【m】框架大更新

This commit is contained in:
2025-10-31 11:18:23 +08:00
parent ae6e7c804b
commit 8e1d52ddbf
1883 changed files with 213934 additions and 640 deletions

View File

@@ -0,0 +1,67 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Threading.Tasks;
using Newtonsoft.Json;
using UnityEngine;
namespace Stary.Evo.Editor
{
public static class ArtLoadAssetLocal
{
/// <summary>
/// 获取本地全部作用域
/// </summary>
public static string[] GetLocalDomainAllName()
{
var creatDomainEntities = GetLocalDomainAll();
string[] domains = new string[creatDomainEntities.Count];
for (int i = 0; i < creatDomainEntities.Count; i++)
{
domains[i] = creatDomainEntities[i].DomainName;
}
return domains;
}
/// <summary>
/// 获取全部作用域
/// </summary>
public static List<CreatArtDomainEntity> GetLocalDomainAll()
{
string domainPath = $"{Application.dataPath}/Art";
string[] domains;
// 新增目录获取代码
if (Directory.Exists(domainPath))
{
var dirInfo = new DirectoryInfo(domainPath);
// 获取直接子目录(不递归)
domains = dirInfo.GetDirectories("*", SearchOption.TopDirectoryOnly)
.Select(d => d.Name)
.ToArray();
}
else
{
domains = Array.Empty<string>();
}
List<CreatArtDomainEntity> domainList = new List<CreatArtDomainEntity>();
foreach (var item in domains)
{
if (File.Exists($"{domainPath}/{item}/Scenes/TestScene.unity"))
{
CreatArtDomainEntity domainEntity = new CreatArtDomainEntity(domainList)
{
DomainName = item,
domainPath = $"{domainPath}/{item}"
};
domainList.Add(domainEntity);
}
}
return domainList;
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: f0b4f8af6dd9440e94d32f7cc565a430
timeCreated: 1761727096

View File

@@ -0,0 +1,39 @@
using System.Collections;
using System.Collections.Generic;
using Sirenix.OdinInspector.Editor;
using Stary.Evo;
using Stary.Evo.Editor;
using UnityEditor;
using UnityEngine;
namespace Stary.Evo.Editor
{
[CustomEditor(typeof(ArtSceneData))]
public class ArtSceneDataEditor : OdinEditor
{
// /// <summary>
// /// 序列化属性在OnEnable中获取
// /// </summary>
// [HideInInspector] private SerializedProperty artScenes;
private void OnEnable()
{
//artScenes = serializedObject.FindProperty("artScenes");
ArtSceneData artSceneData = (ArtSceneData)target;
List<ArtScene> artScenesList = artSceneData.artScenes;
List<int> removeIndexList = new List<int>();
for (int i = 0; i < artScenesList.Count; i++)
{
ArtScene artScene = artScenesList[i];
if (artScene.sceneAsset==null)
{
removeIndexList.Add(i);
}
}
for (int i = removeIndexList.Count - 1; i >= 0; i--)
{
int index = removeIndexList[i];
artScenesList.RemoveAt(index);
}
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 5762b2ce1b7e4184afd8785c147d42da
timeCreated: 1761301851

View File

@@ -0,0 +1,182 @@
using System.Collections.Generic;
using System.IO;
using Sirenix.OdinInspector;
using Sirenix.OdinInspector.Editor;
using UnityEditor;
using UnityEngine;
namespace Stary.Evo.Editor
{
public class ArtServerManageWindow : OdinEditorWindow
{
[MenuItem("Evo/Art/服务器数据管理工具", false, 2)]
static void Init()
{
// Get existing open window or if none, make a new one:
ArtServerManageWindow window = (ArtServerManageWindow)EditorWindow.GetWindow(typeof(ArtServerManageWindow));
window.Show();
}
