From 70909cbb5996d817fd417f634f47418188e46d0f Mon Sep 17 00:00:00 2001 From: hch <305670599@qq.com> Date: 星期三, 04 六月 2025 16:59:57 +0800 Subject: [PATCH] 0312 编辑器工具目录迁移 --- Assets/Editor/Tool/UpdateAssetBundleName.cs | 550 ++ Assets/Editor/Tool/UpdateSpritePackingSetting.cs | 354 + Assets/Editor/UIComponent/CustomImageEditor.cs | 0 Assets/Editor/UIComponent/PolylineImageEditor.cs.meta | 0 Assets/Editor/UIComponent/ToggleExEditor.cs | 0 Assets/Editor/Tool/ByteReader.cs | 259 + Assets/Editor/UIComponent/TextExEditor.cs | 0 Assets/Editor/UIComponent/RichTextEditor.cs | 0 Assets/Editor/UIPattern/SecondFrameLoad.prefab.meta | 7 Assets/Editor/Tool/BMGlyph.cs | 91 Assets/Editor/UIComponent/LongPressButtonEditor.cs.meta | 0 Assets/Editor/Tool/BetterList.cs | 363 + Assets/Editor/UIPattern/GeneralWin.prefab | 3503 +++++++++++++++++ Assets/Editor/UIComponent/FlipScrollEditor.cs | 0 Assets/Editor/Tool/ClearAllLocalSaveTool.cs | 13 Assets/Editor/Tool/InGameDownTestWindow.cs.meta | 12 Assets/Editor/UIComponent/TextExEditor.cs.meta | 0 Assets/Editor/UIPattern/DogzCell.prefab | 558 ++ Assets/Editor/Tool/FontMakerWindow.cs | 53 Assets/Editor/Tool/IconRepetitionCheck.cs | 46 Assets/Editor/UIPattern/GeneralWin.prefab.meta | 9 Assets/Editor/Tool/FontMaker.cs | 47 Assets/Editor/UIPattern/SortTable.prefab | 512 ++ Assets/Editor/SpritePacking/SpriteSettings.asset | 851 ++++ Assets/Editor/Tool/BetterList.cs.meta | 12 Assets/Editor/Tool/ExportVersionConfigEx.cs.meta | 11 Assets/Editor/Tool/WindowTool.cs | 36 Assets/Editor/UIComponent/FunctionButtonEditor.cs.meta | 0 Assets/Editor/Tool/CustomFontReader.cs.meta | 12 Assets/Editor/Tool/ExportVersionConfigEx.cs | 31 Assets/Editor/Tool/UpdateAssetBundleName.cs.meta | 12 Assets/Editor/UIPattern/SortTable.prefab.meta | 9 Assets/Editor/UIComponent/LayoutElementClampEditor.cs | 0 Assets/Editor/UIComponent/ButtonExEditor.cs | 0 Assets/Editor/UIComponent/ButtonExEditor.cs.meta | 0 Assets/Editor/UIPattern/CommonButton.prefab | 209 + Assets/Editor/Tool/FontMakerWindow.cs.meta | 12 Assets/Editor/UIPattern/CommonButton.prefab.meta | 7 Assets/Editor/Tool/SpriteSettingConfig.cs | 39 Assets/Editor/Tool/SpriteSettingConfig.cs.meta | 12 Assets/Editor/Tool/BMFont.cs.meta | 12 Assets/Editor/Tool/InGameDownTestWindow.cs | 60 Assets/Editor/Tool/ByteReader.cs.meta | 12 Assets/Editor/Tool/ClearAllLocalSaveTool.cs.meta | 11 Assets/Editor/UIComponent/FlipScrollEditor.cs.meta | 0 Assets/Editor/Tool/BMGlyph.cs.meta | 12 Assets/Editor/UIComponent/ImageExEditor.cs.meta | 0 Assets/Editor/UIPattern/CustomizedItemCell.prefab.meta | 7 Assets/Editor/UIComponent/FunctionButtonEditor.cs | 0 Assets/Editor/UIComponent/LayoutElementClampEditor.cs.meta | 0 Assets/Editor/Tool/ExportPrefabsNoBuiltin.cs | 53 Assets/Editor/UIPattern.meta | 2 Assets/Editor/Tool/UpdateSpritePackingSetting.cs.meta | 12 Assets/Editor/UIComponent/ImageExEditor.cs | 0 Assets/Editor/UIComponent.meta | 2 Assets/Editor/UIPattern/DogzCell.prefab.meta | 9 Assets/Editor/SpritePacking.meta | 2 Assets/Editor/UIComponent/RichTextEditor.cs.meta | 0 Assets/Editor/Tool/IconRepetitionCheck.cs.meta | 12 Assets/Editor/Tool/CustomFontReader.cs | 143 Assets/Editor/UIPattern/CustomizedItemCell.prefab | 217 + Assets/Editor/UIPattern/GatherSoul.prefab.meta | 9 Assets/Editor/UIComponent/ToggleExEditor.cs.meta | 0 Assets/Editor/UIPattern/Container_Rewards.prefab.meta | 9 Assets/Editor/Tool/WindowTool.cs.meta | 11 Assets/Editor/UIComponent/CustomImageEditor.cs.meta | 0 Assets/Editor/UIComponent/LongPressButtonEditor.cs | 0 Assets/Editor/UIPattern/GatherSoul.prefab | 502 ++ Assets/Editor/UIPattern/SecondFrameLoad.prefab | 490 ++ Assets/Editor/Tool/ExportPrefabsNoBuiltin.cs.meta | 11 Assets/Editor/UIComponent/PolylineImageEditor.cs | 0 Assets/Editor/Tool/FontMaker.cs.meta | 12 Assets/Editor/SpritePacking/SpriteSettings.asset.meta | 9 Assets/Editor/Tool/BMFont.cs | 137 Assets/Editor/UIPattern/Container_Rewards.prefab | 2962 ++++++++++++++ 75 files changed, 12,345 insertions(+), 3 deletions(-) diff --git a/Assets/UIComponent.meta b/Assets/Editor/SpritePacking.meta similarity index 76% copy from Assets/UIComponent.meta copy to Assets/Editor/SpritePacking.meta index 286602e..f7d4fb7 100644 --- a/Assets/UIComponent.meta +++ b/Assets/Editor/SpritePacking.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 5c419b9af4c2e854286b46142fcff5c2 +guid: b06d89e3d95f0424f93949a26d057406 folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/Assets/Editor/SpritePacking/SpriteSettings.asset b/Assets/Editor/SpritePacking/SpriteSettings.asset new file mode 100644 index 0000000..3dac01e --- /dev/null +++ b/Assets/Editor/SpritePacking/SpriteSettings.asset @@ -0,0 +1,851 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + 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+ generateMipMaps: 0 + sRGB: 1 + filterMode: 1 + platformSettings: + - name: Standalone + maxTextureSize: 2048 + textureCompression: 1 + textureFormat: 4 + - name: Android + maxTextureSize: 2048 + textureCompression: 1 + textureFormat: 50 + - name: iPhone + maxTextureSize: 2048 + textureCompression: 1 + textureFormat: 50 + - folderName: LianQi + blockOffset: 1 + enableRotation: 0 + enableTightPacking: 0 + padding: 4 + readable: 0 + generateMipMaps: 0 + sRGB: 1 + filterMode: 1 + platformSettings: + - name: Standalone + maxTextureSize: 2048 + textureCompression: 1 + textureFormat: 4 + - name: Android + maxTextureSize: 2048 + textureCompression: 1 + textureFormat: 50 + - name: iPhone + maxTextureSize: 2048 + textureCompression: 1 + textureFormat: 50 diff --git a/Assets/Editor/SpritePacking/SpriteSettings.asset.meta b/Assets/Editor/SpritePacking/SpriteSettings.asset.meta new file mode 100644 index 0000000..8590371 --- /dev/null +++ b/Assets/Editor/SpritePacking/SpriteSettings.asset.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 427aa561211c6e84bbf8807af24d4162 +timeCreated: 1530274353 +licenseType: Pro +NativeFormatImporter: + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Editor/Tool/BMFont.cs b/Assets/Editor/Tool/BMFont.cs new file mode 100644 index 0000000..311d281 --- /dev/null +++ b/Assets/Editor/Tool/BMFont.cs @@ -0,0 +1,137 @@ +//---------------------------------------------- +// NGUI: Next-Gen UI kit +// Copyright 漏 2011-2014 Tasharen Entertainment +//---------------------------------------------- + +using UnityEngine; +using System.Collections.Generic; + +/// <summary> +/// BMFont reader. C# implementation of http://www.angelcode.com/products/bmfont/ +/// </summary> + +[System.Serializable] +public class BMFont +{ + [HideInInspector][SerializeField] int mSize = 16; // How much to move the cursor when moving to the next line + [HideInInspector][SerializeField] int mBase = 0; // Offset from the top of the line to the base of each character + [HideInInspector][SerializeField] int mWidth = 0; // Original width of the texture + [HideInInspector][SerializeField] int mHeight = 0; // Original height of the texture + [HideInInspector][SerializeField] string mSpriteName; + + // List of serialized glyphs + [HideInInspector][SerializeField] List<BMGlyph> mSaved = new List<BMGlyph>(); + + // Actual glyphs that we'll be working with are stored in a dictionary, making the lookup faster + Dictionary<int, BMGlyph> mDict = new Dictionary<int, BMGlyph>(); + + /// <summary> + /// Whether the font can be used. + /// </summary> + + public bool isValid { get { return (mSaved.Count > 0); } } + + /// <summary> + /// Size of this font (for example 32 means 32 pixels). + /// </summary> + + public int charSize { get { return mSize; } set { mSize = value; } } + + /// <summary> + /// Base offset applied to characters. + /// </summary> + + public int baseOffset { get { return mBase; } set { mBase = value; } } + + /// <summary> + /// Original width of the texture. + /// </summary> + + public int texWidth { get { return mWidth; } set { mWidth = value; } } + + /// <summary> + /// Original height of the texture. + /// </summary> + + public int texHeight { get { return mHeight; } set { mHeight = value; } } + + /// <summary> + /// Number of valid