示例#1
0
        public static void DoExport()
        {
            var files = AssetDatabase.GetAllAssetPaths().Where(p =>
                                                               p.StartsWith("Assets/Lua/proto") &&
                                                               (p.EndsWith(".proto") || p.EndsWith(".pb"))
                                                               ).ToArray();

            //copy
            EditorUtils.CheckstreamingAssetsPath();
            string OutLuaProtobufPath = GetLuaProtobufResourcesPath();

            AssetDatabase.DeleteAsset(OutLuaProtobufPath);
            GetLuaProtobufResourcesPath();
            var dests = new string[files.Length];

            System.Text.StringBuilder sb = new System.Text.StringBuilder();
            for (int i = 0; i < files.Length; i++)
            {
                string xfile    = System.IO.Path.GetFileName(files[i]);//.Remove(0, rootPath.Length + 1);
                string file     = files[i].Replace("\\", "/");
                string dest     = OutLuaProtobufPath + "/" + CUtils.GetRightFileName(xfile).Replace(".", "+");
                string destName = dest + ".bytes";
                dests[i] = destName;
                Debug.LogFormat("Copy({0},{1})", file, destName);
                System.IO.File.Copy(file, destName, true);
                sb.AppendFormat("\r\n {0}   ({1}) ", file, destName);
            }

            string tmpPath = EditorUtils.GetAssetTmpPath();

            EditorUtils.CheckDirectory(tmpPath);
            string outPath = Path.Combine(tmpPath, "lua_protobuf_export_log.txt");

            Debug.Log("write to path=" + outPath);
            using (StreamWriter sr = new StreamWriter(outPath, false))
            {
                sr.Write(sb.ToString());
            }

            EditorUtility.ClearProgressBar();
            AssetDatabase.Refresh();

            //addressables
            var setting     = AASEditorUtility.LoadAASSetting();
            var groupSchama = AASEditorUtility.DefaltGroupSchema[0];
            var group       = AASEditorUtility.FindGroup(LUA_PROTO_GROUP_NAME, groupSchama);//setting.FindGroup(LUA_GROUP_NAME);

            foreach (var str in dests)
            {
                var guid  = AssetDatabase.AssetPathToGUID(str);     //获得GUID
                var entry = setting.CreateOrMoveEntry(guid, group); //通过GUID创建entry
                entry.SetAddress(System.IO.Path.GetFileNameWithoutExtension(str));
                entry.SetLabel("lua_protobuf", true);
            }
        }
示例#2
0
        public static void DoExportLua(string rootPath)
        {
            EditorUtils.CheckstreamingAssetsPath();
            string OutLuaBytesPath = GetLuaBytesResourcesPath();

            AssetDatabase.DeleteAsset(OutLuaBytesPath);
            GetLuaBytesResourcesPath();

            System.Text.StringBuilder sb = new System.Text.StringBuilder();
            var files = Directory.GetFiles(rootPath, "*.lua", SearchOption.AllDirectories);
            var dests = new string[files.Length];

            for (int i = 0; i < files.Length; i++)
            {
                string xfile = files[i].Remove(0, rootPath.Length + 1);
                xfile = "lua_" + xfile.Replace("\\", "+").Replace("/", "+");
                string file     = files[i].Replace("\\", "/");
                string dest     = OutLuaBytesPath + "/" + CUtils.GetRightFileName(xfile);
                string destName = dest.Substring(0, dest.Length - 3) + "bytes";
                dests[i] = destName;
                System.IO.File.Copy(file, destName, true);

                sb.AppendFormat("\r\n {0}   ({1}) ", file, destName);
            }

            string tmpPath = EditorUtils.GetAssetTmpPath();

            EditorUtils.CheckDirectory(tmpPath);
            string outPath = Path.Combine(tmpPath, "lua_export_log.txt");

            Debug.Log("write to path=" + outPath);
            using (StreamWriter sr = new StreamWriter(outPath, false))
            {
                sr.Write(sb.ToString());
            }

            EditorUtility.ClearProgressBar();
            AssetDatabase.Refresh();

