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- using System;
- using System.Collections.Generic;
- using System.Diagnostics;
- using System.IO;
- using System.Linq;
- using UnityEditor;
- using UnityEditor.Compilation;
- using UnityEngine;
- using Debug = UnityEngine.Debug;
- namespace ET
- {
- public enum PlatformType
- {
- None,
- Android,
- IOS,
- Windows,
- MacOS,
- Linux
- }
-
- public enum BuildType
- {
- Development,
- Release,
- }
- public class BuildEditor : EditorWindow
- {
- private PlatformType activePlatform;
- private PlatformType platformType;
- private bool clearFolder;
- private bool isBuildExe;
- private bool isContainAB;
- private CodeOptimization codeOptimization = CodeOptimization.Debug;
- private BuildOptions buildOptions;
- private BuildAssetBundleOptions buildAssetBundleOptions = BuildAssetBundleOptions.None;
- private GlobalConfig globalConfig;
- [MenuItem("ET/Build Tool")]
- public static void ShowWindow()
- {
- GetWindow<BuildEditor>(DockDefine.Types);
- }
- private void OnEnable()
- {
- globalConfig = AssetDatabase.LoadAssetAtPath<GlobalConfig>("Assets/Resources/GlobalConfig.asset");
-
- #if UNITY_ANDROID
- activePlatform = PlatformType.Android;
- #elif UNITY_IOS
- activePlatform = PlatformType.IOS;
- #elif UNITY_STANDALONE_WIN
- activePlatform = PlatformType.Windows;
- #elif UNITY_STANDALONE_OSX
- activePlatform = PlatformType.MacOS;
- #elif UNITY_STANDALONE_LINUX
- activePlatform = PlatformType.Linux;
- #else
- activePlatform = PlatformType.None;
- #endif
- platformType = activePlatform;
- }
- private void OnGUI()
- {
- this.platformType = (PlatformType)EditorGUILayout.EnumPopup(platformType);
- this.clearFolder = EditorGUILayout.Toggle("clean folder? ", clearFolder);
- this.isBuildExe = EditorGUILayout.Toggle("build exe?", this.isBuildExe);
- this.isContainAB = EditorGUILayout.Toggle("contain assetsbundle?", this.isContainAB);
- this.codeOptimization = (CodeOptimization)EditorGUILayout.EnumPopup("CodeOptimization ", this.codeOptimization);
- EditorGUILayout.LabelField("BuildAssetBundleOptions ");
- this.buildAssetBundleOptions = (BuildAssetBundleOptions)EditorGUILayout.EnumFlagsField(this.buildAssetBundleOptions);
-
- switch (this.codeOptimization)
- {
- case CodeOptimization.None:
- case CodeOptimization.Debug:
- this.buildOptions = BuildOptions.Development | BuildOptions.ConnectWithProfiler;
- break;
- case CodeOptimization.Release:
- this.buildOptions = BuildOptions.None;
- break;
- }
- GUILayout.Space(5);
-
- if (GUILayout.Button("BuildPackage"))
- {
- if (this.platformType == PlatformType.None)
- {
- ShowNotification(new GUIContent("please select platform!"));
- return;
- }
- if (platformType != activePlatform)
- {
- switch (EditorUtility.DisplayDialogComplex("Warning!", $"current platform is {activePlatform}, if change to {platformType}, may be take a long time", "change", "cancel", "no change"))
- {
- case 0:
- activePlatform = platformType;
- break;
- case 1:
- return;
- case 2:
- platformType = activePlatform;
- break;
- }
- }
- BuildHelper.Build(this.platformType, this.buildAssetBundleOptions, this.buildOptions, this.isBuildExe, this.isContainAB, this.clearFolder);
- }
-
- GUILayout.Label("");
- GUILayout.Label("Code Compile:");
- EditorGUI.BeginChangeCheck();
- this.globalConfig.CodeMode = (CodeMode)EditorGUILayout.EnumPopup("CodeMode: ", this.globalConfig.CodeMode);
- if (EditorGUI.EndChangeCheck())
- {
- EditorUtility.SetDirty(this.globalConfig);
- AssetDatabase.SaveAssetIfDirty(this.globalConfig);
- AssetDatabase.Refresh();
- }
- if (GUILayout.Button("BuildModelAndHotfix"))
- {
- if (Define.EnableCodes)
- {
- throw new Exception("now in ENABLE_CODES mode, do not need Build!");
- }
- BuildAssembliesHelper.BuildModel(this.codeOptimization, globalConfig);
- BuildAssembliesHelper.BuildHotfix(this.codeOptimization, globalConfig);
- AfterCompiling();
-
- ShowNotification("Build Model And Hotfix Success!");
- }
-
- if (GUILayout.Button("BuildModel"))
- {
- if (Define.EnableCodes)
- {
- throw new Exception("now in ENABLE_CODES mode, do not need Build!");
- }
- BuildAssembliesHelper.BuildModel(this.codeOptimization, globalConfig);
- AfterCompiling();
-
- ShowNotification("Build Model Success!");
- }
-
- if (GUILayout.Button("BuildHotfix"))
- {
- if (Define.EnableCodes)
- {
- throw new Exception("now in ENABLE_CODES mode, do not need Build!");
- }
- BuildAssembliesHelper.BuildHotfix(this.codeOptimization, globalConfig);
- AfterCompiling();
-
- ShowNotification("Build Hotfix Success!");
- }
-
- if (GUILayout.Button("ExcelExporter"))
- {
- //Directory.Delete("Assets/Bundles/Config", true);
- ToolsEditor.ExcelExporter();
-
- // 设置ab包
- AssetImporter assetImporter = AssetImporter.GetAtPath($"Assets/Bundles/Config");
- assetImporter.assetBundleName = "Config.unity3d";
- AssetDatabase.SaveAssets();
- AssetDatabase.Refresh();
- }
-
- if (GUILayout.Button("Proto2CS"))
- {
- ToolsEditor.Proto2CS();
- }
- GUILayout.Space(5);
- }
-
- private static void AfterCompiling()
- {
- Directory.CreateDirectory(BuildAssembliesHelper.CodeDir);
- // 设置ab包
- AssetImporter assetImporter = AssetImporter.GetAtPath("Assets/Bundles/Code");
- assetImporter.assetBundleName = "Code.unity3d";
- AssetDatabase.SaveAssets();
- AssetDatabase.Refresh();
-
- Debug.Log("build success!");
- }
-
- public static void ShowNotification(string tips)
- {
- EditorWindow game = EditorWindow.GetWindow(typeof(EditorWindow).Assembly.GetType("UnityEditor.GameView"));
- game?.ShowNotification(new GUIContent($"{tips}"));
- }
- }
- }
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