[TitleGroup("创建Art作用域")] public string domain;
[TitleGroup("创建Art作用域")]
[Button("创建Art", 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Art的编号", "确定");
return;
}
string artDomainPath = $"{Application.dataPath}/Art/{domain}";
if (!Directory.Exists(artDomainPath))
{
Directory.CreateDirectory(artDomainPath);
if (!Directory.Exists(artDomainPath))
//创建Animation文件夹
CreatDirectory(artDomainPath + "/Animation");
//创建Effects文件夹
CreatDirectory(artDomainPath + "/Effects");
//创建Fbx文件夹
CreatDirectory(artDomainPath + "/Fbx");
//创建Font文件夹
CreatDirectory(artDomainPath + "/Font");
//创建Materials文件夹
CreatDirectory(artDomainPath + "/Materials");
//创建Prefabs文件夹
CreatDirectory(artDomainPath + "/Prefabs");
//创建Scenes文件夹
CreatDirectory(artDomainPath + "/Scenes");
//创建/Scenes/Test文件夹
CreatDirectory(artDomainPath + "/Scenes");
//创建Shader文件夹
CreatDirectory(artDomainPath + "/Shader");
//创建Textures文件夹
CreatDirectory(artDomainPath + "/Textures");
//创建Config文件夹
CreatDirectory(artDomainPath + "/Config");
File.WriteAllTextAsync(
$"{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", "");
}
//创建Art 测试场景
/* 2. 再建 Scenes/Test */
string sceneDir = $"{artDomainPath}/Scenes";
if (!Directory.Exists(sceneDir))
{
Directory.CreateDirectory(sceneDir);
}
/* 3. 创建新场景 */
var newScene = UnityEditor.SceneManagement.EditorSceneManager.NewScene(
UnityEditor.SceneManagement.NewSceneSetup.DefaultGameObjects,
UnityEditor.SceneManagement.NewSceneMode.Single);
/* 4. 删除默认相机(和灯光)*/
foreach (var go in newScene.GetRootGameObjects())
{
if (go.name == "Main Camera" || go.name == "Directional Light")
GameObject.DestroyImmediate(go);
}
/* 5. 载入并实例化 RKCameraRig.prefab */
string prefabPath = "Prefabs/BaseSetting/RKCameraRig";
var prefab = Resources.Load<GameObject>(prefabPath);
var spawned = (GameObject)PrefabUtility.InstantiatePrefab(prefab);
spawned.name = "RKCameraRigTest";
/* 6. 保存场景 */
string scenePath = Path.Combine("Assets/Art", domain, "Scenes", "TestScene.unity");
UnityEditor.SceneManagement.EditorSceneManager.SaveScene(newScene, scenePath);
//创建Art 测试场景配置文件
string configDir = $"{artDomainPath}/Config";
if (!Directory.Exists(configDir))
{
Directory.CreateDirectory(configDir);
}
//模块配置资源
ArtSceneData artSceneData = CreateInstance<ArtSceneData>();
AssetDatabase.CreateAsset(artSceneData, $"Assets/Art/{domain}/Config/ArtSceneData.asset");
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
[ListDrawerSettings(DraggableItems = false, ShowFoldout = false, ShowPaging = false, ShowItemCount = false,
HideRemoveButton = true, HideAddButton = true)]
public List<CreatArtServerDomainEntity> domainList;
protected override async void Initialize()
{
base.Initialize();
if (domainList != null)
domainList.Clear();
var resDmainResponse = await ArtLoadAssetServer.GetServerDomainAll();
foreach (var response in resDmainResponse)
{
string domainPath = $"{Application.dataPath}/Art/{response.DomainName}";
var domainEntity = new CreatArtServerDomainEntity(domainList);
domainEntity.SetDomainData(response.DomainName, domainPath,response, ArtLoadAssetServer.ip);
domainList.Add(domainEntity);
}
}
private static void CreatDirectory(string artDomainPath)
{
if (!Directory.Exists(artDomainPath))
