git空目录无法上传,增加检索校验
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@@ -16,6 +16,7 @@ using UnityEngine;
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namespace Stary.Evo.Editor
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{
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public class CreatAssetWindow : OdinEditorWindow
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{
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[MenuItem("Evo/创建Domain作用域")]
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@@ -49,27 +50,28 @@ namespace Stary.Evo.Editor
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{
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Directory.CreateDirectory(artDomainPath);
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if (!Directory.Exists(artDomainPath))
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//创建Animation文件夹
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Directory.CreateDirectory(artDomainPath + "/Animation");
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CreatDirectory(artDomainPath + "/Animation");
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//创建Effects文件夹
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Directory.CreateDirectory(artDomainPath + "/Effects");
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CreatDirectory(artDomainPath + "/Effects");
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//创建Fbx文件夹
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Directory.CreateDirectory(artDomainPath + "/Fbx");
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CreatDirectory(artDomainPath + "/Fbx");
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//创建Font文件夹
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Directory.CreateDirectory(artDomainPath + "/Font");
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CreatDirectory(artDomainPath + "/Font");
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//创建Materials文件夹
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Directory.CreateDirectory(artDomainPath + "/Materials");
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CreatDirectory(artDomainPath + "/Materials");
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//创建Prefabs文件夹
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Directory.CreateDirectory(artDomainPath + "/Prefabs");
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CreatDirectory(artDomainPath + "/Prefabs");
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//创建Scenes文件夹
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Directory.CreateDirectory(artDomainPath + "/Scenes");
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CreatDirectory(artDomainPath + "/Scenes");
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//创建/Scenes/Test文件夹
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Directory.CreateDirectory(artDomainPath + "/Scenes/Test");
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CreatDirectory(artDomainPath + "/Scenes/Test");
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//创建Shader文件夹
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Directory.CreateDirectory(artDomainPath + "/Shader");
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CreatDirectory(artDomainPath + "/Shader");
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//创建Textures文件夹
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Directory.CreateDirectory(artDomainPath + "/Textures");
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await File.WriteAllTextAsync(
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CreatDirectory(artDomainPath + "/Textures");
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File.WriteAllTextAsync(
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$"{artDomainPath}/这里放所有美术的资源,因涉及打包依赖等原因,不建议在上一层节点新增文件夹,如涉及文件夹规范等问题请@张铮.hint", "");
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}
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@@ -81,29 +83,29 @@ namespace Stary.Evo.Editor
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return;
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}
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Directory.CreateDirectory(domainPath);
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CreatDirectory(domainPath);
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//程序资源存放文件夹
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string resPath = $"{domainPath}/AddressableRes";
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Directory.CreateDirectory(resPath);
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CreatDirectory(resPath);
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//创建音频文件夹
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Directory.CreateDirectory(resPath + "/Audios");
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CreatDirectory(resPath + "/Audios");
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//创建Config文件夹
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Directory.CreateDirectory(resPath + "/Config");
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CreatDirectory(resPath + "/Config");
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//创建Dll文件夹
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Directory.CreateDirectory(resPath + "/Dll");
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CreatDirectory(resPath + "/Dll");
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//创建Prefabs文件夹
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Directory.CreateDirectory(resPath + "/Prefabs");
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CreatDirectory(resPath + "/Prefabs");
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//创建Scenes文件夹
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Directory.CreateDirectory(resPath + "/Scenes");
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CreatDirectory(resPath + "/Scenes");
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//创建SpriteAtlas文件夹
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Directory.CreateDirectory(resPath + "/SpriteAtlas");
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CreatDirectory(resPath + "/SpriteAtlas");
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//创建Sprites文件夹
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Directory.CreateDirectory(resPath + "/Sprites");
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CreatDirectory(resPath + "/Sprites");
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//创建Video文件夹
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Directory.CreateDirectory(resPath + "/Video");
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CreatDirectory(resPath + "/Video");
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await File.WriteAllTextAsync($"{resPath}/这里放所有参与热更的资源.hint", "");
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File.WriteAllTextAsync($"{resPath}/这里放所有参与热更的资源.hint", "");
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//主入口预制件
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GameObject gameObj = new GameObject(domain);
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@@ -119,19 +121,19 @@ namespace Stary.Evo.Editor
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Directory.CreateDirectory($"{resPath}/Prefabs");
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CreatDirectory($"{resPath}/Prefabs");
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string rootPfbFilePath = $"Assets/Domain/{domain}/AddressableRes/Prefabs/{domain}.prefab";
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var localPath = AssetDatabase.GenerateUniqueAssetPath(rootPfbFilePath);
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PrefabUtility.SaveAsPrefabAsset(gameObj, localPath);
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//存放脚本文件夹
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string scriptsPath = $"{domainPath}/HotUpdate";
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Directory.CreateDirectory(scriptsPath);
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await File.WriteAllTextAsync($"{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。");
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CreatDirectory(scriptsPath);
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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。");
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//创建配置文件夹
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string confPath = $"{domainPath}/Conf";
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Directory.CreateDirectory(confPath);
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CreatDirectory(confPath);
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//程序集配置资源
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@@ -146,21 +148,7 @@ namespace Stary.Evo.Editor
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body = body.Replace("ROOT_NAMESPACE", hotfixDomain);
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await writer.WriteAsync(body);
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}
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// await File.WriteAllTextAsync($"{scriptsPath}/{hotfixDomain}.asmdef", body);
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// string architectureClassName = $"{domain}Architecture";
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// string architectureClassPath = $"{scriptsPath}/{architectureClassName}.txt";
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// //await File.WriteAllTextAsync($"{scriptsPath}/{architectureClassName}.cs", architectureTemplate);
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//
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// await using (var writer = new StreamWriter(architectureClassPath))
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// {
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//
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// string architectureTemplate = Resources.Load<TextAsset>("ArchitectureTemplate").text;
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// architectureTemplate = architectureTemplate.Replace("XXXX", architectureClassName);