glyphs. + /// </summary> + + public int glyphCount { get { return isValid ? mSaved.Count : 0; } } + + /// <summary> + /// Original name of the sprite that the font is expecting to find (usually the name of the texture). + /// </summary> + + public string spriteName { get { return mSpriteName; } set { mSpriteName = value; } } + + /// <summary> + /// Access to BMFont's entire set of glyphs. + /// </summary> + + public List<BMGlyph> glyphs { get { return mSaved; } } + + /// <summary> + /// Helper function that retrieves the specified glyph, creating it if necessary. + /// </summary> + + public BMGlyph GetGlyph (int index, bool createIfMissing) + { + // Get the requested glyph + BMGlyph glyph = null; + + if (mDict.Count == 0) + { + // Populate the dictionary for faster access + for (int i = 0, imax = mSaved.Count; i < imax; ++i) + { + BMGlyph bmg = mSaved[i]; + mDict.Add(bmg.index, bmg); + } + } + + // Saved check is here so that the function call is not needed if it's true + if (!mDict.TryGetValue(index, out glyph) && createIfMissing) + { + glyph = new BMGlyph(); + glyph.index = index; + mSaved.Add(glyph); + mDict.Add(index, glyph); + } + return glyph; + } + + /// <summary> + /// Retrieve the specified glyph, if it's present. + /// </summary> + + public BMGlyph GetGlyph (int index) { return GetGlyph(index, false); } + + /// <summary> + /// Clear the glyphs. + /// </summary> + + public void Clear () + { + mDict.Clear(); + mSaved.Clear(); + } + + /// <summary> + /// Trim the glyphs, ensuring that they will never go past the specified bounds. + /// </summary> + + public void Trim (int xMin, int yMin, int xMax, int yMax) + { + if (isValid) + { + for (int i = 0, imax = mSaved.Count; i < imax; ++i) + { + BMGlyph glyph = mSaved[i]; + if (glyph != null) glyph.Trim(xMin, yMin, xMax, yMax); + } + } + } +} diff --git a/Assets/Editor/Tool/BMFont.cs.meta b/Assets/Editor/Tool/BMFont.cs.meta new file mode 100644 index 0000000..0a0e815 --- /dev/null +++ b/Assets/Editor/Tool/BMFont.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: dcc42419895d2244dbcf9bff4a890ab4 +timeCreated: 1505831412 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Editor/Tool/BMGlyph.cs b/Assets/Editor/Tool/BMGlyph.cs new file mode 100644 index 0000000..f628c96 --- /dev/null +++ b/Assets/Editor/Tool/BMGlyph.cs @@ -0,0 +1,91 @@ +锘�//---------------------------------------------- +// NGUI: Next-Gen UI kit +// Copyright 漏 2011-2014 Tasharen Entertainment +//---------------------------------------------- + +using UnityEngine; +using System.Collections.Generic; + +/// <summary> +/// Glyph structure used by BMFont. For more information see http://www.angelcode.com/products/bmfont/ +/// </summary> + +[System.Serializable] +public class BMGlyph +{ + public int index; // Index of this glyph (used by BMFont) + public int x; // Offset from the left side of the texture to the left side of the glyph + public int y; // Offset from the top of the texture to the top of the glyph + public int width; // Glyph's width in pixels + public int height; // Glyph's height in pixels + public int offsetX; // Offset to apply to the cursor's left position before drawing this glyph + public int offsetY; // Offset to apply to the cursor's top position before drawing this glyph + public int advance; // How much to move the cursor after printing this character + public int channel; // Channel mask (in most cases this will be 15 (RGBA, 1+2+4+8) + public List<int> kerning; + + /// <summary> + /// Retrieves the special amount by which to adjust the cursor position, given the specified previous character. + /// </summary> + + public int GetKerning (int previousChar) + { + if (kerning != null && previousChar != 0) + { + for (int i = 0, imax = kerning.Count; i < imax; i += 2) + if (kerning[i] == previousChar) + return kerning[i+1]; + } + return 0; + } + + /// <summary> + /// Add a new kerning entry to the character (or adjust an existing one). + /// </summary> + + public void SetKerning (int previousChar, int amount) + { + if (kerning == null) kerning = new List<int>(); + + for (int i = 0; i < kerning.Count; i += 2) + { + if (kerning[i] == previousChar) + { + kerning[i+1] = amount; + return; + } + } + + kerning.Add(previousChar); + kerning.Add(amount); + } + + /// <summary> + /// Trim the glyph, given the specified minimum and maximum dimensions in pixels. + /// </summary> + + public void Trim (int xMin, int yMin, int xMax, int yMax) + { + int x1 = x + width; + int y1 = y + height; + + if (x < xMin) + { + int offset = xMin - x; + x += offset; + width -= offset; + offsetX += offset; + } + + if (y < yMin) + { + int offset = yMin - y; + y += offset; + height -= offset; + offsetY += offset; + } + + if (x1 > xMax) width -= x1 - xMax; + if (y1 > yMax) height -= y1 - yMax; + } +} diff --git a/Assets/Editor/Tool/BMGlyph.cs.meta b/Assets/Editor/Tool/BMGlyph.cs.meta new file mode 100644 index 0000000..750b0d2 --- /dev/null +++ b/Assets/Editor/Tool/BMGlyph.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 9eaaf3af2122c9e4cbfafdd12e75f98e +timeCreated: 1505831431 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Editor/Tool/BetterList.cs b/Assets/Editor/Tool/BetterList.cs new file mode 100644 index 0000000..8013c52 --- /dev/null +++ b/Assets/Editor/Tool/BetterList.cs @@ -0,0 +1,363 @@ +//---------------------------------------------- +// NGUI: Next-Gen UI kit +// Copyright 漏 2011-2014 Tasharen Entertainment +//---------------------------------------------- + +using UnityEngine; +using System.Collections.Generic; +using System.Diagnostics; + +/// <summary> +/// This improved version of the System.Collections.Generic.List that doesn't release the buffer on Clear(), resulting in better performance and less garbage collection. +/// </summary> + +public class BetterList<T> +{ +#if UNITY_FLASH + + List<T> mList = new List<T>(); + + /// <summary> + /// Direct access to the buffer. Note that you should not use its 'Length' parameter, but instead use BetterList.size. + /// </summary> + + public T this[int i] + { + get { return mList[i]; } + set { mList[i] = value; } + } + + /// <summary> + /// Compatibility with the non-flash syntax. + /// </summary> + + public List<T> buffer { get { return mList; } } + + /// <summary> + /// Direct access to the buffer's size. Note that it's only public for speed and efficiency. You shouldn't modify it. + /// </summary> + + public int size { get { return mList.Count; } } + + /// <summary> + /// For 'foreach' functionality. + /// </summary> + + public IEnumerator<T> GetEnumerator () { return mList.GetEnumerator(); } + + /// <summary> + /// Clear the array by resetting its size to zero. Note that the memory is not actually released. + /// </summary> + + public void Clear () { mList.Clear(); } + + /// <summary> + /// Clear the array and release the used memory. + /// </summary> + + public void Release () { mList.Clear(); } + + /// <summary> + /// Add the specified item to the end of the list. + /// </summary> + + public void Add (T item) { mList.Add(item); } + + /// <summary> + /// Insert an item at the specified index, pushing the entries back. + /// </summary> + + public void Insert (int index, T item) { mList.Insert(index, item); } + + /// <summary> + /// Returns 'true' if the specified item is within the list. + /// </summary> + + public bool Contains (T item) { return mList.Contains(item); } + + /// <summary> + /// Remove the specified item from the list. Note that RemoveAt() is faster and is advisable if you already know the index. + /// </summary> + + public bool Remove (T item) { return mList.Remove(item); } + + /// <summary> + /// Remove an item at the specified index. + /// </summary> + + public void RemoveAt (int index) { mList.RemoveAt(index); } + + /// <summary> + /// Remove an item from the end. + /// </summary> + + public T Pop () + { + if (buffer != null && size != 0) + { + T val = buffer[mList.Count - 1]; + mList.RemoveAt(mList.Count - 1); + return val; + } + return default(T); + } + + /// <summary> + /// Mimic List's ToArray() functionality, except that in this case the