            //addressables
            var setting     = AASEditorUtility.LoadAASSetting();
            var groupSchama = AASEditorUtility.DefaltGroupSchema[0];
            var group       = AASEditorUtility.FindGroup(LUA_GROUP_NAME, groupSchama); //setting.FindGroup(LUA_GROUP_NAME);

            AASEditorUtility.ClearGroup(LUA_GROUP_NAME);                               //清空
            foreach (var str in dests)
            {
                var guid  = AssetDatabase.AssetPathToGUID(str);     //获得GUID
                var entry = setting.CreateOrMoveEntry(guid, group); //通过GUID创建entry
                entry.SetAddress(System.IO.Path.GetFileNameWithoutExtension(str));
                entry.SetLabel("lua_script", true);
            }
        }
示例#3
0
        public static void ExportLanguage()
        {
            var files = AssetDatabase.GetAllAssetPaths().Where(p =>
                                                               p.StartsWith("Assets/Config/Lan") &&
                                                               p.EndsWith(".csv")
                                                               ).ToArray();

            // EditorUtils.CheckstreamingAssetsPath();
            EditorUtils.CheckDirectory("Assets/LuaBytes/lan_bundle");
            var dests = new List <string>();

            foreach (string abPath in files)
            {
                string            name   = CUtils.GetAssetName(abPath);
                string            abName = CUtils.GetRightFileName(name + Common.CHECK_ASSETBUNDLE_SUFFIX);
                Hugula.BytesAsset bytes  = (Hugula.BytesAsset)ScriptableObject.CreateInstance(typeof(Hugula.BytesAsset));
                bytes.bytes = File.ReadAllBytes(abPath);
                string bytesPath = string.Format("Assets/LuaBytes/lan_bundle/{0}.asset", name);
                dests.Add(bytesPath);
                AssetDatabase.CreateAsset(bytes, bytesPath);

                // BuildScript.BuildABs(new string[] { bytesPath }, null, abName, SplitPackage.DefaultBuildAssetBundleOptions);
                // Debug.Log(name + " " + abName + " export");
            }

            AssetDatabase.Refresh();

            var setting = AASEditorUtility.LoadAASSetting();
            var group   = AASEditorUtility.FindGroup(LAN_GROUP_NAME, AASEditorUtility.DefaltGroupSchema[0]); //setting.FindGroup(LUA_GROUP_NAME);

            AASEditorUtility.ClearGroup(LAN_GROUP_NAME);                                                     //清空
            foreach (var str in dests)
            {
                var guid = AssetDatabase.AssetPathToGUID(str);      //获得GUID

                var entry = setting.CreateOrMoveEntry(guid, group); //通过GUID创建entry
                entry.SetAddress(System.IO.Path.GetFileNameWithoutExtension(str));
                entry.SetLabel("lan_csv", true);
            }
        }
示例#4
0
        public static void CreateAudioClipAsset()
        {
            var    selection = Selection.objects;
            string path      = string.Empty;

            StringBuilder sb = new StringBuilder();

            foreach (Object s in selection)
            {
                if (s is DefaultAsset && (path = AssetDatabase.GetAssetPath(s)) != null && Directory.Exists(path))
                {
                    var ragName = s.name.ToLower() + "_audio.asset";
                    var tagName = s.name.ToLower() + "_atlas";

                    string res_path = Path.Combine(path, ragName);

                    sb.Append("Crate audioclip asset :");
                    sb.Append(ragName);
                    sb.Append("\r\n");

                    var              allchildren = EditorUtils.getAllChildFiles(path, @"\.meta$|\.manifest$|\.DS_Store$|\.u$", null, false);
                    List <int>       names       = new List <int>();
                    List <AudioClip> audioClips  = new List <AudioClip>();

                    for (int i = 0; i < allchildren.Count; i++)
                    {
                        var itemPath = allchildren[i];
                        var ti       = AssetImporter.GetAtPath(itemPath);
                        var aclip    = AssetDatabase.LoadAssetAtPath <AudioClip>(itemPath);
                        if (aclip)
                        {
                            audioClips.Add(aclip);
                            names.Add(LuaHelper.StringToHash(aclip.name));
                            if (ti != null)
                            {
                                ti.assetBundleName = tagName + Common.CHECK_ASSETBUNDLE_SUFFIX;
                            }
                        }

