示例#1
0
        /// <summary>
        /// 添加UI预设上Text字体为空的字体-黑体SIMHEI
        /// </summary>
        public static void SetUIPrefabTextFont()
        {
            Font font = AssetDatabase.LoadAssetAtPath <Font>("Assets/Resources/Font/SIMHEI.TTF");

            List <string> FileName = FindUIPrefab();
            string        BasePath = "Assets/GameRes/BundleRes/UI/";

            ToolsHelper.Log("font:" + font, false);

            foreach (var file in FileName)
            {
                //ToolsHelper.Log("file:" + file, false);
                GameObject go    = AssetDatabase.LoadAssetAtPath(BasePath + file, typeof(GameObject)) as GameObject;
                Text[]     texts = go.GetComponentsInChildren <Text>(true);
                foreach (var item in texts)
                {
                    if (item.font == null)
                    {
                        item.font = font;
                        //ToolsHelper.Log("Text:" + item.name, false);
                    }
                }
                EditorUtility.SetDirty(go);
                AssetDatabase.SaveAssets();
            }
        }
示例#2
0
        /// <summary>
        /// 生成AB资源文件列表
        /// </summary>
        public static void CreateAssetBundleFileInfo()
        {
            string abRootPath  = GetExportPath();
            string abFilesPath = abRootPath + AppSetting.ABFiles;

            if (File.Exists(abFilesPath))
            {
                File.Delete(abFilesPath);
            }

            var abFileList = new List <string>(Directory.GetFiles(abRootPath, "*" + AppSetting.ExtName, SearchOption.AllDirectories));

            abFileList.Add(abRootPath + AppSetting.MineGameName);
            FileStream   fs = new FileStream(abFilesPath, FileMode.CreateNew);
            StreamWriter sw = new StreamWriter(fs);

            DateTime startTime = TimeZone.CurrentTimeZone.ToLocalTime(new DateTime(2018, 1, 1));
            int      ver       = ((int)((DateTime.Now - startTime).TotalMinutes));

            sw.WriteLine(ver + "|" + DateTime.Now.ToString("u"));
            for (int i = 0; i < abFileList.Count; i++)
            {
                string file  = abFileList[i];
                long   size  = 0;
                string md5   = MD5Utils.MD5File(file, out size);
                string value = file.Replace(abRootPath, string.Empty).Replace("\\", "/");
                sw.WriteLine(value + "|" + md5 + "|" + size);
            }
            sw.Close();
            fs.Close();
            ToolsHelper.Log("资源版本Version:" + ver + "  已复制到剪切板");
            ToolsHelper.Log("ABFiles文件生成完成");
            ToolsHelper.CopyString(ver.ToString());
        }
示例#3
0
        static void CreateTextLang(MenuCommand menuCommadn)
        {
            GameObject parent = menuCommadn.context as GameObject;

            if (parent != null && parent.GetComponentInParent <Canvas>() != null)
            {
                GameObject go = new GameObject("New Lang Text");
                GameObjectUtility.SetParentAndAlign(go, parent);
                go.AddComponent <UILangText>();
                Text          txt  = go.AddComponent <Text>();
                RectTransform rect = go.GetComponent <RectTransform>();
                rect.sizeDelta = new Vector2(200, 22);
                txt.alignment  = TextAnchor.MiddleLeft;
                txt.fontSize   = 22;
                Color outColor = Color.white;
                ColorUtility.TryParseHtmlString("#FFFFFF", out outColor);
                txt.color = outColor;
                txt.text  = "New Lang Text";
                txt.resizeTextForBestFit = true;
                txt.supportRichText      = true;
                Font font = AssetDatabase.LoadAssetAtPath <Font>("Assets/Resources/Font/SIMHEI.TTF");
                txt.font = font;
            }
            else
            {
                ToolsHelper.Log("只能在UI下创建LangText");
            }
        }
示例#4
0
        static void CreateVideoButtonLang(MenuCommand menuCommadn)
        {
            GameObject parent = menuCommadn.context as GameObject;

            if (parent != null && parent.GetComponentInParent <Canvas>() != null)
            {
                GameObject goBtn = new GameObject("New Button");
                GameObjectUtility.SetParentAndAlign(goBtn, parent);
                Image image = goBtn.AddComponent <Image>();
                image.sprite =
                    AssetDatabase.LoadAssetAtPath <Sprite>("Assets/GameRes/ArtRes/UIAtlas/PublicButton/Btn1_BG.png");
                image.SetNativeSize();