{
//创建Animation文件夹
Directory.CreateDirectory(artDomainPath);
}
}
public static void CreateDomainDirectory(string domain)
{
string artDomainPath = $"{Application.dataPath}/Art/{domain}";
if (!Directory.Exists(artDomainPath))
{
EditorUtility.DisplayDialog("提示", $"不存在此Domain:{domain},无法创建", "确定");
return;
}
//创建Animation文件夹
CreatDirectory(artDomainPath + "/Animation");
//创建Effects文件夹
CreatDirectory(artDomainPath + "/Effects");
//创建Fbx文件夹
CreatDirectory(artDomainPath + "/Fbx");
//创建Font文件夹
CreatDirectory(artDomainPath + "/Font");
//创建Materials文件夹
CreatDirectory(artDomainPath + "/Materials");
//创建Prefabs文件夹
CreatDirectory(artDomainPath + "/Prefabs");
//创建Scenes文件夹
CreatDirectory(artDomainPath + "/Scenes");
//创建/Scenes/Test文件夹
CreatDirectory(artDomainPath + "/Scenes/Test");
//创建Shader文件夹
CreatDirectory(artDomainPath + "/Shader");
//创建Textures文件夹
CreatDirectory(artDomainPath + "/Textures");
AssetDatabase.Refresh();
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 59d31311b3e14ae99453fab351e1fcf3
timeCreated: 1761545309

View File

@@ -0,0 +1,526 @@
/****************************************************
文件BuildAssetWindow.cs
作者xosmo_
邮箱:
日期2025/3/10 10:43:20
功能:
*****************************************************/
using System;
using System.Collections.Generic;
using System.IO;
using System.IO.Compression;
using System.Threading.Tasks;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using Sirenix.OdinInspector;
using Sirenix.OdinInspector.Editor;
using UnityEditor;
using UnityEngine;
using YooAsset;
using YooAsset.Editor;
namespace Stary.Evo.Editor
{
public class BuildArtAssetWindow : OdinEditorWindow
{
public static OdinEditorWindow window;
private HotfixMainResDomain hotfixMainResDomain;
[MenuItem("Evo/Art/Art资源打包工具", false, 1)]
static void ShowWindows()
{
window = (BuildArtAssetWindow)EditorWindow.GetWindow(typeof(BuildArtAssetWindow));
window.Show();
}
protected override void OnDisable()
{
base.OnDisable();
EditorUtility.ClearProgressBar();
packageName = "";
}
protected override async void Initialize()
{
base.Initialize();
//初始化读取资源配置表
hotfixMainResDomain = Resources.Load<HotfixMainResDomain>("HotfixMainResDomain");
if (hotfixMainResDomain == null)
{
Debug.LogError($"UnityEvo:读取资源配置表失败【HotfixMainResDomain】...表在Resources下不存在请创建");
}
else
{
ip = hotfixMainResDomain.hotfixMainResDomainEntity.ipconfig;
EditorPrefs.SetString("ip", ip);
userName = hotfixMainResDomain.hotfixMainResDomainEntity.username;
password = hotfixMainResDomain.hotfixMainResDomainEntity.password;
}
GetBuildPackageNames();
if (string.IsNullOrEmpty(ip))
{
buildAssetType = BuildAssetType.Login;
return;
}
bool isValidateToken = await WebRequestSystem.GetValidateToken(ip + "/Authentication/validateToken");
if (isValidateToken)
{
buildAssetType = BuildAssetType.Build;
}
else
{
buildAssetType = BuildAssetType.Login;
}
//初始化打包管线
_buildPipelineViewer = new ScriptableBuildPipelineViewer(packageName,
EBuildPipeline.ScriptableBuildPipeline.ToString(), _packageVersion);
_buildPipelineViewer.clearBuildCacheToggle = true;
_buildPipelineViewer.useAssetDependencyDBToggle = false;
_buildPipelineViewer.SetBuildCacheToggle();
_buildPipelineViewer.SetUseAssetDependencyDB();