                        EditorUtility.DisplayProgressBar("Processing...", "生成中... (" + (i + 1) + " / " + allchildren.Count + ")", (i + 1) / allchildren.Count);
                    }

                    EditorUtility.ClearProgressBar();

                    //生成或者替换资源
                    var audioAsset = AssetDatabase.LoadAssetAtPath <AudioClipAsset>(res_path);
                    if (audioAsset == null)
                    {
                        audioAsset = AudioClipAsset.CreateInstance <AudioClipAsset>();
                        AssetDatabase.CreateAsset(audioAsset, res_path);
                    }

                    audioAsset.audioClips = audioClips.ToArray();
                    audioAsset.audioNames = names.ToArray();
                    EditorUtility.SetDirty(audioAsset);

                    var groupAssets = new List <string>();
                    groupAssets.Add(res_path);
                    var atlasGroup = AASEditorUtility.FindGroup(AudioClipAsset.DEFALUT_SOUND_ASSET_NAME, AASEditorUtility.DefaltGroupSchema[0]);
                    AASEditorUtility.SetGroupAddress(AASEditorUtility.LoadAASSetting(), atlasGroup, groupAssets);
                    sb.AppendFormat("build {0} success  count = {1} ", ragName, names.Count);
                    AssetDatabase.SaveAssets();
                }
            }

            sb.AppendLine("\r\nall completed");
            Debug.Log(sb.ToString());
        }
示例#5
0
        public static void CreateAtlasAsset()
        {
            var    selection = Selection.objects;
            string path      = string.Empty;

            StringBuilder sb      = new StringBuilder();
            string        tagName = string.Empty;

            foreach (Object s in selection)
            {
                if (s is DefaultAsset && (path = AssetDatabase.GetAssetPath(s)) != null && Directory.Exists(path))
                {
                    var    ragName    = s.name.ToLower() + "_atlas.spriteatlas";
                    string atlas_path = Path.Combine(path, ragName);
                    tagName = s.name.ToLower() + "_atlas";

                    sb.Append("Crate atlas Asset :");
                    sb.Append(ragName);
                    sb.Append("\r\n");

                    var           allchildren = EditorUtils.getAllChildFiles(path, @"\.meta$|\.manifest$|\.DS_Store$|\.u$", null, false);
                    int           count       = 0;
                    List <int>    names       = new List <int>();
                    List <Sprite> allSprites  = new List <Sprite>();
                    foreach (var f in allchildren)
                    {
                        count++;
                        TextureImporter ti = AssetImporter.GetAtPath(f) as TextureImporter;
                        if (ti != null)
                        {
                            if (ti.textureType != TextureImporterType.Sprite)
                            {
                                ti.textureType = TextureImporterType.Sprite;
                            }
                            Object[] objs = AssetDatabase.LoadAllAssetRepresentationsAtPath(f);
                            foreach (var item in objs)
                            {
                                if (item is Sprite)
                                {
                                    sb.AppendLine(item.name);
                                    names.Add(UnityEngine.Animator.StringToHash(item.name));
                                    allSprites.Add((Sprite)item);
                                }
                            }
                            // ti.spritePackingTag = tagName;
                            // ti.assetBundleName = tagName + Common.CHECK_ASSETBUNDLE_SUFFIX;
                            EditorUtility.DisplayProgressBar("Processing...", "生成中... (" + count + " / " + allchildren.Count + ")", count / allchildren.Count);
                        }
                        else
                        {
                            Debug.LogWarningFormat("{0} is not Texture ", f);
                        }
                    }
                    EditorUtility.ClearProgressBar();
                    //生成或者替换资源
                    var atlas = AssetDatabase.LoadAssetAtPath <SpriteAtlas>(atlas_path);
                    if (atlas == null)
                    {
                        atlas = new SpriteAtlas();
                        AssetDatabase.CreateAsset(atlas, atlas_path);
                        SpriteAtlasPackingSettings packSet = new SpriteAtlasPackingSettings()
                        {
                            blockOffset        = 1,
                            enableRotation     = false,
                            enableTightPacking = false,
                            padding            = 2,
                        };
                        atlas.SetPackingSettings(packSet);