                GameObject BtnIcon = new GameObject("Icon");
                BtnIcon.transform.SetParent(goBtn.transform, false);
                Image IconImg = BtnIcon.AddComponent <Image>();
                IconImg.sprite =
                    AssetDatabase.LoadAssetAtPath <Sprite>("Assets/GameRes/ArtRes/UIAtlas/PublicButton/Btn1_1.png");
                RectTransform IconImgrect = IconImg.GetComponent <RectTransform>();
                IconImgrect.anchorMin = Vector2.zero;
                IconImgrect.anchorMax = Vector2.one;
                IconImgrect.offsetMin = Vector2.zero;
                IconImgrect.offsetMax = Vector2.zero;
                IconImgrect.sizeDelta = new Vector2(-16, -16);


                DBTVideoBtn btn = goBtn.AddComponent <DBTVideoBtn>();
                btn.image = IconImg;

                GameObject goTxt = new GameObject("Text");
                GameObjectUtility.SetParentAndAlign(goTxt, goBtn);
                goTxt.AddComponent <UILangText>();
                Text  txt   = goTxt.AddComponent <Text>();
                Color color = Color.black;
                ColorUtility.TryParseHtmlString("#FFFFFF", out color);
                txt.color = color;
                RectTransform rect = goTxt.GetComponent <RectTransform>();

                rect.anchorMin = Vector2.zero;
                rect.anchorMax = Vector2.one;
                rect.offsetMin = Vector2.zero;
                rect.offsetMax = Vector2.zero;
                rect.sizeDelta = new Vector2(-40, -34);
                txt.fontSize   = 24;
                txt.alignment  = TextAnchor.MiddleCenter;
                txt.text       = "Lang Button";
                //txt.resizeTextForBestFit = true;
                //txt.supportRichText = true;
                Font font = AssetDatabase.LoadAssetAtPath <Font>("Assets/Resources/Font/SIMHEI.TTF");
                txt.font = font;
                Shadow shadow = goTxt.AddComponent <Shadow>();
                shadow.effectColor    = new Color(0, 0, 0, 1);
                shadow.effectDistance = new Vector2(1, -3);
            }
            else
            {
                ToolsHelper.Log("只能在UI下创建LangText");
            }
        }
示例#5
0
 public static void IOS_ReleaseApp()
 {
     if (EditorUserBuildSettings.activeBuildTarget != BuildTarget.iOS)
     {
         ToolsHelper.Log($"平台选择错误,目前平台不是iOS,是{EditorUserBuildSettings.activeBuildTarget}");
         return;
     }
     BuildAPKTools.ModifyBuildSettingsScene();
     BuildAPKTools.BulidTarget(EPlatformType.SDK_ReleaseIOS);
     BuildAPKTools.ReductionBuildSettingsScene();
 }
示例#6
0
 public static void CreateVersionPackageApp()
 {
     if (EditorUserBuildSettings.activeBuildTarget != BuildTarget.Android)
     {
         ToolsHelper.Log($"平台选择错误,目前平台不是Android,是{EditorUserBuildSettings.activeBuildTarget}");
         return;
     }
     BuildAPKTools.ModifyBuildSettingsScene();
     BuildAPKTools.BulidTarget(EPlatformType.VersionPackage);
     BuildAPKTools.ReductionBuildSettingsScene();
 }
示例#7
0
        /// <summary>
        /// 重新打包资源
        /// </summary>
        /// <returns></returns>
        public static void ReBuildAllAssetBundles()
        {
            if (ToolsHelper.IsPlaying())
            {
                return;
            }
            ToolsHelper.ClearConsole();
            string outputPath = GetExportPath();