}
public static void RemoveBuildAssetWindow()
{
if (window != null)
window.Close();
}
[EnumToggleButtons, HideLabel] public BuildAssetType buildAssetType;
#region BuildAssetLogin
[ShowIf("@ buildAssetType== BuildAssetType.Login")]
[BoxGroup("Login", showLabel: false)]
[OnValueChanged("SetWebRequestInfo")]
public string ip, userName, password;
[ShowIf("@ buildAssetType== BuildAssetType.Login")]
[BoxGroup("Login", showLabel: false)]
[Button("登录", ButtonSizes.Large)]
[InfoBox("@ message", InfoMessageType.Info)]
public async void LoginButton()
{
string url = ip + "/Authentication/login";
EditorUtility.DisplayProgressBar("提示", $"登陆中~", 0f);
bool islogin = await WebRequestSystem.Login(url, userName, password);
float progress = 0f;
while (progress >= 1f)
{
progress += 0.1f;
EditorUtility.DisplayProgressBar("提示", $"登陆中~", progress);
await Task.Delay(TimeSpan.FromSeconds(0.2f));
}
EditorUtility.ClearProgressBar();
UpdateMessage(islogin);
}
private void SetWebRequestInfo()
{
if (hotfixMainResDomain != null)
{
hotfixMainResDomain.hotfixMainResDomainEntity.ipconfig = ip;
hotfixMainResDomain.hotfixMainResDomainEntity.username = userName;
hotfixMainResDomain.hotfixMainResDomainEntity.password = password;
EditorPrefs.SetString("ip", ip);
EditorUtility.SetDirty(hotfixMainResDomain);
AssetDatabase.SaveAssets();
}
}
private string message;
public void UpdateMessage(bool islogin)
{
message = "当前登录状态为:" + islogin;
if (islogin)
{
buildAssetType = BuildAssetType.Build;
}
}
#endregion
protected void OnSelectionChange()
{
// EditorUtility.SetDirty(BuildAssetDataSetting);
// AssetDatabase.SaveAssets();
//AssetDatabase.Refresh();
}
[BoxGroup("Build", showLabel: false)]
[ShowIf("@ buildAssetType== BuildAssetType.Build")]
[Title("包裹列表", titleAlignment: TitleAlignments.Centered)]
[HorizontalGroup("Build/BuildPipeline"), HideLabel]
[ValueDropdown("GetBuildPackageNames")]
[OnValueChanged("SetBuildPackageNames")]
public string selectedPackageNames;
[BoxGroup("Build", showLabel: false)]
[ShowIf("@ buildAssetType== BuildAssetType.Build")]
[Title("当前打包平台", titleAlignment: TitleAlignments.Centered)]
[ReadOnly]
[HorizontalGroup("Build/BuildPipeline"), HideLabel]
public string buildTarget;
private static string packageName;
[Title("版本号", titleAlignment: TitleAlignments.Centered)]
[HorizontalGroup("Build/PackageVersion"), HideLabel]
[ShowIf("@ buildAssetType== BuildAssetType.Build")]
[OnValueChanged("OnPackageValueChanged")]
public string _packageVersion;
private string PackageVersion
{
get { return _packageVersion; }
set
{
_packageVersion = value;
if (_buildPipelineViewer != null)
_buildPipelineViewer.SetBuildPackagePackageVersion(_packageVersion);
}
}
private AbstractBuildPipelineViewer _buildPipelineViewer;
#region BuildAsset
public void OnPackageValueChanged()
{
if (_buildPipelineViewer != null)
_buildPipelineViewer.SetBuildPackageData(packageName, EBuildPipeline.ScriptableBuildPipeline.ToString(),
_packageVersion);
}
/// <summary>
/// 检测当前所有包裹
/// </summary>
/// <returns></returns>
private List<string> GetBuildPackageNames()
{
List<string> result = new List<string>();
foreach (var name in ArtLoadAssetLocal.GetLocalDomainAllName())
