【m】资源拷贝修改
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@@ -1,3 +1,4 @@
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using System;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using HybridCLR.Editor.Commands;
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@@ -47,16 +48,16 @@ namespace Stary.Evo.Editor
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#endif
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}
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public static void OneShaderMark()
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public static void OneShaderMark(Action<string> complete)
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{
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OneShaderMark(GetOneKeyBuildEntities());
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OneShaderMark(GetOneKeyBuildEntities(),complete);
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}
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/// <summary>
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/// (一键)收集shader【材质异常或资源修改】
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/// </summary>
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/// <param name="oneKeyBuildEntities"></param>
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public static void OneShaderMark(List<OneKeyBuildEntity> oneKeyBuildEntities)
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public static void OneShaderMark(List<OneKeyBuildEntity> oneKeyBuildEntities,Action<string> complete)
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{
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#if HotUpdate
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//标记全部资源
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@@ -65,7 +66,10 @@ namespace Stary.Evo.Editor
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if (oneKeyBUildEntity.isRaw)
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{
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MarkAdressable.CollectSvc(MarkAdressable.DomainRoot, oneKeyBUildEntity.DomainName,
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() => { EditorUtility.DisplayDialog("收集shader【材质异常或资源修改】", "收集成功", "确定"); });
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() =>
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{
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complete?.Invoke(oneKeyBUildEntity.DomainName);
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});
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}
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}
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@@ -70,6 +70,7 @@ namespace Stary.Evo.Editor
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StreamingAssetsFilter.KeepFiles=new string[0];
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StreamingAssetsFilter.OnPreprocessBuild();
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}
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ShowNotification(new GUIContent("拷贝完成!"), 2f);
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}
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[ButtonGroup]
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[Button("$GetBuildAPKName", ButtonSizes.Large, ButtonStyle.FoldoutButton)]
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@@ -44,7 +44,8 @@ public static class StreamingAssetsFilter
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// 移动到临时目录
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string backupPath = Path.Combine(tempBackupPath, relativePath);
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Directory.CreateDirectory(Path.GetDirectoryName(backupPath));
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File.Move(file, backupPath);
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File.Copy(file, backupPath,true);
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File.Delete(file);
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}
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}
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@@ -72,7 +73,12 @@ public static class StreamingAssetsFilter
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string relativePath = file.Replace(tempBackupPath + Path.DirectorySeparatorChar, "")
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.Replace(tempBackupPath, "");
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string originalPath = Path.Combine(streamingAssetsPath, relativePath);
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// 检查目标文件是否已存在
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if (File.Exists(originalPath))
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{
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Debug.Log($"跳过恢复: {originalPath} (文件已存在)");
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return;
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}
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Directory.CreateDirectory(Path.GetDirectoryName(originalPath));
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File.Move(file, originalPath);
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}
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@@ -52,7 +52,6 @@ namespace Stary.Evo.Editor
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// 添加新模式
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defines.Add(mode.ToString());
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PlayerSettings.SetScriptingDefineSymbolsForGroup(currentTarget, string.Join(";", defines));
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Debug.Log($"当前编译符号: {string.Join(";", defines)}"); // 添加调试日志
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_hotUpdate = mode;
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CustomEditorPrefs.SetString("ChangeHotUpdateSchema", _hotUpdate.ToString());
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@@ -61,9 +60,8 @@ namespace Stary.Evo.Editor
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// 添加解决方案文件重新生成逻辑
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EditorApplication.delayCall += () =>
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{
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EditorApplication.ExecuteMenuItem("Assets/Open C# Project");
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UnityEditor.Compilation.CompilationPipeline.RequestScriptCompilation();
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Debug.Log("已强制重新生成解决方案文件");
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Debug.Log($"当前编译符号: {string.Join(";", defines)}"); // 添加调试日志
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};
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}
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}
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@@ -55,7 +55,6 @@ namespace Stary.Evo.Editor
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// 添加新模式
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defines.Add(mode.ToString());
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PlayerSettings.SetScriptingDefineSymbolsForGroup(currentTarget, string.Join(";", defines));
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Debug.Log($"当前编译符号: {string.Join(";", defines)}"); // 添加调试日志
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_pLayerMode = mode;
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CustomEditorPrefs.SetString("ChangePlayerSchema", _pLayerMode.ToString());
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ValidateModeMenu();
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@@ -65,7 +64,7 @@ namespace Stary.Evo.Editor
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{
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//EditorApplication.ExecuteMenuItem("Assets/Open C# Project");
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UnityEditor.Compilation.CompilationPipeline.RequestScriptCompilation();
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Debug.Log("已强制重新生成解决方案文件");
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Debug.Log($"当前编译符号: {string.Join(";", defines)}"); // 添加调试日志
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};
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}
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}
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@@ -52,7 +52,6 @@ namespace Stary.Evo.Editor
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// 添加新模式
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defines.Add(mode.ToString());
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PlayerSettings.SetScriptingDefineSymbolsForGroup(currentTarget, string.Join(";", defines));
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Debug.Log($"当前编译符号: {string.Join(";", defines)}"); // 添加调试日志
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_pointClondMode = mode;
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CustomEditorPrefs.SetString("ChangePoindClondSchema", _pointClondMode.ToString());
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@@ -61,9 +60,8 @@ namespace Stary.Evo.Editor
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// 添加解决方案文件重新生成逻辑
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EditorApplication.delayCall += () =>
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{
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EditorApplication.ExecuteMenuItem("Assets/Open C# Project");
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UnityEditor.Compilation.CompilationPipeline.RequestScriptCompilation();
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Debug.Log("已强制重新生成解决方案文件");
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Debug.Log($"当前编译符号: {string.Join(";", defines)}"); // 添加调试日志
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};
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}
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}
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@@ -64,9 +64,8 @@ namespace Stary.Evo.Editor
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{
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#if HotUpdate
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EditorTools.ClearUnityConsole();
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AutoBuildPackage.OneShaderMark(OneKeyBuildEntities);
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EditorUtility.DisplayDialog("提示", $"标记所有shader完成!", "确定");
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AutoBuildPackage.OneShaderMark(OneKeyBuildEntities,(domainName)=>
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ShowNotification(new GUIContent($"收集【{domainName}】的shader【材质异常或资源修改】!"), 2f));
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#endif
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}
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@@ -1,6 +1,6 @@
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{
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"name": "com.staryevo.tools",
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"version": "1.3.25",
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"version": "1.3.26",
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"displayName": "00.StaryEvo.Tools",
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"description": "This is an Framework package(后台服务器版本,端口9527)",
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"unity": "2021.3",
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