            Directory.Delete(outputPath, true);
            ToolsHelper.Log("删除目录: " + outputPath);
            BuildAllAssetBundles();
        }
示例#8
0
        /// <summary>
        /// 清理冗余,即无此资源,却有AssetBundle的
        /// </summary>
        public static void CleanAssetBundlesRedundancies()
        {
            var platformName = AppSetting.PlatformName;
            var outputPath   = GetExportPath();

            int count  = 0;
            var toList = new List <string>(Directory.GetFiles(outputPath, "*.*", SearchOption.AllDirectories));

            for (var i = toList.Count - 1; i >= 0; i--)
            {
                var filePath = toList[i];
                var abName   = toList[i].Replace(outputPath, "").Replace('\\', '/');
                var extName  = Path.GetExtension(filePath);
                if (abName != platformName && extName != ".manifest")
                {
                    //删除.meta文件
                    if (extName == ".meta")
                    {
                        File.Delete(filePath);
                    }
                    else
                    {
                        if (AssetDatabase.GetAssetPathsFromAssetBundle(abName).Length == 0)
                        {
                            var manifestPath = filePath + ".manifest";
                            File.Delete(filePath);
                            ToolsHelper.Log("Delete... " + filePath);
                            count += 1;
                            if (File.Exists(manifestPath))
                            {
                                File.Delete(manifestPath);
                                ToolsHelper.Log("Delete... " + manifestPath);
                                count += 1;
                            }
                        }
                    }
                }
                //删除空文件夹
                DirectoryInfo   dir     = new DirectoryInfo(outputPath);
                DirectoryInfo[] subdirs = dir.GetDirectories("*.*", SearchOption.AllDirectories);
                foreach (DirectoryInfo subdir in subdirs)
                {
                    FileInfo[] subFiles = subdir.GetFiles();
                    if (subFiles.Length == 0)
                    {
                        subdir.Delete();
                    }
                }
            }
            ToolsHelper.Log("清理冗余文件完成!! 共" + count + "个文件!");
        }
示例#9
0
        static IEnumerator _OnBuildAllAssetBundles()
        {
            Stopwatch watch = new Stopwatch();

            watch.Start();
            yield return(new WaitForSeconds(0.3f));

            //CopyHotFix();
            CreateLayerCollisionMatrix();
            yield return(null);

            RemoveAssetBundleNames();
            MakeAssetBundleNames();
            yield return(null);

            //RemoveUIPrefabTextFont();
            yield return(new WaitForSeconds(0.1f));

            ToolsHelper.Log("资源打包中...");
            yield return(null);

            var outputPath = GetExportPath();

            ToolsHelper.Log("打包路径..." + outputPath);
#if UNITY_ANDROID
            _SetAtlasIncludeInBuild(false);
#endif
            yield return(new WaitForSeconds(0.5f));//DessterministicAssetBundle

            ToolsHelper.Log("设置图集属性完成...");
            BuildPipeline.BuildAssetBundles(outputPath, BuildAssetBundleOptions.None, EditorUserBuildSettings.activeBuildTarget);
            yield return(new WaitForSeconds(0.5f));

            //_SetAtlasIncludeInBuild(true);
#if UNITY_ANDROID
            CopyOnceAuido();
#endif
            yield return(null);

            CreateAssetBundleFileInfo();
            yield return(null);

            //SetUIPrefabTextFont();
            yield return(new WaitForSeconds(0.1f));

            watch.Stop();
            ToolsHelper.Log("资源打包完成!!用时:" + (watch.ElapsedMilliseconds / 1000.0f) + "秒");
            AssetDatabase.Refresh();
            yield break;
        }
示例#10
0
        public static void ClearPCPersistentData()
        {
            string DataPath    = Application.dataPath;
            string userPathBas = DataPath.Substring(0, DataPath.LastIndexOf("/") + 1);

            userPathBas = Path.Combine(userPathBas, "LocalFile");
            if (Directory.Exists(userPathBas))
            {
                foreach (string dir in Directory.GetDirectories(userPathBas))
                {
                    Directory.Delete(dir, true);
                }
                ToolsHelper.Log("删除PersistentData完成!");
            }
        }
示例#11
0
        /// <summary>
        /// 复制音频
        /// </summary>
        public static void CopyOnceAuido()
        {
            BuildTarget platfrom = EditorUserBuildSettings.activeBuildTarget;

            if (platfrom != BuildTarget.Android)
            {
                return;
            }
            string sourcePath = AppSetting.DataPath + "GameRes/BundleRes/Audio/Once";
            string targetPath = GetExportPath() + "audio/once";