{
result.Add(name);
}
if (selectedPackageNames.IsNullOrEmpty())
{
selectedPackageNames = result[0];
}
SetBuildPackageNames();
return result;
}
/// <summary>
/// 获取当前包裹
/// </summary>
/// <returns></returns>
public static string GetBuildPackageName()
{
return packageName;
}
/// <summary>
/// 设置当前包裹
/// </summary>
/// <returns></returns>
private void SetBuildPackageNames()
{
if (selectedPackageNames != packageName)
{
GetHostBuildPackageVersion();
Init();
}
packageName = selectedPackageNames;
OnPackageValueChanged();
}
#endregion
#region Update
[BoxGroup("Build", showLabel: false)]
[ShowIf("@ buildAssetType== BuildAssetType.Build")]
[Title("打包本地资源", titleAlignment: TitleAlignments.Centered)]
[HideLabel]
public BuildAssetEntity onBuildPipelineEntity;
[BoxGroup("Build", showLabel: false)]
[ShowIf("@ buildAssetType== BuildAssetType.Build")]
[Title("上传资源", titleAlignment: TitleAlignments.Centered)]
[HideLabel]
public BuildAssetEntity onUpdateBuildPipelineEntity;
private void OnBuildPipeline()
{
if (EditorUtility.DisplayDialog("提示",
$"开始构建资源包[{selectedPackageNames}],版本号为[{_buildPipelineViewer.packageVersion}]", "Yes", "No"))
{
EditorTools.ClearUnityConsole();
MarkAdressable.AddArtMark(() => { EditorApplication.delayCall += _buildPipelineViewer.ExecuteBuild; });
}
else
{
Debug.LogWarning("[Build] 打包已经取消");
}
}
private async void OnUpdateBuildPipeline()
{
if (EditorUtility.DisplayDialog("提示",
$"开始上传至服务器[{selectedPackageNames}],,版本号为[{_buildPipelineViewer.packageVersion}", "Yes", "No"))
{
// 新增打包为zip的逻辑
string zipFilePath = BuildZip();
await UpdateFileDataResDomain(zipFilePath);
await Task.Delay(1000);
EditorUtility.ClearProgressBar();
}
else
{
EditorUtility.ClearProgressBar();
EditorUtility.DisplayDialog("提示", "Update] 上传已经取消", "确定");
Debug.LogWarning("[Update] 上传已经取消");
}
}
public string BuildZip()
{
EditorUtility.DisplayProgressBar("提示", $"开始上传{packageName}(打包zip)", 0.0f);
// 新增打包为zip的逻辑
string zipFileName =
$"{packageName}_{_packageVersion}.zip";
//原yooAsset目录
var outputPackageDirectory =
$"{AssetBundleBuilderHelper.GetDefaultBuildOutputRoot()}/{EditorUserBuildSettings.activeBuildTarget}/{packageName}";
//拷贝目录
string outFilePath = $"{outputPackageDirectory}/{_packageVersion}";
var copyPackageDirectory =
$"{Application.streamingAssetsPath}/{YooAssetSettingsData.GetDefaultYooFolderName()}/{packageName}";
//拷贝BuildinCatalog文件
CreateBuildinCatalogFile("BuildinCatalog.json", copyPackageDirectory, outFilePath);
CreateBuildinCatalogFile("BuildinCatalog.bytes", copyPackageDirectory, outFilePath);
//输出目录
string zipFilePath = Path.Combine(outputPackageDirectory, zipFileName);
try
{
using (FileStream zipStream = new FileStream(zipFilePath, FileMode.Create))
using (ZipArchive archive = new ZipArchive(zipStream, ZipArchiveMode.Create))
{
// 指定需要压缩的后缀(例如:只压缩.json和.dll文件
//string[] targetExtensions = { ".bundle" };
// 遍历目录下所有文件
// foreach (string filePath in Directory.GetFiles(outFilePath, "*.*", SearchOption.AllDirectories)
// .Where(f => targetExtensions.Contains(Path.GetExtension(f),
// StringComparer.OrdinalIgnoreCase)))
foreach (string filePath in Directory.GetFiles(outFilePath, "*.*", SearchOption.AllDirectories))
