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plugin-library/Assets/00.StaryEvo/Editor/BuildAsset/CreatAssetWindow.cs

272 lines
11 KiB
C#
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2025-03-31 11:16:52 +08:00
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Threading.Tasks;
using EditorFramework;
using HybridCLR.Editor;
using HybridCLR.Editor.Settings;
using Sirenix.OdinInspector;
using Sirenix.OdinInspector.Editor;
using Sirenix.Utilities;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
namespace Stary.Evo.Editor
{
public class CreatAssetWindow : OdinEditorWindow
{
[MenuItem("Evo/创建Domain作用域")]
static void Init()
{
// Get existing open window or if none, make a new one:
CreatAssetWindow window = (CreatAssetWindow)EditorWindow.GetWindow(typeof(CreatAssetWindow));
window.Show();
}
[TitleGroup("创建Domain作用域")] public string domain;
[TitleGroup("创建Domain作用域")]
[Button("创建Domain", ButtonSizes.Large)]
public async void CreatDomain()
{
if (GetCreatDomainAll().Count>0)
{
EditorUtility.DisplayDialog("错误!", "Domain仅可以创建一个请在下方删除存在的Domain", "确定");
return;
}
if (string.IsNullOrEmpty(domain))
{
EditorUtility.DisplayDialog("错误!", "请输入将要创建Domain的编号", "确定");
return;
}
string domainPath = $"{Application.dataPath}/Domain/{domain}";
if (Directory.Exists(domainPath+"/AddressableRes/Config/DomainConfig.asset"))
{
EditorUtility.DisplayDialog("错误!", $"\"{domain}\"已经存在,无法创建", "确定");
return;
}
Directory.CreateDirectory(domainPath);
//美术资源存放文件夹
string resPath = $"{domainPath}/AddressableRes";
Directory.CreateDirectory(resPath);
//创建音频文件夹
Directory.CreateDirectory(resPath + "/Audios");
//创建Config文件夹
Directory.CreateDirectory(resPath + "/Config");
//创建Dll文件夹
Directory.CreateDirectory(resPath + "/Dll");
//创建Prefabs文件夹
Directory.CreateDirectory(resPath + "/Prefabs");
//创建Scenes文件夹
Directory.CreateDirectory(resPath + "/Scenes");
//创建SpriteAtlas文件夹
Directory.CreateDirectory(resPath + "/SpriteAtlas");
//创建Sprites文件夹
Directory.CreateDirectory(resPath + "/Sprites");
//创建Video文件夹
Directory.CreateDirectory(resPath + "/Video");
await File.WriteAllTextAsync($"{resPath}/这里放所有参与热更的资源.hint", "");
//主入口预制件
GameObject gameObj = new GameObject(domain);
gameObj.transform.position = Vector3.zero;
gameObj.transform.rotation = Quaternion.identity;
gameObj.name = domain;
Directory.CreateDirectory($"{resPath}/Prefabs");
string rootPfbFilePath = $"Assets/Domain/{domain}/AddressableRes/Prefabs/{domain}.prefab";
var localPath = AssetDatabase.GenerateUniqueAssetPath(rootPfbFilePath);
PrefabUtility.SaveAsPrefabAsset(gameObj, localPath);
//存放脚本文件夹
string scriptsPath = $"{domainPath}/HotUpdate";
Directory.CreateDirectory(scriptsPath);
await File.WriteAllTextAsync($"{scriptsPath}/这里放所有参与热更的脚本文件.hint", "该文件夹中的程序集定义文件,请勿删除,非常重要。");
//创建配置文件夹
string confPath = $"{domainPath}/Conf";
Directory.CreateDirectory(confPath);
//程序集配置资源
string hotfixDomain = $"HotUpdate_{domain}";
string hotfixDomainAsmdef = $"{scriptsPath}/{hotfixDomain}.asmdef";
await using (var writer = new StreamWriter(hotfixDomainAsmdef))
{
string body = Resources.Load<TextAsset>("AssemblyDefinitionTemplate").text;
body = body.Replace("MODULE_IDENT", hotfixDomain);
body = body.Replace("ROOT_NAMESPACE", hotfixDomain);
await writer.WriteAsync(body);
}
// await File.WriteAllTextAsync($"{scriptsPath}/{hotfixDomain}.asmdef", body);
// string architectureClassName = $"{domain}Architecture";
// string architectureClassPath = $"{scriptsPath}/{architectureClassName}.txt";
// //await File.WriteAllTextAsync($"{scriptsPath}/{architectureClassName}.cs", architectureTemplate);
//
// await using (var writer = new StreamWriter(architectureClassPath))
// {
//
// string architectureTemplate = Resources.Load<TextAsset>("ArchitectureTemplate").text;
// architectureTemplate = architectureTemplate.Replace("XXXX", architectureClassName);
// await writer.WriteAsync(architectureTemplate);
// }
//模块化脚本生成配置
string domainClassName = $"{domain}Domain";
string architectureClassName = $"{domain}Architecture";