            ToolsHelper.Log("音效源目录: " + sourcePath);
            ToolsHelper.Log("targetPath: " + targetPath);
            //找到目录下所有音频文件
            DirectoryInfo folder    = new DirectoryInfo(sourcePath);
            List <string> AuiodFile = new List <string>();

            foreach (var file in folder.GetFiles())
            {
                if (file.FullName.EndsWith(".meta"))
                {
                    continue;
                }
                AuiodFile.Add(file.Name);
            }
            //foreach (var item in AuiodFile)
            //{
            //    ToolsHelper.Log(item);
            //}
            foreach (var item in AuiodFile)
            {
                string FileSourcePath     = Path.Combine(sourcePath, item);
                string FileTargetPathPath = Path.Combine(targetPath, item);
                if (File.Exists(FileTargetPathPath))
                {
                    continue;
                }
                //ToolsHelper.Log()
                File.Copy(FileSourcePath, FileTargetPathPath);
            }

            ToolsHelper.Log("音频文件复制完成");
        }
示例#12
0
        /// <summary>
        /// Unity 5新AssetBundle系统,需要为打包的AssetBundle配置名称
        /// GameRes/BundleRes目录整个自动配置名称,因为这个目录本来就是整个导出
        /// </summary>
        public static void MakeAssetBundleNames()
        {
            string baseBunldDir = AppSetting.BundleResDir;

            // 设置新的资源名
            foreach (string filepath in Directory.GetFiles(baseBunldDir, "*.*", SearchOption.AllDirectories))
            {
                if (filepath.EndsWith(".meta"))
                {
                    continue;
                }
                var importer = AssetImporter.GetAtPath(filepath);
                if (importer == null)
                {
                    ToolsHelper.Error(string.Format("Not found: {0}", filepath));
                    continue;
                }
                // var bundleName = filepath.Substring(baseBunldDir.Length, filepath.Length - baseBunldDir.Length);

                string bundleName = filepath.Substring(baseBunldDir.Length);

                bundleName = bundleName.Replace("\\", "/").ToLower();
                if (bundleName.StartsWith(AppSetting.ConfigBundleDir.ToLower()))  //config全部打到一个文件夹中
                {
                    bundleName = StringTools.SubstringIndexOf(bundleName, '/', 1);
                }
                //bundleName = bundleName.Replace("\\", "/").ToLower();
                //if (bundleName.StartsWith("lua/"))
                //{
                //    bundleName = StringUtil.SubstringIndexOf(bundleName, '/', AppSetting.LuaAssetBundleDepth);
                //}
                importer.assetBundleName = bundleName + AppSetting.ExtName;
            }
            //setAtlasIncludeInBuild(true);
            //setUIAtlasPropert(); //设置UIAtlas
            MakeArtResAssetBundleNames();
            ToolsHelper.Log("设置全部资源AssetBundle名称完成!");
        }
示例#13
0
        public static void RemoveAssetBundleNames()
        {
            List <string> filterDir = new List <string>();

            filterDir.Add(AppSetting.BundleResDir);
            foreach (string fold in AppSetting.BundleArtResFolders)
            {
                filterDir.Add(AppSetting.BundleArtResDir + fold);
            }

            bool isClena = false;

            foreach (string assetGuid in AssetDatabase.FindAssets(""))
            {
                string        assetPath     = AssetDatabase.GUIDToAssetPath(assetGuid);
                AssetImporter assetImporter = AssetImporter.GetAtPath(assetPath);
                string        bundleName    = assetImporter.assetBundleName;
                if (string.IsNullOrEmpty(bundleName))
                {
                    continue;
                }
                isClena = true;
                foreach (string filter in filterDir)
                {
                    if (assetPath.StartsWith(filter)) //清除非打包资源目录下的资源名
                    {
                        isClena = false;
                        break;
                    }
                }
                if (isClena)
                {
                    assetImporter.assetBundleName = null;
                }
            }
            ToolsHelper.Log("全部非打包资源AssetBundle名称已清除!");
        }
示例#14
0
        static void CreateUIScript(MenuCommand menuCommadn)
        {
            GameObject target = menuCommadn.context as GameObject;

            if (target != null && target.transform.parent.name == "UICanvas" && target.name.EndsWith("UI"))
            {
                if (target.name.StartsWith("New UI"))
                {
                    ToolsHelper.Log("请修改UI名称!!!");
                    return;
                }

                UIOutlet uiObj = target.GetComponent <UIOutlet>();
                if (uiObj != null)
                {
                    UIScriptExport.ExportUIScript(uiObj);
                    ToolsHelper.Log("生成成功!!!");
                    AssetDatabase.Refresh();
                    return;
                }
            }