{
// 获取文件在压缩包中的相对路径
string entryName = Path.GetRelativePath(outFilePath, filePath);
// 创建zip条目
ZipArchiveEntry entry = archive.CreateEntry(entryName,
System.IO.Compression.CompressionLevel.Optimal);
// 写入文件内容
using (FileStream fileStream = new FileStream(filePath, FileMode.Open, FileAccess.Read))
using (Stream entryStream = entry.Open())
{
fileStream.CopyTo(entryStream);
}
}
}
Debug.Log($"成功打包为zip{zipFilePath}");
EditorUtility.DisplayProgressBar("提示", $"开始上传{packageName}(打包zip)", 0.25f);
return zipFilePath;
}
catch (Exception ex)
{
Debug.LogError($"打包zip失败{ex.Message}");
EditorUtility.ClearProgressBar();
return default;
}
}
private static void CreateBuildinCatalogFile(string fileName, string copyPackageDirectory, string outFilePath)
{
// 假设 BuildinCatalog 文件名为 BuildinCatalog.json
string sourcePath = Path.Combine(copyPackageDirectory, fileName); // 源文件路径
string destinationPath = Path.Combine(outFilePath, fileName); // 目标文件路径
// 如果目标文件已存在,则覆盖
if (File.Exists(destinationPath))
{
File.Delete(destinationPath);
}
// 执行拷贝操作
File.Copy(sourcePath, destinationPath);
}
public async Task UpdateFileDataResDomain(string zipFilePath)
{
//初始化读取资源配置表
HotfixMainResDomain hotfixMainResDomain = Resources.Load<HotfixMainResDomain>("HotfixMainResDomain");
if (hotfixMainResDomain == null)
{
Debug.LogError($"UnityEvo:读取资源配置表失败【HotfixMainResDomain】...表不存在");
return;
}
var ip = hotfixMainResDomain.hotfixMainResDomainEntity.ipconfig;
var messageEntity = await WebRequestSystem.PostFile(ip + "/FileLoad/UpLoadFile", new[] { zipFilePath });
EditorUtility.DisplayProgressBar("提示", $"开始上传{packageName}(上传zip文件)", 0.5f);
if (messageEntity.code == 200)
{
List<ResultMessageEntity> resultMessageEntities =
JsonConvert.DeserializeObject<List<ResultMessageEntity>>(messageEntity.data.ToString());
if (resultMessageEntities.Count > 0)
{
EditorUtility.DisplayProgressBar("提示", "开始上传(更新数据库)", 0.75f);
foreach (var resultMessageEntity in resultMessageEntities)
{
var data = JsonConvert.DeserializeObject(resultMessageEntity.data.ToString()) as JObject;
string fileId = data["id"].ToString();
ResDmainAddRequst resDmainAddRequst = new ResDmainAddRequst()
{
ProductName = Application.identifier,
DomainName = packageName,
Platform = EditorUserBuildSettings.activeBuildTarget.ToString(),
PackageVersion = _packageVersion,
DocumentFileId = fileId
};
var resResultMessage = await WebRequestSystem.Post(ip + "/ResDomain/AddResDomain",
JsonConvert.SerializeObject(resDmainAddRequst));
//如果低于服务器版本,更新版本号
if (resResultMessage.code == 1009)
{
ResDmainVersionResponse dmainVersionResponse =
JsonConvert.DeserializeObject<ResDmainVersionResponse>(resResultMessage.data
.ToString());
bool isEndWithDigit =
System.Text.RegularExpressions.Regex.IsMatch(dmainVersionResponse.PackageVersion,
@"\d$");
if (isEndWithDigit)
{
// 提取版本号结尾的数字部分
string versionEndDigits = System.Text.RegularExpressions.Regex
.Match(dmainVersionResponse.PackageVersion, @"(\d+)$").Groups[1].Value;
int versionEndDigit = int.Parse(versionEndDigits) + 1;
// 或者移除版本号结尾的数字
string versionWithoutEndDigits =
System.Text.RegularExpressions.Regex.Replace(dmainVersionResponse.PackageVersion,
@"\d+$", "");
