Name;
            var importer = AssetImporter.GetAtPath(importerPath);
            importer.assetBundleName = "ui/prefab";
            EditorUtility.SetDirty(importer);
        }
 
        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);
        }
 
        AssetDatabase.SaveAssets();
        AssetDatabase.Refresh();
    }
}
 
public class UpdateMobSetting
{
    static string rootPath = Application.dataPath + "/ResourcesOut/Mob";
    static string assetPath = "Assets/ResourcesOut/Mob";
    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/Mob/A_Zs/Materials";
    static string fsMaterialPath_OutPut = Application.dataPath + "/ResourcesOut/Mob/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("mob/prefab_race", hostfix);
            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);
        //}
 
        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 = "mob/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 = "mob/a_fs_materials";
        //    EditorUtility.SetDirty(importer);
        //}
 
        //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);
        }
 
        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" };
 
    [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);
            }
        }
 
        AssetDatabase.SaveAssets();
        AssetDatabase.Refresh();
    }
}
 
public class UpdateLevelSetting
{
    static string rootPath = Application.dataPath + "/Art/Maps/Scenes";
    static string assetPath = "Assets/Art/Maps/Scenes";
 
    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()
    {
        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);
            importer.assetBundleName = "maps/" + Path.GetFileNameWithoutExtension(file.FullName).ToLower();
            EditorUtility.SetDirty(importer);
        }
 
        AssetDatabase.SaveAssets();
        AssetDatabase.Refresh();
    }
}
 
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);
        }
 
        AssetDatabase.SaveAssets();
        AssetDatabase.Refresh();
    }
}
 
public class UpdateLuaSetting
{
    static string rootPath = Application.dataPath + "/ResourcesOut/Lua/";
    static string assetPath = "Assets/ResourcesOut/Lua/";
 
    [MenuItem("程序/设置资源包名/更新Lua(All) AssetBundleName")]
    public static void SetAllLuaAssetBundleName()
    {
        var allFiles = new DirectoryInfo(rootPath).GetFiles("*.txt", SearchOption.AllDirectories);
 
        var amendRootPath = rootPath.Replace("\\", "/");
        foreach (var file in allFiles)
        {
            var directoryName = file.DirectoryName.Replace("\\", "/");
            var relativeDirectory = directoryName.Replace(amendRootPath, "");
 
            var importerPath = assetPath + relativeDirectory + Path.DirectorySeparatorChar + file.Name;
            var importer = AssetImporter.GetAtPath(importerPath);
            importer.assetBundleName = "lua/" + relativeDirectory.ToLower();
            EditorUtility.SetDirty(importer);
        }
 
        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 SetAllLuaAssetBundleName()
    {
        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;
            }
 
            var directoryName = file.DirectoryName.Replace("\\", "/");
            var relativeDirectory = directoryName.Replace(amendRootPath, "");
 
            var importerPath = assetPath + relativeDirectory + Path.DirectorySeparatorChar + file.Name;
            var importer = AssetImporter.GetAtPath(importerPath);
            importer.assetBundleName = "builtin/" + relativeDirectory.ToLower();
            EditorUtility.SetDirty(importer);
        }
 
        AssetDatabase.SaveAssets();
        AssetDatabase.Refresh();
    }
}