list is resized to match the current size. + /// </summary> + + public T[] ToArray () { return mList.ToArray(); } + + /// <summary> + /// List.Sort equivalent. + /// </summary> + + public void Sort (System.Comparison<T> comparer) { mList.Sort(comparer); } + +#else + + /// <summary> + /// Direct access to the buffer. Note that you should not use its 'Length' parameter, but instead use BetterList.size. + /// </summary> + + public T[] buffer; + + /// <summary> + /// Direct access to the buffer's size. Note that it's only public for speed and efficiency. You shouldn't modify it. + /// </summary> + + public int size = 0; + + /// <summary> + /// For 'foreach' functionality. + /// </summary> + + [DebuggerHidden] + [DebuggerStepThrough] + public IEnumerator<T> GetEnumerator () + { + if (buffer != null) + { + for (int i = 0; i < size; ++i) + { + yield return buffer[i]; + } + } + } + + /// <summary> + /// Convenience function. I recommend using .buffer instead. + /// </summary> + + [DebuggerHidden] + public T this[int i] + { + get { return buffer[i]; } + set { buffer[i] = value; } + } + + /// <summary> + /// Helper function that expands the size of the array, maintaining the content. + /// </summary> + + void AllocateMore () + { + T[] newList = (buffer != null) ? new T[Mathf.Max(buffer.Length << 1, 32)] : new T[32]; + if (buffer != null && size > 0) buffer.CopyTo(newList, 0); + buffer = newList; + } + + /// <summary> + /// Trim the unnecessary memory, resizing the buffer to be of 'Length' size. + /// Call this function only if you are sure that the buffer won't need to resize anytime soon. + /// </summary> + + void Trim () + { + if (size > 0) + { + if (size < buffer.Length) + { + T[] newList = new T[size]; + for (int i = 0; i < size; ++i) newList[i] = buffer[i]; + buffer = newList; + } + } + else buffer = null; + } + + /// <summary> + /// Clear the array by resetting its size to zero. Note that the memory is not actually released. + /// </summary> + + public void Clear () { size = 0; } + + /// <summary> + /// Clear the array and release the used memory. + /// </summary> + + public void Release () { size = 0; buffer = null; } + + /// <summary> + /// Add the specified item to the end of the list. + /// </summary> + + public void Add (T item) + { + if (buffer == null || size == buffer.Length) AllocateMore(); + buffer[size++] = item; + } + + /// <summary> + /// Insert an item at the specified index, pushing the entries back. + /// </summary> + + public void Insert (int index, T item) + { + if (buffer == null || size == buffer.Length) AllocateMore(); + + if (index < size) + { + for (int i = size; i > index; --i) buffer[i] = buffer[i - 1]; + buffer[index] = item; + ++size; + } + else Add(item); + } + + /// <summary> + /// Returns 'true' if the specified item is within the list. + /// </summary> + + public bool Contains (T item) + { + if (buffer == null) return false; + for (int i = 0; i < size; ++i) if (buffer[i].Equals(item)) return true; + return false; + } + + /// <summary> + /// Remove the specified item from the list. Note that RemoveAt() is faster and is advisable if you already know the index. + /// </summary> + + public bool Remove (T item) + { + if (buffer != null) + { + EqualityComparer<T> comp = EqualityComparer<T>.Default; + + for (int i = 0; i < size; ++i) + { + if (comp.Equals(buffer[i], item)) + { + --size; + buffer[i] = default(T); + for (int b = i; b < size; ++b) buffer[b] = buffer[b + 1]; + buffer[size] = default(T); + return true; + } + } + } + return false; + } + + /// <summary> + /// Remove an item at the specified index. + /// </summary> + + public void RemoveAt (int index) + { + if (buffer != null && index < size) + { + --size; + buffer[index] = default(T); + for (int b = index; b < size; ++b) buffer[b] = buffer[b + 1]; + buffer[size] = default(T); + } + } + + /// <summary> + /// Remove an item from the end. + /// </summary> + + public T Pop () + { + if (buffer != null && size != 0) + { + T val = buffer[--size]; + buffer[size] = default(T); + return val; + } + return default(T); + } + + /// <summary> + /// Mimic List's ToArray() functionality, except that in this case the list is resized to match the current size. + /// </summary> + + public T[] ToArray () { Trim(); return buffer; } + + //class Comparer : System.Collections.IComparer + //{ + // public System.Comparison<T> func; + // public int Compare (object x, object y) { return func((T)x, (T)y); } + //} + + //Comparer mComp = new Comparer(); + + /// <summary> + /// List.Sort equivalent. Doing Array.Sort causes GC allocations. + /// </summary> + + //public void Sort (System.Comparison<T> comparer) + //{ + // if (size > 0) + // { + // mComp.func = comparer; + // System.Array.Sort(buffer, 0, size, mComp); + // } + //} + + /// <summary> + /// List.Sort equivalent. Manual sorting causes no GC allocations. + /// </summary> + + [DebuggerHidden] + [DebuggerStepThrough] + public void Sort (CompareFunc comparer) + { + int start = 0; + int max = size - 1; + bool changed = true; + + while (changed) + { + changed = false; + + for (int i = start; i < max; ++i) + { + // Compare the two values + if (comparer(buffer[i], buffer[i + 1]) > 0) + { + // Swap the values + T temp = buffer[i]; + buffer[i] = buffer[i + 1]; + buffer[i + 1] = temp; + changed = true; + } + else if (!changed) + { + // Nothing has changed -- we can start here next time + start = (i == 0) ? 0 : i - 1; + } + } + } + } + + /// <summary> + /// Comparison function should return -1 if left is less than right, 1 if left is greater than right, and 0 if they match. + /// </summary> + + public delegate int CompareFunc (T left, T right); +#endif +} diff --git a/Assets/Editor/Tool/BetterList.cs.meta b/Assets/Editor/Tool/BetterList.cs.meta new file mode 100644 index 0000000..ce3ad81 --- /dev/null +++ b/Assets/Editor/Tool/BetterList.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 17d85274677d4f4478d5747f730f5543 +timeCreated: 1505831508 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Editor/Tool/ByteReader.cs b/Assets/Editor/Tool/ByteReader.cs new file mode 100644 index 0000000..a30ca83 --- /dev/null +++ b/Assets/Editor/Tool/ByteReader.cs @@ -0,0 +1,259 @@ +//---------------------------------------------- +// NGUI: Next-Gen UI kit +// Copyright 漏 2011-2014 Tasharen Entertainment +//---------------------------------------------- + +using UnityEngine; +using System.Text; +using System.Collections.Generic; + +/// <summary> +/// MemoryStream.ReadLine has an interesting oddity: it doesn't always advance the stream's position by the correct amount: +/// http://social.msdn.microsoft.com/Forums/en-AU/Vsexpressvcs/thread/b8f7837b-e396-494e-88e1-30547fcf385f +/// Solution? Custom line reader with the added benefit of not having to use streams at all. +/// </summary> + +public class ByteReader +{ + byte[] mBuffer; + int mOffset = 0; + + public ByteReader (byte[] bytes) { mBuffer = bytes; } + public ByteReader (TextAsset asset) { mBuffer = asset.bytes; } + + /// <summary> + /// Whether the buffer is readable. + /// </summary> + + public bool canRead { get { return (mBuffer != null && mOffset < mBuffer.Length); } } + + /// <summary> + /// Read a single line from the buffer. + /// </summary> + + static string ReadLine (byte[] buffer, int start, int count) + { +#if UNITY_FLASH + // Encoding.UTF8 is not supported in Flash :( + StringBuilder sb = new StringBuilder(); + + int max = start + count; + + for (int i = start; i < max; ++i) + { + byte byte0 = buffer[i]; + + if ((byte0 & 128) == 0) + { + // If an UCS fits 7 bits, its coded as 0xxxxxxx. This makes ASCII character represented by themselves + sb.Append((char)byte0); + } + else if ((byte0 & 224) == 192) + { + // If an UCS fits 11 bits, it is coded as 110xxxxx 10xxxxxx + if (++i == count) break; + byte byte1 = buffer[i]; + int ch = (byte0 & 31) << 6; + ch |= (byte1 & 63); + sb.Append((char)ch); + } + else if ((byte0 & 240) == 224) + { + // If an UCS fits 16 bits, it is coded as 1110xxxx 10xxxxxx 10xxxxxx + if (++i == count) break; + byte byte1 = buffer[i]; + if (++i == count) break; + byte byte2 = buffer[i]; + + if (byte0 == 0xEF && byte1 == 0xBB && byte2 == 0xBF) + { + // Byte Order Mark -- generally the first 3 bytes in a Windows-saved UTF-8 file. Skip it. + } + else + { + int ch = (byte0 & 15) << 12; + ch |= (byte1 & 63) << 6; + ch |= (byte2 & 63); + sb.Append((char)ch); + } + } + else if ((byte0 & 248) == 240) + { + // If an UCS fits 21 bits, it is coded as 11110xxx 10xxxxxx 10xxxxxx 10xxxxxx + if (++i == count) break; + byte byte1 = buffer[i]; + if (++i == count) break; + byte byte2 = buffer[i]; + if (++i == count) break; + byte byte3 = buffer[i]; + + int ch = (byte0 & 7) << 18; + ch |= (byte1 & 63) << 12; + ch |= (byte2 & 63) << 6; + ch |= (byte3 & 63); + sb.Append((char)ch); + } + } + return sb.ToString(); +#else + return Encoding.UTF8.GetString(buffer, start, count); +#endif + } + + /// <summary> + /// Read a single line from the buffer. + /// </summary> + + public string ReadLine () { return ReadLine(true); } + + /// <summary> + /// Read a single line from the buffer. + /// </summary> + + public string ReadLine (bool skipEmptyLines) + { + int max = mBuffer.Length; + + // Skip empty characters + if (skipEmptyLines) + { + while (mOffset < max && mBuffer[mOffset] < 32) ++mOffset; + } + + int end = mOffset; + + if (end < max) + { + for (; ; ) + { + if (end < max) + { + int ch = mBuffer[end++]; + if (ch != '\n' && ch != '\r') continue; + } + else ++end; + + string line = ReadLine(mBuffer, mOffset, end - mOffset - 1); + mOffset = end; + return line; + } + } + mOffset = max; + return null; + } + + /// <summary> + /// Assume that the entire file is a collection of key/value pairs. + /// </summary> + + public Dictionary<string, string> ReadDictionary () + { + Dictionary<string, string> dict = new Dictionary<string, string>(); + char[] separator = new char[] { '=' }; + + while (canRead) + { + string line = ReadLine(); + if (line == null) break; + if (line.StartsWith("//")) continue; + +#if UNITY_FLASH + string[] split = line.Split(separator, System.StringSplitOptions.RemoveEmptyEntries); +#else + string[] split = line.Split(separator, 2, System.StringSplitOptions.RemoveEmptyEntries); +#endif + + if (split.Length == 2) + { + string key = split[0].Trim(); + string val = split[1].Trim().Replace("\\n", "\n"); + dict[key] = val; + } + } + return dict; + } + + static BetterList<string> mTemp = new BetterList<string>(); + + /// <summary> + /// Read a single line of Comma-Separated Values from the file. + /// </summary> + + public BetterList<string> ReadCSV () + { + mTemp.Clear(); + string line = ""; + bool insideQuotes = false; + int wordStart = 0; + + while (canRead) + { + if (insideQuotes) + { + string s = ReadLine(false); + if (s == null) return null; + s = s.Replace("\\n", "\n"); + line += "\n" + s; + ++wordStart; + } + else + { + line = ReadLine(true); + if (line == null) return null; + line = line.Replace("\\n", "\n"); + wordStart = 0; + } + + for (int i = wordStart, imax = line.Length; i < imax; ++i) + { + char ch = line[i]; + + if (ch == ',') + { + if (!insideQuotes) + { + mTemp.Add(line.Substring(wordStart, i - wordStart)); + wordStart = i + 1; + } + } + else if (ch == '"') + { + if (insideQuotes) + { + if (i + 1 >= imax) + { + mTemp.Add(line.Substring(wordStart, i - wordStart).Replace("\"\"", "\"")); + return mTemp; + } + + if (line[i + 1] != '"') + { + mTemp.Add(line.Substring(wordStart, i - wordStart)); + insideQuotes = false; + + if (line[i + 1] == ',') + { + ++i; + wordStart = i + 1; + } + } + else ++i; + } + else + { + wordStart = i + 1; + insideQuotes = true; + } + } + } + + if (wordStart < line.Length) + { + if (insideQuotes) continue; + mTemp.Add(line.Substring(wordStart, line.Length - wordStart)); + } + return mTemp; + } + return null; + } +} diff --git a/Assets/Editor/Tool/ByteReader.cs.meta b/Assets/Editor/Tool/ByteReader.cs.meta new file mode 100644 index 0000000..72bfb2b --- /dev/null +++ b/Assets/Editor/Tool/ByteReader.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ba7e3344870937647b7de51d47d708b4 +timeCreated: 1505831487 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Editor/Tool/ClearAllLocalSaveTool.cs b/Assets/Editor/Tool/ClearAllLocalSaveTool.cs new file mode 100644 index 0000000..7921e82 --- /dev/null +++ b/Assets/Editor/Tool/ClearAllLocalSaveTool.cs @@ -0,0 +1,13 @@ +using UnityEditor; +using UnityEngine; + +public class ClearAllLocalSaveTool +{ + + [MenuItem("Tools/娓呴櫎LocalSave")] + public static void ClearAllLocalSave() + { + LocalSave.DeleteAll(); + } + +} diff --git a/Assets/Editor/Tool/ClearAllLocalSaveTool.cs.meta b/Assets/Editor/Tool/ClearAllLocalSaveTool.cs.meta new file mode 100644 index 0000000..442ba04 --- /dev/null +++ b/Assets/Editor/Tool/ClearAllLocalSaveTool.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 44556fe6ad0f763438fceaa932d50e8a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Editor/Tool/CustomFontReader.cs b/Assets/Editor/Tool/CustomFontReader.cs new file mode 100644 index 0000000..e172620 --- /dev/null +++ b/Assets/Editor/Tool/CustomFontReader.cs @@ -0,0 +1,143 @@ +锘縰sing UnityEngine; +using UnityEditor; +using System.Text; + +/// <summary> +/// Helper class that takes care of loading BMFont's glyph information from the specified byte array. +/// This functionality is not a part of BMFont anymore because Flash export option can't handle System.IO functions. +/// </summary> + +public static class CustomFontReader { + /// <summary> + /// Helper function that retrieves the string value of the key=value pair. + /// </summary> + + static string GetString (string s) { + int idx = s.IndexOf('='); + return (idx == -1) ? "" : s.Substring(idx + 1); + } + + /// <summary> + /// Helper function that retrieves the integer value of the key=value pair. + /// </summary> + + static int GetInt (string s) { + int val = 0; + string text = GetString(s); +#if UNITY_FLASH + try { val = int.Parse(text); } catch (System.Exception) { } +#else + int.TryParse(text, out val); +#endif + return val; + } + + /// <summary> + /// Reload the font data. + /// </summary> + + static public void Load (BMFont font, string name, byte[] bytes) { + font.Clear(); + + if (bytes != null) { + ByteReader reader = new ByteReader(bytes); + char[] separator = new char[] { ' ' }; + + while (reader.canRead) { + string line = reader.ReadLine(); + if (string.IsNullOrEmpty(line)) + break; + string[] split = line.Split(separator, System.StringSplitOptions.RemoveEmptyEntries); + int len = split.Length; + + if (split[0] == "char") { + // Expected data style: + // char id=13 x=506 y=62 width=3 height=3 xoffset=-1 yoffset=50 xadvance=0 page=0 chnl=15 + + int channel = (len > 10) ? GetInt(split[10]) : 15; + + if (len > 9 && GetInt(split[9]) > 0) { + Debug.LogError("Your font was exported with more than one texture. Only one texture is supported by NGUI.\n" + + "You need to re-export your font, enlarging the texture's dimensions until everything fits into just one texture."); + break; + } + + if (len > 8) { + int id = GetInt(split[1]); + BMGlyph glyph = font.GetGlyph(id, true); + + if (glyph != null) { + glyph.x = GetInt(split[2]); + glyph.y = GetInt(split[3]); + glyph.width = GetInt(split[4]); + glyph.height = GetInt(split[5]); + glyph.offsetX = GetInt(split[6]); + glyph.offsetY = GetInt(split[7]); + glyph.advance = GetInt(split[8]); + glyph.channel = channel; + } + else + Debug.Log("Char: " + split[1] + " (" + id + ") is NULL"); + } + else { + Debug.LogError("Unexpected number of entries for the 'char' field (" + name + ", " + split.Length + "):\n" + line); + break; + } + } + else if (split[0] == "kerning") { + // Expected data style: + // kerning first=84 second=244 amount=-5 + + if (len > 3) { + int first = GetInt(split[1]); + int second = GetInt(split[2]); + int amount = GetInt(split[3]); + + BMGlyph glyph = font.GetGlyph(second, true); + if (glyph != null) + glyph.SetKerning(first, amount); + } + else { + Debug.LogError("Unexpected number of entries for the 'kerning' field (" + + name + ", " + split.Length + "):\n" + line); + break; + } + } + else if (split[0] == "common") { + // Expected data style: + // common lineHeight=64 base=51 scaleW=512 scaleH=512 pages=1 packed=0 alphaChnl=1 redChnl=4 greenChnl=4 blueChnl=4 + + if (len > 5) { + font.charSize = GetInt(split[1]); + font.baseOffset = GetInt(split[2]); + font.texWidth = GetInt(split[3]); + font.texHeight = GetInt(split[4]); + + int pages = GetInt(split[5]); + + if (pages != 1) { + Debug.LogError("Font '" + name + "' must be created with only 1 texture, not " + pages); + break; + } + } + else { + Debug.LogError("Unexpected number of entries for the 'common' field (" + + name + ", " + split.Length + "):\n" + line); + break; + } + } + else if (split[0] == "page") { + // Expected data style: + // page id=0 file="textureName.png" + + if (len > 2) { + font.spriteName = GetString(split[2]).Replace("\"", ""); + font.spriteName = font.spriteName.Replace(".png", ""); + font.spriteName = font.spriteName.Replace(".tga", ""); + } + } + } + } + } +} + diff --git a/Assets/Editor/Tool/CustomFontReader.cs.meta b/Assets/Editor/Tool/CustomFontReader.cs.meta new file mode 100644 index 0000000..3a29f5a --- /dev/null +++ b/Assets/Editor/Tool/CustomFontReader.