PackageVersion = versionWithoutEndDigits + versionEndDigit;
}
EditorUtility.DisplayDialog("提示",
$"{resResultMessage.message + $"\n{resResultMessage.data.ToString()},{_packageVersion}"}",
"确定");
}
}
EditorUtility.DisplayProgressBar("提示", $"开始上传{packageName}(更新数据库)", 1f);
}
}
else
{
EditorUtility.DisplayProgressBar("提示", $"{messageEntity.message}", 1f);
}
await Task.Delay(1000);
EditorUtility.ClearProgressBar();
return;
}
/// <summary>
/// 获取服务器上版本号
/// </summary>
private async void GetHostBuildPackageVersion()
{
var resDmainAddRequst = new ResDmainRequst()
{
ProductName = Application.identifier,
DomainName = selectedPackageNames,
Platform = EditorUserBuildSettings.activeBuildTarget.ToString(),
};
var resResultMessage = await WebRequestSystem.Post(ip + "/ResDomain/GetResDomainByDomain",
JsonConvert.SerializeObject(resDmainAddRequst));
//如果低于服务器版本,更新版本号
if (resResultMessage.code != 1011)
{
if (resResultMessage.data != null)
{
ResDmainResponse domainResponse =
JsonConvert.DeserializeObject<ResDmainResponse>(resResultMessage.data
.ToString());
PackageVersion = domainResponse.PackageVersion;
}
else
{
Debug.LogError($"UnityEvo获取服务器版本失败,resResultMessage.data为空");
}
}
else
{
EditorUtility.DisplayDialog("提示",
$"{resResultMessage.message},默认test_1.0版本 ", "确定");
PackageVersion = "test_1.0";
}
}
#endregion
protected void Init()
{
//Update
buildTarget = EditorUserBuildSettings.activeBuildTarget.ToString();
onBuildPipelineEntity =
new BuildAssetEntity("打包", $"打包资源包【版本:{_packageVersion}】", OnBuildPipeline);
onUpdateBuildPipelineEntity =
new BuildAssetEntity("更新", $"更新至服务器【版本:{_packageVersion}】",
OnUpdateBuildPipeline);
}
private Vector2 scroll;
protected override void DrawEditor(int index)
{
scroll = GUILayout.BeginScrollView(scroll);
{
base.DrawEditor(index);
}
GUILayout.EndScrollView();
UpdateBuildPipelineButtonName();
}
public void UpdateBuildPipelineButtonName()
{
onBuildPipelineEntity.SetButtonName($"打包资源包【版本:{_packageVersion}】");
onUpdateBuildPipelineEntity.SetButtonName($"更新至服务器【版本:{_packageVersion}】");
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: be7ec9bc4c8d40b0850b440246ea122f
timeCreated: 1761198971

View File

@@ -0,0 +1,61 @@
using System;
using System.Collections.Generic;
using System.IO;
using EditorFramework;
using Sirenix.OdinInspector;
using UnityEditor;
namespace Stary.Evo.Editor
{
[Serializable]
public class CreatArtDomainEntity
{
private List<CreatArtDomainEntity> domainList;
[HorizontalGroup] [ReadOnly] public string DomainName;
[ReadOnly]
public string domainPath;
public CreatArtDomainEntity(List<CreatArtDomainEntity> domainList)
{
this.domainList = domainList;
}
[HorizontalGroup(Width = 60)]
[Button("", Icon = SdfIconType.ArrowRepeat, IconAlignment = IconAlignment.RightEdge)]
public void CreatDomain()
{
if (DomainName == "Main")
{
EditorUtility.DisplayDialog("提示", "主包Main作用域无法再次创建", "确定");
return;
}
bool isOk = EditorUtility.DisplayDialog("提示", "是否检索并创建缺失目录", "是", "否");
if (isOk)
{
ArtServerManageWindow.CreateDomainDirectory(DomainName);
}
}
[HorizontalGroup(Width = 60)]
[Button("", Icon = SdfIconType.XCircle, IconAlignment = IconAlignment.RightEdge)]
public void CloseDomain()
{
if (DomainName == "Main")