//模块配置资源
DomainConfig moduleConfig = CreateInstance<DomainConfig>();
moduleConfig.domain = domain;
moduleConfig.className = domainClassName;
moduleConfig.mainPrefab = "Prefabs_" + gameObj.name;
moduleConfig.@namespace = domain;
AssetDatabase.CreateAsset(moduleConfig, $"Assets/Domain/{domain}/AddressableRes/Config/DomainConfig.asset");
//
//模块服务器配置资源
HotfixMainResDomain hotfixMainResDomain = CreateInstance<HotfixMainResDomain>();
hotfixMainResDomain.hotfixMainResDomainEntity = new HotfixMainResDomainEntity();
hotfixMainResDomain.hotfixMainResDomainEntity.domain = domain;
AssetDatabase.CreateAsset(hotfixMainResDomain, $"Assets/Domain/{domain}/Conf/HotfixMainResDomain.asset");
//编辑器配置资源
BuildAssetDataSetting buildAssetDataSetting = CreateInstance<BuildAssetDataSetting>();
buildAssetDataSetting.packageName = domain;
AssetDatabase.CreateAsset(buildAssetDataSetting,
$"Assets/Domain/{domain}/Conf/BuildAssetDataSetting.asset");
AssetDatabase.Refresh();
string configPath = $"Assets/Domain/{domain}/HotUpdate/{hotfixDomain}.asmdef";
AssemblyDefinitionAsset assemblyDefinitionAsset =
AssetDatabase.LoadAssetAtPath<AssemblyDefinitionAsset>(configPath);
// 将程序集定义添加到 HybridCLR 热更列表
var settings = SettingsUtil.HybridCLRSettings;
if (!settings.hotUpdateAssemblyDefinitions.Contains(assemblyDefinitionAsset))
{
var assemblyList = settings.hotUpdateAssemblyDefinitions.ToList();
assemblyList.Add(assemblyDefinitionAsset);
SettingsUtil.HybridCLRSettings.hotUpdateAssemblyDefinitions = assemblyList.ToArray();
}
List<AssemblyDefinitionAsset> assemblies = new List<AssemblyDefinitionAsset>();
for (int i = 0; i < settings.hotUpdateAssemblyDefinitions.Length; i++)
{
if (settings.hotUpdateAssemblyDefinitions[i] != null)
{
assemblies.Add(settings.hotUpdateAssemblyDefinitions[i]);
}
}
HybridCLRSettings.Instance.hotUpdateAssemblyDefinitions = assemblies.ToArray();
HybridCLRSettings.Save();
AssetDatabase.SaveAssets();
string domainClassPath = $"{scriptsPath}/{domainClassName}.cs";
//await File.WriteAllTextAsync($"{scriptsPath}/{domainClassName}.cs", domainTemplate);
await using (var writer = new StreamWriter(domainClassPath))
{
string domainTemplate = Resources.Load<TextAsset>("DomainTemplate").text;
domainTemplate = domainTemplate.Replace("ClassNameXX", domainClassName)
.Replace("ReturnArchitecture", architectureClassName)
.Replace("ArchitectureX", architectureClassName)
.Replace("NamespaceX", domain);
await writer.WriteAsync(domainTemplate);
}
}
public void CreateDomainClass()
{
}
public void CreateArchitectureClass()
{
}
[TitleGroup("预览Domain作用域")] public List<CreatDomainEntity> domainList;
protected override void Initialize()
{
base.Initialize();
domainList = GetCreatDomainAll();
}
/// <summary>
/// 获取全部作用域
/// </summary>
public static string[] GetCreatDomainAllName()
{
string domainPath = $"{Application.dataPath}/Domain";
string[] domains;
// 新增目录获取代码
if (Directory.Exists(domainPath))
{
var dirInfo = new DirectoryInfo(domainPath);
// 获取直接子目录(不递归)
domains = dirInfo.GetDirectories("*", SearchOption.TopDirectoryOnly)
.Select(d => d.Name)
.ToArray();
}
else
{
domains = Array.Empty<string>();
}
return domains;
}
/// <summary>
/// 获取全部作用域
/// </summary>
public static List<CreatDomainEntity> GetCreatDomainAll()
{
string domainPath = $"{Application.dataPath}/Domain";
string[] domains;
// 新增目录获取代码
if (Directory.Exists(domainPath))
{
var dirInfo = new DirectoryInfo(domainPath);
// 获取直接子目录(不递归)
domains = dirInfo.GetDirectories("*", SearchOption.TopDirectoryOnly)
.Select(d => d.Name)
.ToArray();
}
else
{
domains = Array.Empty<string>();
}
List<CreatDomainEntity> domainList = new List<CreatDomainEntity>();
foreach (var item in domains)
{
if (File.Exists($"{domainPath}/{item}/AddressableRes/Config/DomainConfig.asset"))
{
CreatDomainEntity domainEntity = new CreatDomainEntity(domainList)
{
DomainName = item,
domainPath = $"{domainPath}/{item}"
};
domainList.Add(domainEntity);
}
}
return domainList;
}
}
}