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 7a1b1f5208d97264ca392467dc27e16f +timeCreated: 1505831462 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Editor/Tool/ExportPrefabsNoBuiltin.cs b/Assets/Editor/Tool/ExportPrefabsNoBuiltin.cs new file mode 100644 index 0000000..0d22fa6 --- /dev/null +++ b/Assets/Editor/Tool/ExportPrefabsNoBuiltin.cs @@ -0,0 +1,53 @@ +锘縰sing UnityEngine; +using UnityEditor; +using System.IO; +using UnityEngine.UI; + + +//妫�鏌indow鐣岄潰閲屾槸鍚﹀紩鐢ㄤ簡builtin閲岀殑鍥剧墖 +public class ExportPrefabsNoBuiltin : EditorWindow { + + private static string topFilePath= "Assets/ResourcesOut/UI/Window/"; + + + + [UnityEditor.MenuItem("绛栧垝宸ュ叿/妫�鏌indow鐣岄潰鏄惁鍖呭惈builtin鍥剧墖", false)] + private static void Export2() + { + string[] filepaths = Directory.GetFiles(topFilePath, "*.prefab", SearchOption.AllDirectories); + Debug.LogFormat("妫�鏌ラ鍒朵綋鎬绘暟锛歿0}", filepaths.Length); + int startIndex = 0; + + EditorApplication.update = delegate () { + string file = filepaths[startIndex]; + file = file.Substring(file.IndexOf("Assets")); + bool isCancel = EditorUtility.DisplayCancelableProgressBar("妫�鏌ラ鍒朵綋鍥剧墖-" + filepaths.Length, file, (float)startIndex / (float)filepaths.Length); + GameObject _prefab = AssetDatabase.LoadAssetAtPath<GameObject>(file); + + Image[] transArr14 = _prefab.GetComponentsInChildren<Image>(true); + + foreach (Image item in transArr14) + { + var path = AssetDatabase.GetAssetPath(item.sprite.GetInstanceID()); + if (string.IsNullOrEmpty(path)) continue; + if (path.Contains("BuiltIn")) + { + Debug.LogErrorFormat("鍖呭惈BuiltIn鍥剧墖 {0} - {1} - {2}", file, path, item.name); + } + } + startIndex++; + + if (isCancel || startIndex >= filepaths.Length) + { + Debug.LogFormat("妫�鏌ョ粨鏉�"); + EditorUtility.ClearProgressBar(); + EditorApplication.update = null; + startIndex = 0; + + } + }; + + + } + +} diff --git a/Assets/Editor/Tool/ExportPrefabsNoBuiltin.cs.meta b/Assets/Editor/Tool/ExportPrefabsNoBuiltin.cs.meta new file mode 100644 index 0000000..373f355 --- /dev/null +++ b/Assets/Editor/Tool/ExportPrefabsNoBuiltin.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cbfe4d492c9541749b0ba9d92e29ee86 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Editor/Tool/ExportVersionConfigEx.cs b/Assets/Editor/Tool/ExportVersionConfigEx.cs new file mode 100644 index 0000000..b460ad2 --- /dev/null +++ b/Assets/Editor/Tool/ExportVersionConfigEx.cs @@ -0,0 +1,31 @@ +锘縰sing System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; +using System.IO; +using UnityEngine.UI; +using System.Reflection; + + +public class ExportVersionConfigEx : EditorWindow { + + + [MenuItem("绋嬪簭/鍚屾VersionConfigEx.txt", false)] + private static void Export() + { + //鐢熸垚VersionConfigEx.txt 鎻愪緵缁橝OT鍚姩鏃朵娇鐢� + var json = JsonUtility.ToJson(VersionConfig.Get()); + string versionConfigExFile = Application.dataPath + "/Resources/VersionConfigEx.txt"; + if (File.Exists(versionConfigExFile)) + { + File.Delete(versionConfigExFile); + } + File.WriteAllText(versionConfigExFile, json); + AssetDatabase.SaveAssets(); + AssetDatabase.Refresh(); + Debug.Log("鍚屾VersionConfigEx.txt鎴愬姛"); + + } + + +} diff --git a/Assets/Editor/Tool/ExportVersionConfigEx.cs.meta b/Assets/Editor/Tool/ExportVersionConfigEx.cs.meta new file mode 100644 index 0000000..cef89b5 --- /dev/null +++ b/Assets/Editor/Tool/ExportVersionConfigEx.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 94d98d62952d38341ae85c5ed8158baa +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Editor/Tool/FontMaker.cs b/Assets/Editor/Tool/FontMaker.cs new file mode 100644 index 0000000..ad35e73 --- /dev/null +++ b/Assets/Editor/Tool/FontMaker.cs @@ -0,0 +1,47 @@ +锘縰sing UnityEngine; +using System.Collections; +using UnityEditor; +using System.Text; + +public class FontMaker +{ + static public Font m_myFont; + static public TextAsset m_data; + static private BMFont mbFont = new BMFont(); + + static public void GenerateCharacterInfo() + { + + CustomFontReader.Load(mbFont, m_data.name, m_data.bytes); + CharacterInfo[] characterInfo = new CharacterInfo[mbFont.glyphs.Count]; + for (int i = 0; i < mbFont.glyphs.Count; i++) + { + BMGlyph bmInfo = mbFont.glyphs[i]; + CharacterInfo info = new CharacterInfo(); + info.index = bmInfo.index; + info.uv.x = (float)bmInfo.x / (float)mbFont.texWidth; + info.uv.y = 1 - (float)bmInfo.y / (float)mbFont.texHeight; + info.uv.width = (float)bmInfo.width / (float)mbFont.texWidth; + info.uv.height = -1f * (float)bmInfo.height / (float)mbFont.texHeight; + info.vert.x = (float)bmInfo.offsetX; + info.vert.y = (float)bmInfo.offsetY; + info.vert.width = (float)bmInfo.width; + info.vert.height = (float)bmInfo.height; + info.width = (float)bmInfo.advance; + characterInfo[i] = info; + } + m_myFont.characterInfo = characterInfo; + + EditorUtility.SetDirty(m_myFont); + AssetDatabase.SaveAssets(); + AssetDatabase.Refresh(); + } + + [MenuItem("绛栧垝宸ュ叿/缇庢湳瀛楀埗浣�")] + static public void OpenFontMakerWindow() + { + Rect windowRect = new Rect(Screen.width / 2 - 200, Screen.height / 2 - 100, 400, 200); + FontMakerWindow modalTipswindow = EditorWindow.GetWindowWithRect<FontMakerWindow>(windowRect, true, "鑷畾涔夊瓧浣撶紪杈戝櫒", false); + } + +} \ No newline at end of file diff --git a/Assets/Editor/Tool/FontMaker.cs.meta b/Assets/Editor/Tool/FontMaker.cs.meta new file mode 100644 index 0000000..62e64d3 --- /dev/null +++ b/Assets/Editor/Tool/FontMaker.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 05c1218e665c4264388dbd1d038926aa +timeCreated: 1505831337 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Editor/Tool/FontMakerWindow.cs b/Assets/Editor/Tool/FontMakerWindow.cs new file mode 100644 index 0000000..7e11a08 --- /dev/null +++ b/Assets/Editor/Tool/FontMakerWindow.cs @@ -0,0 +1,53 @@ +锘�#if UNITY_EDITOR +using UnityEditor; +using UnityEngine; +using System.Collections; + +public class FontMakerWindow : EditorWindow { + + void OnGUI () { + + GUIStyle labelStyle = new GUIStyle(); + labelStyle.normal.textColor = Color.yellow; + labelStyle.fontSize = 14; + labelStyle.alignment = TextAnchor.MiddleLeft; + + GUIStyle ButtonStyle = new GUIStyle(); + ButtonStyle.normal.textColor = Color.yellow; + ButtonStyle.fontSize = 14; + ButtonStyle.alignment = TextAnchor.MiddleCenter; + + GUILayout.BeginVertical(); + GUILayout.Space(20); + EditorGUILayout.LabelField("1.鍒涘缓涓�涓狢ustomFont,骞朵负Font鎸囧畾璇ustomFont", labelStyle); + GUILayout.Space(10); + EditorGUI.indentLevel += 1; + GUILayout.BeginHorizontal(); + EditorGUILayout.LabelField("Font", labelStyle); + FontMaker.m_myFont = EditorGUILayout.ObjectField(FontMaker.m_myFont, typeof(Font)) as Font; + GUILayout.EndHorizontal(); + EditorGUI.indentLevel -= 1; + GUILayout.Space(20); + EditorGUILayout.LabelField("2.