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// await writer.WriteAsync(architectureTemplate);
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// }
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//模块化脚本生成配置
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string domainClassName = $"{domain}Domain";
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string architectureClassName = $"{domain}Architecture";
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@@ -234,13 +222,7 @@ namespace Stary.Evo.Editor
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}
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}
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public void CreateDomainClass()
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{
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}
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public void CreateArchitectureClass()
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{
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}
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[TitleGroup("预览Domain作用域")] public List<CreatDomainEntity> domainList;
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@@ -312,5 +294,62 @@ namespace Stary.Evo.Editor
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return domainList;
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}
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private static void CreatDirectory(string artDomainPath)
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{
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if (!Directory.Exists(artDomainPath))
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{
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//创建Animation文件夹
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Directory.CreateDirectory(artDomainPath);
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}
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}
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public static void CreateDomainDirectory(string domain)
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{
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string artDomainPath = $"{Application.dataPath}/Art/{domain}";
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//创建Animation文件夹
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CreatDirectory(artDomainPath + "/Animation");
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//创建Effects文件夹
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CreatDirectory(artDomainPath + "/Effects");
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//创建Fbx文件夹
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CreatDirectory(artDomainPath + "/Fbx");
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//创建Font文件夹
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CreatDirectory(artDomainPath + "/Font");
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//创建Materials文件夹
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CreatDirectory(artDomainPath + "/Materials");
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//创建Prefabs文件夹
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CreatDirectory(artDomainPath + "/Prefabs");
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//创建Scenes文件夹
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CreatDirectory(artDomainPath + "/Scenes");
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//创建/Scenes/Test文件夹
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CreatDirectory(artDomainPath + "/Scenes/Test");
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//创建Shader文件夹
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CreatDirectory(artDomainPath + "/Shader");
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//创建Textures文件夹
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CreatDirectory(artDomainPath + "/Textures");
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string domainPath = $"{Application.dataPath}/Domain/{domain}";
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//程序资源存放文件夹
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string resPath = $"{domainPath}/AddressableRes";
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CreatDirectory(resPath);
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//创建音频文件夹
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CreatDirectory(resPath + "/Audios");
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//创建Config文件夹
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CreatDirectory(resPath + "/Config");
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//创建Dll文件夹
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CreatDirectory(resPath + "/Dll");
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//创建Prefabs文件夹
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CreatDirectory(resPath + "/Prefabs");
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//创建Scenes文件夹
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CreatDirectory(resPath + "/Scenes");
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//创建SpriteAtlas文件夹
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CreatDirectory(resPath + "/SpriteAtlas");
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//创建Sprites文件夹
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CreatDirectory(resPath + "/Sprites");
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//创建Video文件夹
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CreatDirectory(resPath + "/Video");
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AssetDatabase.Refresh();
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}
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}
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}
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27
Assets/00.StaryEvo/Editor/BuildAsset/CreatDomainDirectory.cs
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27
Assets/00.StaryEvo/Editor/BuildAsset/CreatDomainDirectory.cs
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@@ -0,0 +1,27 @@
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using Stary.Evo.Editor;
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using UnityEditor;
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using UnityEngine;
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namespace Stary.Evo
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{
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[InitializeOnLoad]
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public static class CreatDomainDirectory
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{
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static CreatDomainDirectory()
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{
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if (PlayerPrefs.GetInt("CreatDomainDirectory") == 0)
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{
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PlayerPrefs.SetInt("CreatDomainDirectory", 1);
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bool isOk = EditorUtility.DisplayDialog("提示", "是否检索并创建缺失目录", "是", "否");
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if (isOk)
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{
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var DomainAll = CreatAssetWindow.GetCreatDomainAll();
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foreach (var domain in DomainAll)
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{
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CreatAssetWindow.CreateDomainDirectory(domain.DomainName);
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}
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}
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}
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 5388598f49c545f4ae628ad5d1b4e459
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timeCreated: 1744798434
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@@ -22,6 +22,21 @@ namespace Stary.Evo.Editor
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this.domainList = domainList;
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}
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[HorizontalGroup(Width = 60)]
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[Button("", Icon = SdfIconType.ArrowRepeat, IconAlignment = IconAlignment.RightEdge)]
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public void CreatDomain()
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{
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if (DomainName == "Main")
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{
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EditorUtility.DisplayDialog("提示", "主包Main作用域无法再次创建", "确定");
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return;
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}
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bool isOk = EditorUtility.DisplayDialog("提示", "是否检索并创建缺失目录", "是", "否");
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if (isOk)
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{
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CreatAssetWindow.CreateDomainDirectory(DomainName);
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}
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}
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[HorizontalGroup(Width = 60)]
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[Button("", Icon = SdfIconType.XCircle, IconAlignment = IconAlignment.RightEdge)]
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public void CloseDomain()
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{
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@@ -40,5 +55,6 @@ namespace Stary.Evo.Editor
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AssetDatabase.SaveAssets();
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}
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}
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}
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}
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