                        SpriteAtlasTextureSettings textureSet = new SpriteAtlasTextureSettings()
                        {
                            readable        = false,
                            generateMipMaps = false,
                            sRGB            = false,
                            filterMode      = FilterMode.Bilinear,
                        };
                        atlas.SetTextureSettings(textureSet);
                    }

                    SpriteAtlasExtensions.Add(atlas, allSprites.ToArray());
                    EditorUtility.SetDirty(atlas);

                    var groupAssets = new List <string>();
                    groupAssets.Add(atlas_path);
                    var atlasGroup = AASEditorUtility.FindGroup(tagName, AASEditorUtility.DefaltGroupSchema[0]);
                    AASEditorUtility.SetGroupAddress(AASEditorUtility.LoadAASSetting(), atlasGroup, groupAssets);
                    sb.AppendFormat("build {0} success  count = {1} ", ragName, names.Count);
                    AssetDatabase.SaveAssets();
                }
            }

            sb.AppendLine("\r\nall completed");
            Debug.Log(sb.ToString());
            EditorUtils.WriteToTmpFile(tagName + ".txt", sb.ToString());
        }
示例#6
0
        public static void GenerateAllAtlasMapping()
        {
            StringBuilder sb         = new StringBuilder();
            List <int>    allSprites = new List <int>();
            List <string> atlasNames = new List <string>();

            var files = AssetDatabase.GetAllAssetPaths().Where(p =>
                                                               p.EndsWith(".spriteatlas")
                                                               ).ToArray();

            for (int i = 0; i < files.Length; i++)
            {
                var o   = AssetDatabase.LoadAssetAtPath <UnityEngine.U2D.SpriteAtlas>(files[i]);
                var ti  = AssetImporter.GetAtPath(files[i]);
                var key = System.IO.Path.GetFileNameWithoutExtension(files[i]);
                if (o != null)
                {
                    // var assetBundleName = ti.assetBundleName;
                    EditorUtility.DisplayProgressBar("Processing...", "生成中... (" + i + " / " + files.Length + ")", (float)i / (float)files.Length);

                    var sps = new UnityEngine.Sprite[o.spriteCount];

                    int len = o.GetSprites(sps);
                    for (int j = 0; j < len; j++)
                    {
                        string name = sps[j].name.Replace("(Clone)", "");
                        int    id   = UnityEngine.Animator.StringToHash(name);
                        allSprites.Add(id);
                        atlasNames.Add(key);
                        sb.AppendFormat("{0}({1})   {2}\r\n", name, id, key);
                    }
                }
            }

            EditorUtility.ClearProgressBar();

            string mapping_root_name = Hugula.Atlas.AtlasManager.ATLAS_MAPPING_ROOT_NAME;
            string atlas_path        = Path.Combine(AtlasConfig.ATLAS_MAPPING_ROOT, mapping_root_name + ".asset");
            //生成或者替换资源
            var atlas = AssetDatabase.LoadAssetAtPath <MappingAsset>(atlas_path);

            if (atlas == null)
            {
                atlas = MappingAsset.CreateInstance <MappingAsset>();
                AssetDatabase.CreateAsset(atlas, atlas_path);
            }

            atlas.names = allSprites.ToArray();
            atlas.keys  = atlasNames.ToArray();
            EditorUtility.SetDirty(atlas);

            //aas
            var groupAssets = new List <string>();

            groupAssets.Add(atlas_path);
            var atlasGroup = AASEditorUtility.FindGroup(mapping_root_name, AASEditorUtility.DefaltGroupSchema[0]);

            AASEditorUtility.SetGroupAddress(AASEditorUtility.LoadAASSetting(), atlasGroup, groupAssets);
            AssetDatabase.SaveAssets();
            Debug.LogFormat(" save {0}  count = {1} ", atlas_path, atlasNames.Count);
            EditorUtils.WriteToTmpFile(mapping_root_name + ".txt", sb.ToString());
        }