灏咮MF涓鍑虹殑瀛椾綋淇℃伅鏂囦欢鎷疯礉鍒癠nity宸ョ▼涓璡n骞朵负Data鎸囧畾璇ユ枃浠�", labelStyle); + GUILayout.Space(10); + EditorGUI.indentLevel += 1; + GUILayout.BeginHorizontal(); + EditorGUILayout.LabelField("Data", labelStyle); + FontMaker.m_data = EditorGUILayout.ObjectField(FontMaker.m_data, typeof(TextAsset)) as TextAsset; + GUILayout.EndHorizontal(); + EditorGUI.indentLevel -= 1; + GUILayout.Space(20); + + GUILayout.BeginHorizontal(); + GUILayout.Space(150); + if (GUILayout.Button("鍒涘缓", GUILayout.Height(40))) { + FontMaker.GenerateCharacterInfo(); + } + GUILayout.Space(150); + GUILayout.EndHorizontal(); + GUILayout.EndVertical(); + + } + +} +#endif diff --git a/Assets/Editor/Tool/FontMakerWindow.cs.meta b/Assets/Editor/Tool/FontMakerWindow.cs.meta new file mode 100644 index 0000000..0f6176e --- /dev/null +++ b/Assets/Editor/Tool/FontMakerWindow.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: dfaf0519a3bf9d04da0829f1fd61a6b1 +timeCreated: 1505831337 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Editor/Tool/IconRepetitionCheck.cs b/Assets/Editor/Tool/IconRepetitionCheck.cs new file mode 100644 index 0000000..2647c13 --- /dev/null +++ b/Assets/Editor/Tool/IconRepetitionCheck.cs @@ -0,0 +1,46 @@ +锘縰sing System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System.IO; +using UnityEditor; + +public class IconRepetitionCheck : MonoBehaviour +{ + static string rootPath = Application.dataPath + "/ResourcesOut/UI/Sprite"; + static string spriteRelativePath = "Assets/ResourcesOut/UI/Sprite/"; + static Dictionary<long, List<string>> referenceResourceSizeAndNames = new Dictionary<long, List<string>>(); + + [MenuItem("绋嬪簭/Sprite/Sprite閲嶅鎬ф鏌�")] + public static void CheckRepetition() + { + referenceResourceSizeAndNames.Clear(); + var allFiles = new DirectoryInfo(rootPath).GetFiles("*.png", SearchOption.AllDirectories); + for (int i = 0; i < allFiles.Length; i++) + { + var fileInfo = allFiles[i]; + var size = fileInfo.Length; + var name = fileInfo.Name; + + List<string> names; + if (referenceResourceSizeAndNames.ContainsKey(size)) + { + names = referenceResourceSizeAndNames[size]; + } + else + { + referenceResourceSizeAndNames[size] = names = new List<string>(); + } + + names.Add(name); + } + + foreach (var names in referenceResourceSizeAndNames.Values) + { + if (names.Count > 1) + { + Debug.LogFormat("鐤戞槸閲嶅鍥剧墖璧勬簮锛岃妫�鏌ワ細{0}", string.Join(";", names.ToArray())); + } + } + } + +} diff --git a/Assets/Editor/Tool/IconRepetitionCheck.cs.meta b/Assets/Editor/Tool/IconRepetitionCheck.cs.meta new file mode 100644 index 0000000..ead8819 --- /dev/null +++ b/Assets/Editor/Tool/IconRepetitionCheck.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 1353bdc85749150498b46a3b063a245b +timeCreated: 1518505733 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Editor/Tool/InGameDownTestWindow.cs b/Assets/Editor/Tool/InGameDownTestWindow.cs new file mode 100644 index 0000000..2816de1 --- /dev/null +++ b/Assets/Editor/Tool/InGameDownTestWindow.cs @@ -0,0 +1,60 @@ +锘縰sing System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; + +public class InGameDownTestWindow : EditorWindow +{ + + static InGameDownTestWindow window; + + [MenuItem("绋嬪簭/涓嬭浇娴嬭瘯")] + public static void Open() + { + window = GetWindow(typeof(InGameDownTestWindow), false, "涓嬭浇娴嬭瘯") as InGameDownTestWindow; + window.Show(); + window.autoRepaintOnSceneChange = true; + } + + private void OnGUI() + { + if (GUILayout.Button(InGameDownTestUtility.enable ? "鍏抽棴涓嬭浇" : "寮�鍚笅杞�")) + { + InGameDownTestUtility.enable = !InGameDownTestUtility.enable; + + if (InGameDownTestUtility.enable) + { + VersionConfig.Get().assetAccess = InstalledAsset.NullAsset; + AssetSource.allFromEditor = false; + AssetSource.builtInFromEditor = true; + AssetSource.shaderFromEditor = true; + } + else + { + VersionConfig.Get().assetAccess = InstalledAsset.IngoreDownLoad; + AssetSource.allFromEditor = true; + } + } + + EditorGUILayout.Space(); + if (GUILayout.Button("娓呴櫎宸蹭笅杞界殑璧勬簮")) + { + InGameDownTestUtility.ClearAssets(); + } + + EditorGUILayout.Space(); + EditorGUILayout.Space(); + InGameDownTestUtility.isPartPackage = EditorGUILayout.Toggle("鏄惁鍒嗗寘", InGameDownTestUtility.isPartPackage); + EditorGUILayout.Space(); + EditorGUILayout.Space(); + InGameDownTestUtility.isWifi = EditorGUILayout.Toggle("Wifi鐜", InGameDownTestUtility.isWifi); + EditorGUILayout.Space(); + EditorGUILayout.Space(); + InGameDownTestUtility.isReadStreamingAssets = EditorGUILayout.Toggle("鏄惁妫�楠屾湰鍦癝treamingAssets璧勬簮", InGameDownTestUtility.isReadStreamingAssets); + EditorGUILayout.Space(); + EditorGUILayout.Space(); + InGameDownTestUtility.isReadVesionEx = EditorGUILayout.Toggle("鏄惁涓嬭浇鐑洿浠g爜", InGameDownTestUtility.isReadVesionEx); + EditorGUILayout.TextField("寮�鍚笅杞界儹鏇翠唬鐮侊紝浼氳鍙朧ersionConfigEx.txt 鍒嗘敮闇�閰嶇疆姝g‘, 妫�娴媗ogicbytes.txt"); + } + +} diff --git a/Assets/Editor/Tool/InGameDownTestWindow.cs.meta b/Assets/Editor/Tool/InGameDownTestWindow.cs.meta new file mode 100644 index 0000000..f971d85 --- /dev/null +++ b/Assets/Editor/Tool/InGameDownTestWindow.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d587b703a98437b4a9bc0500a31a02bb +timeCreated: 1532498840 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Editor/Tool/SpriteSettingConfig.cs b/Assets/Editor/Tool/SpriteSettingConfig.cs new file mode 100644 index 0000000..319c081 --- /dev/null +++ b/Assets/Editor/Tool/SpriteSettingConfig.cs @@ -0,0 +1,39 @@ +锘縰sing UnityEngine; +using UnityEditor; +using Spine; + + +//鏂板紩鎿� 鎻愪緵鍒涘缓sprite atlas + +[CreateAssetMenu(menuName = "Config/SpriteSettingConfig")] +public class SpriteSettingConfig : ScriptableObject +{ + public SpriteSetting[] spriteSettings; + + [System.Serializable] + public class SpriteSetting + { + public string folderName; + public int blockOffset = 1; + public bool enableRotation = false; + public bool enableTightPacking = false; + public int padding = 4; + + public bool readable = false; + public bool generateMipMaps = false; + public bool sRGB = true; + public FilterMode filterMode = FilterMode.Bilinear; // = FilterMode.Bilinear, + + public PlatformSetting[] platformSettings; + } + + [System.Serializable] + public class PlatformSetting + { + public string name; + public int maxTextureSize = 2048; + public TextureImporterCompression textureCompression = TextureImporterCompression.Compressed; + public TextureImporterFormat textureFormat = TextureImporterFormat.ASTC_6x6; //ios TextureImporterFormat.PVRTC_RGB4 + } +} + diff --git a/Assets/Editor/Tool/SpriteSettingConfig.cs.meta b/Assets/Editor/Tool/SpriteSettingConfig.cs.meta new file mode 100644 index 0000000..b02c34f --- /dev/null +++ b/Assets/Editor/Tool/SpriteSettingConfig.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ed9ce1ea855f0e44bb8f783d5ded4144 +timeCreated: 1530240091 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Editor/Tool/UpdateAssetBundleName.cs b/Assets/Editor/Tool/UpdateAssetBundleName.cs new file mode 100644 index 0000000..d08c727 --- /dev/null +++ b/Assets/Editor/Tool/UpdateAssetBundleName.cs @@ -0,0 +1,550 @@ +锘縰sing System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; +using System.IO; + +public class UpdateAllSetting +{ + + [MenuItem("绋嬪簭/璁剧疆璧勬簮鍖呭悕/鏇存柊鍏ㄩ儴ABLabel(涓嶅寘鎷琹ua)")] + 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("璧勬簮鍖呭悕鍏ㄩ儴鏇存柊瀹屾垚!"); + } +} + +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("绋嬪簭/璁剧疆璧勬簮鍖呭悕/鏇存柊Sprite(All) AssetBundleName")] + public static void SetAllSpriteAssetBundleName() + { + //鏀规垚璁剧疆atlas鐨刟ssetBundleName + 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 = "ui/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 = "ui/sprite/" + pathStringArray[pathStringArray.Length - 1].ToLower(); + // EditorUtility.SetDirty(importer); + } + + + Debug.Log("Sprite璧勬簮鍖呭悕鏇存柊瀹屾垚!"); + // AssetDatabase.SaveAssets(); + // AssetDatabase.Refresh(); + } + +} + + +public class UpdateUIWindowSetting +{ + static string assetRelativePath = "Assets/ResourcesOut/UI/Window"; + static string assetRelativePath2 = "Assets/ResourcesOut/UI/PriorityWindow"; + + [MenuItem("绋嬪簭/璁剧疆璧勬簮鍖呭悕/鏇存柊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/window"; + + // EditorUtility.SetDirty(importer); + } + guids = AssetDatabase.FindAssets("t:prefab", new string[] { assetRelativePath2 }); + foreach (var guid in guids) + { + var path = AssetDatabase.GUIDToAssetPath(guid); + var importer = AssetImporter.GetAtPath(path); + importer.assetBundleName = StringUtility.Contact("ui/prioritywindow/", Path.GetFileNameWithoutExtension(path).ToLower()); + + // EditorUtility.SetDirty(importer); + } + Debug.Log("Window璧勬簮鍖呭悕鏇存柊瀹屾垚!"); + // AssetDatabase.SaveAssets(); + // AssetDatabase.Refresh(); + } +} + +public class UpdateUIPrefabSetting +{ + static string prefabRootPath = Application.dataPath + "/ResourcesOut/UI/Prefab"; + static string prefabAssetRelativePath = "Assets/ResourcesOut/UI/Prefab"; + + static string bossShowRootPath = Application.dataPath + "/ResourcesOut/UI/BossShow"; + static string bossShowAssetRelativePath = "Assets/ResourcesOut/UI/BossShow"; + + static string godWeaponRootPath = Application.dataPath + "/ResourcesOut/UI/GodWeapon"; + static string godWeaponAssetRelativePath = "Assets/ResourcesOut/UI/GodWeapon"; + + static string treasureRootPath = Application.dataPath + "/ResourcesOut/UI/Treasure"; + static string treasureAssetRelativePath = "Assets/ResourcesOut/UI/Treasure"; + + [MenuItem("绋嬪簭/璁剧疆璧勬簮鍖呭悕/鏇存柊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 = "ui/prefab"; + // EditorUtility.SetDirty(importer); + } + + allFiles = new DirectoryInfo(bossShowRootPath).GetFiles("*.prefab", SearchOption.TopDirectoryOnly); + foreach (var file in allFiles) + { + var importerPath = bossShowAssetRelativePath + Path.DirectorySeparatorChar + file.Name; + var importer = AssetImporter.GetAtPath(importerPath); + importer.assetBundleName = "ui/bossshow"; + // EditorUtility.SetDirty(importer); + } + + allFiles = new DirectoryInfo(godWeaponRootPath).GetFiles("*.prefab", SearchOption.TopDirectoryOnly); + foreach (var file in allFiles) + { + var importerPath = godWeaponAssetRelativePath + Path.DirectorySeparatorChar + file.Name; + var importer = AssetImporter.GetAtPath(importerPath); + importer.assetBundleName = "ui/godweapon"; + // EditorUtility.SetDirty(importer); + } + + allFiles = new DirectoryInfo(treasureRootPath).GetFiles("*.prefab", SearchOption.AllDirectories); + foreach (var file in allFiles) + { + var pathStringArray = file.DirectoryName.Split(Path.DirectorySeparatorChar); + var importerPath = treasureAssetRelativePath + Path.DirectorySeparatorChar + pathStringArray[pathStringArray.Length - 1] + Path.DirectorySeparatorChar + file.Name; + var importer = AssetImporter.GetAtPath(importerPath); + importer.assetBundleName = "ui/treasure/" + pathStringArray[pathStringArray.Length - 1].ToLower(); + // EditorUtility.SetDirty(importer); + } + Debug.Log("Prefab璧勬簮鍖呭悕鏇存柊瀹屾垚!"); + // AssetDatabase.SaveAssets(); + // AssetDatabase.Refresh(); + } + + +} + +public class UpdateEffectPrefabSetting +{ + static string rootPath = Application.dataPath + "/ResourcesOut/Effect/"; + static string assetPath = "Assets/ResourcesOut/Effect/"; + + [MenuItem("绋嬪簭/璁剧疆璧勬簮鍖呭悕/鏇存柊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璧勬簮鍖呭悕鏇存柊瀹屾垚!"); + // 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("绋嬪簭/璁剧疆璧勬簮鍖呭悕/鏇存柊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璧勬簮鍖呭悕鏇存柊瀹屾垚!"); + //AssetDatabase.SaveAssets(); + //AssetDatabase.Refresh(); + } +} + +public class UpdateShaderSetting +{ + static string rootPath = Application.dataPath + "/ResourcesOut/Shader"; + static string assetPath = "Assets/ResourcesOut/Shader"; + + [MenuItem("绋嬪簭/璁剧疆璧勬簮鍖呭悕/鏇存柊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璧勬簮鍖呭悕鏇存柊瀹屾垚!"); + // 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("绋嬪簭/璁剧疆璧勬簮鍖呭悕/鏇存柊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璧勬簮鍖呭悕鏇存柊瀹屾垚!"); + // 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;//鍘婚櫎鐨勫湴鍥惧垪琛� + + 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("绋嬪簭/璁剧疆璧勬簮鍖呭悕/鏇存柊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)) //鍒ゆ柇杩欎釜鍦板浘鏄惁琚帓闄わ紝琚帓闄や笉鎵撳寘 + 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璧勬簮鍖呭悕鏇存柊瀹屾垚!"); + // AssetDatabase.SaveAssets(); + // AssetDatabase.Refresh(); + } + + //璇诲彇鎺掗櫎鍦板浘鐨勯厤缃� + 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("绋嬪簭/璁剧疆璧勬簮鍖呭悕/鏇存柊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璧勬簮鍖呭悕鏇存柊瀹屾垚!"); + // AssetDatabase.SaveAssets(); + // AssetDatabase.Refresh(); + } +} + +public class UpdateVideoSetting +{ + static string rootPath = Application.dataPath + "/ResourcesOut/Video/"; + static string assetPath = "Assets/ResourcesOut/Video/"; + + [MenuItem("绋嬪簭/璁剧疆璧勬簮鍖呭悕/鏇存柊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璧勬簮鍖呭悕鏇存柊瀹屾垚!"); + // AssetDatabase.SaveAssets(); + // AssetDatabase.Refresh(); + } +} + +public class UpdateBuiltInSetting +{ + static string rootPath = Application.dataPath + "/ResourcesOut/BuiltIn/"; + static string assetPath = "Assets/ResourcesOut/BuiltIn/"; + + [MenuItem("绋嬪簭/璁剧疆璧勬簮鍖呭悕/鏇存柊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璧勬簮鍖呭悕鏇存柊瀹屾垚!"); + // AssetDatabase.SaveAssets(); + // AssetDatabase.Refresh(); + } +} \ No newline at end of file diff --git a/Assets/Editor/Tool/UpdateAssetBundleName.cs.meta b/Assets/Editor/Tool/UpdateAssetBundleName.cs.meta new file mode 100644 index 0000000..68ddd29 --- /dev/null +++ b/Assets/Editor/Tool/UpdateAssetBundleName.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 23d5823f5a11b6e4d828848ddd12842f +timeCreated: 1504878652 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Editor/Tool/UpdateSpritePackingSetting.cs b/Assets/Editor/Tool/UpdateSpritePackingSetting.cs new file mode 100644 index 0000000..d657aca --- /dev/null +++ b/Assets/Editor/Tool/UpdateSpritePackingSetting.cs @@ -0,0 +1,354 @@ +锘縰sing System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; +using System.IO; +using System; +using UnityEditor.U2D; +using UnityEngine.U2D; + + +public class UpdateSpritePackingSetting +{ + static string rootPath = Application.dataPath + "/ResourcesOut/UI/Sprite"; + static string spriteRelativePath = "Assets/ResourcesOut/UI/Sprite"; + + [MenuItem("绋嬪簭/Sprite/鏍囧噯鍖朣prite璁剧疆")] + public static void UpdateAllSpritePackingSetting() + { + var path = "Assets/Editor/SpritePacking/SpriteSettings.asset"; + var so = AssetDatabase.LoadAssetAtPath<SpriteSettingConfig>(path); + + if (so == null) + { + return; + } + + foreach (var setting in so.spriteSettings) + { + var directoryPath = StringUtility.Contact(rootPath, Path.DirectorySeparatorChar, setting.folderName); + + if (!Directory.Exists(directoryPath)) + { + return; + } + + var files = new DirectoryInfo(directoryPath).GetFiles("*.png", SearchOption.TopDirectoryOnly); + + var total = files.Length; + var count = 0; + + + + foreach (var file in files) + { + try + { + var folderName = setting.folderName; + var importerPath = spriteRelativePath + "/" + folderName + "/" + file.Name; + var importer = AssetImporter.GetAtPath(importerPath); + + if (importer == null) + { + continue; + } + + var textureImporter = importer as TextureImporter; + if (textureImporter == null) + { + continue; + } + bool isChange = false; + if (textureImporter.textureType != TextureImporterType.Sprite) + { + textureImporter.textureType = TextureImporterType.Sprite; + isChange = true; + } + + if (textureImporter.spriteImportMode != SpriteImportMode.Single) + { + textureImporter.spriteImportMode = SpriteImportMode.Single; + isChange = true; + } + + if (isChange) + { + AssetDatabase.ImportAsset(importerPath); + EditorUtility.SetDirty(textureImporter); + } + + count++; + + EditorUtility.DisplayProgressBar(StringUtility.Contact("璁剧疆鍥鹃泦鏍囩:", setting.folderName), file.Name, count / (float)total); + } + catch (Exception ex) + { + Debug.Log(ex); + EditorUtility.ClearProgressBar(); + } + } + + } + + AssetDatabase.SaveAssets(); + AssetDatabase.Refresh(); + + EditorUtility.ClearProgressBar(); + + SpritePack(); + } + + [MenuItem("绋嬪簭/Sprite/鎵撳寘BuiltIn鍥鹃泦")] + public static void SpritePack_BuiltIn() + { + string rootPath_BuiltIn = Application.dataPath + "/ResourcesOut/BuiltIn/Sprites"; + string spriteRelativePath_BuiltIn = "Assets/ResourcesOut/BuiltIn/Sprites"; + var builtInSpritePath = spriteRelativePath_BuiltIn + "/sprites.spriteatlasv2"; + SpriteAtlasAsset spriteAtlas = SpriteAtlasAsset.Load(builtInSpritePath); + + // 涓嶅瓨鍦ㄥ垯鍒涘缓鍚庢洿鏂板浘闆� + if (spriteAtlas == null) + { + var setting = new