            ToolsHelper.Log("请选择有效果的UI对象!!!");
        }
示例#15
0
        static void CreateItemScript(MenuCommand menuCommadn)
        {
            GameObject target = menuCommadn.context as GameObject;

            if (target != null && (target.name.EndsWith("Item")))
            {
                UIOutlet uiObj = target.GetComponent <UIOutlet>();
                if (uiObj != null)
                {
                    UIScriptExport.ExportItemScript(uiObj);
                    ToolsHelper.Log("生成成功!!!");
                    AssetDatabase.Refresh();
                    return;
                }
            }

            if (target != null && (target.name.EndsWith("ItemP")))
            {
                ToolsHelper.Log("对于ItemP类型的Item,请在对应预设文件夹生成Item");
                return;
            }

            ToolsHelper.Log("请选择有效果的Item对象!!!,Item包含UIOutlet脚本,并且以Item命名结尾");
        }
示例#16
0
 public static void MkLinkStreamingAssets()
 {
     LinkHelper.IsLinkStreamingAssets = !LinkHelper.IsLinkStreamingAssets;
     LinkHelper.MkLinkStreamingAssets();
     ToolsHelper.Log("链接资源到StreamingAssets:" + (LinkHelper.IsLinkStreamingAssets ? "链接" : "关闭"));
 }
示例#17
0
 public static void ClearPlayerPrefs()
 {
     PlayerPrefs.DeleteAll();
     PlayerPrefs.Save();
     ToolsHelper.Log("删除缓存(PlayerPrefs)完成!");
 }
示例#18
0
 public static void ToggleSimulationMode()
 {
     AssetBundleManager.SimulateAssetBundleInEditor = !AssetBundleManager.SimulateAssetBundleInEditor;
     ToolsHelper.Log("资源包防真模式:" + (AssetBundleManager.SimulateAssetBundleInEditor ? "开启" : "关闭"));
 }
示例#19
0
        /// <summary>
        /// 执行批处理命令
        /// </summary>
        /// <param name="command"></param>
        /// <param name="workingDirectory"></param>
        public static void ExecuteCommand(string command, string workingDirectory = null)
        {
            var fProgress = .1f;
            EditorUtility.DisplayProgressBar("ExecuteCommand", command, fProgress);

            try
            {
                string cmd;
                string preArg;
                var os = Environment.OSVersion;

                //Debug.Log(String.Format("[ExecuteCommand]Command on OS: {0}", os.ToString()));
                if (os.ToString().Contains("Windows"))
                {
                    cmd = "cmd.exe";
                    preArg = "/C ";
                }
                else
                {
                    cmd = "sh";
                    preArg = "-c ";
                }
                ToolsHelper.Log("[ExecuteCommand]" + command);
                var allOutput = new StringBuilder();
                using (var process = new Process())
                {
                    if (workingDirectory != null)
                        process.StartInfo.WorkingDirectory = workingDirectory;
                    process.StartInfo.FileName = cmd;
                    process.StartInfo.Arguments = preArg + "\"" + command + "\"";
                    //process.StartInfo.StandardOutputEncoding = Encoding.Default;
                    process.StartInfo.UseShellExecute = false;
                    process.StartInfo.CreateNoWindow = true;
                    process.StartInfo.RedirectStandardOutput = true;
                    process.StartInfo.RedirectStandardError = true;
                    Console.InputEncoding = Encoding.UTF8;
                    process.Start();
                    while (true)
                    {
                        var line = process.StandardOutput.ReadLine();
                        if (line == null)
                            break;
                        allOutput.AppendLine(line);
                        EditorUtility.DisplayProgressBar("[ExecuteCommand] " + command, line, fProgress);
                        fProgress += .001f;
                    }

                    var err = process.StandardError.ReadToEnd();
                    if (!String.IsNullOrEmpty(err))
                    {
                        ToolsHelper.Error(String.Format("[ExecuteCommand] {0}", err));
                    }
                    process.WaitForExit();
                    process.Close();
                }
                if(allOutput.Length>0)
                    ToolsHelper.Log("[ExecuteResult]" + allOutput);
            }
            finally
            {
                EditorUtility.ClearProgressBar();
            }
        }