SpriteSettingConfig.SpriteSetting() + { + folderName = "sprites", + blockOffset = 1, + enableRotation = false, + enableTightPacking = false, + padding = 4, + readable = false, + generateMipMaps = false, + sRGB = true, + filterMode = FilterMode.Bilinear, + platformSettings = new SpriteSettingConfig.PlatformSetting[] + { + new SpriteSettingConfig.PlatformSetting() + { + name = "Android", + maxTextureSize = 2048, + textureCompression = TextureImporterCompression.Compressed, + textureFormat = TextureImporterFormat.ASTC_6x6 + }, + new SpriteSettingConfig.PlatformSetting() + { + name = "iPhone", + maxTextureSize = 2048, + textureCompression = TextureImporterCompression.Compressed, + textureFormat = TextureImporterFormat.ASTC_6x6 + } + } + }; + spriteAtlas = CreateSpriteAtlas(spriteRelativePath_BuiltIn, setting); + } + List<string> excludePngs = new List<string>() { "Launch_1.png", "Launch_2.png", "Launch_3.png", "LoginBackGround.png", "TB_DL_Logo.png" }; + + SpriteAtlas spriteAtlasTmp = AssetDatabase.LoadAssetAtPath(builtInSpritePath, typeof(UnityEngine.Object)) as SpriteAtlas; + UpdateAtlas(spriteAtlas, rootPath_BuiltIn, excludePngs, builtInSpritePath); + + AssetDatabase.Refresh(); + + Debug.Log("鎵撳寘BuiltIn鍥鹃泦鎵ц缁撴潫"); + } + + [MenuItem("绋嬪簭/Sprite/鎵撳寘鍥鹃泦")] + public static void SpritePack() + { + var path = "Assets/Editor/SpritePacking/SpriteSettings.asset"; + var so = AssetDatabase.LoadAssetAtPath<SpriteSettingConfig>(path); + + if (so == null) + { + return; + } + + int index = 0; + foreach (SpriteSettingConfig.SpriteSetting setting in so.spriteSettings) + { + var directoryPath = StringUtility.Contact(rootPath, Path.DirectorySeparatorChar, setting.folderName); + + if (!Directory.Exists(directoryPath)) + { + return; + } + + + spritefilePathName = setting.folderName; + + var filePath = spriteRelativePath + "/" + spritefilePathName + ".spriteatlasv2"; + SpriteAtlasAsset spriteAtlas = SpriteAtlasAsset.Load(filePath); + + // 涓嶅瓨鍦ㄥ垯鍒涘缓鍚庢洿鏂板浘闆� + if (spriteAtlas == null) + { + spriteAtlas = CreateSpriteAtlas(spriteRelativePath, setting); + } + + string spriteFilePath = rootPath + "/" + spritefilePathName; + + + UpdateAtlas(spriteAtlas, spriteFilePath, new List<string>(), filePath); + + // 鎵撳寘杩涘害 + EditorUtility.DisplayProgressBar("鎵撳寘鍥鹃泦涓�...", "姝e湪澶勭悊:" + spritefilePathName, index / so.spriteSettings.Length); + index++; + } + + EditorUtility.ClearProgressBar(); + AssetDatabase.Refresh(); + UpdateSpriteSetting.SetAllSpriteAssetBundleName(); + + Debug.Log("鎵撳寘鍥鹃泦鎵ц缁撴潫"); + + } + + + + /// <summary> + /// 姣忎釜闇�瑕佹墦鍥鹃泦鐨勬枃浠跺す鍚� -- 鍗冲浘闆嗗悕 + /// </summary> + private static string spritefilePathName; + + /// <summary> + /// 鍒涘缓鍥鹃泦 + /// </summary> + /// <param name="atlasName">鍥鹃泦鍚嶅瓧</param> + private static SpriteAtlasAsset CreateSpriteAtlas(string outPath, SpriteSettingConfig.SpriteSetting setting) + { + string atlasPath = outPath + "/" + setting.folderName + ".spriteatlasv2"; + CreateEmptySpriteAtlas(atlasPath); + + + SpriteAtlasImporter atlasImporter = SpriteAtlasImporter.GetAtPath(atlasPath) as SpriteAtlasImporter; + + #region 鍥鹃泦鍩虹璁剧疆 + + SpriteAtlasPackingSettings packSetting = new SpriteAtlasPackingSettings() + { + blockOffset = setting.blockOffset, + enableRotation = setting.enableRotation, + enableTightPacking = setting.enableTightPacking, + padding = setting.padding, + }; + atlasImporter.packingSettings = packSetting; + + #endregion + + #region 鍥鹃泦绾圭悊璁剧疆 + + SpriteAtlasTextureSettings textureSettings = new SpriteAtlasTextureSettings() + { + readable = setting.readable, + generateMipMaps = setting.generateMipMaps, + sRGB = setting.sRGB, + filterMode = setting.filterMode, + }; + atlasImporter.textureSettings = textureSettings; + + #endregion + + #region 鍒嗗钩鍙拌缃浘闆嗘牸寮� + + foreach (SpriteSettingConfig.PlatformSetting platformSetting in setting.platformSettings) + { + TextureImporterPlatformSettings settingPlatform = atlasImporter.GetPlatformSettings(platformSetting.name); + settingPlatform.overridden = true; + settingPlatform.maxTextureSize = platformSetting.maxTextureSize; + settingPlatform.textureCompression = platformSetting.textureCompression; + settingPlatform.format = platformSetting.textureFormat; + atlasImporter.SetPlatformSettings(settingPlatform); + } + + #endregion + atlasImporter.includeInBuild = true; + atlasImporter.SaveAndReimport(); + //atlas.Add(objectsForPack); + SpriteAtlasAsset atlas = SpriteAtlasAsset.Load(atlasPath); + + + return atlas; + } + + static void CreateEmptySpriteAtlas(string atlasPath) + { + SpriteAtlasAsset.Save(new SpriteAtlasAsset(), atlasPath); + AssetDatabase.SaveAssets(); + AssetDatabase.Refresh(); + } + + + + /// <summary> + /// 姣忎釜鍥鹃泦鐨勬墍鏈夊浘鐗囪矾寰� -- 璁板緱鐢ㄤ箣鍓嶆竻绌� + /// </summary> + private static List<string> textureFullName = new List<string>(); + + /// <summary> + /// 鏇存柊鍥鹃泦鍐呭 + /// </summary> + /// <param name="atlas">鍥鹃泦</param> + static void UpdateAtlas(SpriteAtlasAsset atlas, string spriteFilePath, List<string> excludePng, string filePath) + { + textureFullName.Clear(); + FileName(spriteFilePath, excludePng); + + SpriteAtlas spriteAtlasTmp = AssetDatabase.LoadAssetAtPath(filePath, typeof(UnityEngine.Object)) as SpriteAtlas; + + // 鑾峰彇鍥鹃泦涓嬪浘鐗� + List<UnityEngine.Object> packables = new List<UnityEngine.Object>(spriteAtlasTmp.GetPackables()); + + List<UnityEngine.Object> objectsForPack = new List<UnityEngine.Object>(); + foreach (string item in textureFullName) + { + // 鍔犺浇鎸囧畾鐩綍 + UnityEngine.Object spriteObj = AssetDatabase.LoadAssetAtPath(item, typeof(UnityEngine.Object)); + //Debug.Log("瀛榩ng鍜宩pg鍚庣紑鐨勫浘鐗�: " + item + " , " + !packables.Contains(spriteObj)); + if (!packables.Contains(spriteObj)) + { + atlas.Add(new UnityEngine.Object[] { spriteObj }); + } + objectsForPack.Add(spriteObj); + } + //鍒犻櫎packables涓嬩笉瀛樺湪鐨勫浘鐗� + foreach (var item in packables) + { + if (!objectsForPack.Contains(item)) + { + atlas.Remove(new UnityEngine.Object[] { item }); + Debug.Log(filePath + " 鍒犻櫎涓嶅瓨鍦ㄧ殑鍥剧墖: " + item.name); + } + } + + + SpriteAtlasAsset.Save(atlas, filePath); + } + + /// <summary> + /// 閫掑綊鏂囦欢澶逛笅鐨勫浘 + /// </summary> + /// <param name="folderPath"></param> + static void FileName(string folderPath, List<string> excludePng) + { + DirectoryInfo info = new DirectoryInfo(folderPath); + string str = Application.dataPath.Replace(@"/", @"\"); + + foreach (DirectoryInfo item in info.GetDirectories()) + { + FileName(item.FullName, excludePng); + } + foreach (FileInfo item in info.GetFiles()) + { + // 瀛榩ng鍜宩pg鍚庣紑鐨勫浘鐗� + if (item.FullName.EndsWith(".png", StringComparison.Ordinal) && !excludePng.Contains(item.Name)) + { + textureFullName.Add("Assets" + item.FullName.Replace(str, "")); + } + if (item.FullName.EndsWith(".PNG", StringComparison.Ordinal)) + { + Debug.LogError("璇峰皢鍥剧墖鍚庣紑鏀逛负灏忓啓: " + item.FullName); + } + } + } + + + +} diff --git a/Assets/Editor/Tool/UpdateSpritePackingSetting.cs.meta b/Assets/Editor/Tool/UpdateSpritePackingSetting.cs.meta new file mode 100644 index 0000000..3f5dabf --- /dev/null +++ b/Assets/Editor/Tool/UpdateSpritePackingSetting.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 8b2e685e680050b4c8b1a061fa3c9a1c +timeCreated: 1530255004 +licenseType: Pro 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!Application.isPlaying) + return; + UIManager.Instance.OpenWindow(windowName); + } + +} \ No newline at end of file diff --git a/Assets/Editor/Tool/WindowTool.cs.meta b/Assets/Editor/Tool/WindowTool.cs.meta new file mode 100644 index 0000000..c08e9fa --- /dev/null +++ b/Assets/Editor/Tool/WindowTool.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0ffa879fdcf968945bf689cad86029e5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/UIComponent.meta b/Assets/Editor/UIComponent.meta similarity index 77% rename from Assets/UIComponent.meta rename to Assets/Editor/UIComponent.meta index 286602e..7cfa578 100644 --- a/Assets/UIComponent.meta +++ b/Assets/Editor/UIComponent.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 5c419b9af4c2e854286b46142fcff5c2 +guid: 8835aa837733c41488cd43962feeb284 folderAsset: yes DefaultImporter: 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