{
EditorUtility.DisplayDialog("提示", "主包Main作用域无法删除", "确定");
return;
}
bool isOk = EditorUtility.DisplayDialog("提示", "是否删除此Art", "是", "否");
if (isOk)
{
BuildArtAssetWindow.RemoveBuildAssetWindow();
EditorFrameworkUtils.DeleteAllChild(domainPath, FileAttributes.Normal);
domainList.Clear();
AssetDatabase.Refresh();
AssetDatabase.SaveAssets();
}
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6799dae03a614d0cbd6263333517b6af
timeCreated: 1761274861

View File

@@ -0,0 +1,185 @@
using System;
using System.Collections.Generic;
using System.IO;
using EditorFramework;
using Newtonsoft.Json;
using Sirenix.OdinInspector;
using UnityEditor;
using UnityEngine;
namespace Stary.Evo.Editor
{
[Serializable]
public class CreatArtServerDomainEntity
{
private string ip;
private List<CreatArtServerDomainEntity> domainList;
[HorizontalGroup] [ReadOnly] public string DomainName;
private bool IsValidPath => IsValidProjectPath(domainPath);
[ReadOnly] [InfoBox("当前路径在Unity项目中不存在,请检查路径是否需要删除", InfoMessageType.Error, "IsValidPath")]
public string domainPath;
private ResDmainResponse resDmainResponse;
[InlineEditor(InlineEditorObjectFieldModes.CompletelyHidden)]
[HideLabel]
public ArtSceneData artSceneData;
public CreatArtServerDomainEntity(List<CreatArtServerDomainEntity> domainList)
{
this.domainList = domainList;
}
public void SetDomainData(string domainName, string domainPath, ResDmainResponse response, string ip)
{
resDmainResponse = response;
DomainName = domainName;
this.domainPath = domainPath;
this.ip = ip;
if (!resDmainResponse.IsEnable)
{
_endableBtnName = "启用";
_endableBtnColor = Color.green;
}
else
{
_endableBtnName = "禁用";
_endableBtnColor = Color.red;
}
string artSceneDataPath =
$"Assets/Art/{domainName}/Config/ArtSceneData.asset";
ArtSceneData artSceneData =
AssetDatabase.LoadAssetAtPath<ArtSceneData>(artSceneDataPath);
if (artSceneData != null)
{
this.artSceneData = artSceneData;
}
else
{
Debug.LogError($"UnityEvo:ArtSceneData 不存在,请检查路径{artSceneDataPath}");
}
}
[HorizontalGroup(Width = 60)]
[Button("", Icon = SdfIconType.ArrowRepeat, IconAlignment = IconAlignment.RightEdge)]
public void CreatDomain()
{
if (DomainName == "Main")
{
EditorUtility.DisplayDialog("提示", "主包Main作用域无法再次创建", "确定");
return;
}
bool isOk = EditorUtility.DisplayDialog("提示", "是否检索并创建缺失目录", "是", "否");
if (isOk)
{
ArtServerManageWindow.CreateDomainDirectory(DomainName);
}
}
[HorizontalGroup(Width = 60)]
[Button("", Icon = SdfIconType.XCircle, IconAlignment = IconAlignment.RightEdge)]
public async void CloseDomain()
{
if (DomainName == "Main")
{
EditorUtility.DisplayDialog("提示", "主包Main作用域无法删除", "确定");
return;
}
bool isOk = EditorUtility.DisplayDialog("提示", "是否删除此Art", "是", "否");
if (isOk)
{
string url = $"{ip}/ResDomain/DeleteResDomain";
var requst = new ResDmainRequst()
{
ProductName = Application.identifier,
Platform = UnityEditor.EditorUserBuildSettings.activeBuildTarget.ToString(),
DomainName = DomainName,
};
var resDmainMessageEntity =
await WebRequestSystem.Post(url, JsonConvert.SerializeObject(requst));
if (resDmainMessageEntity.code == 200)
{
BuildArtAssetWindow.RemoveBuildAssetWindow();
EditorFrameworkUtils.DeleteAllChild(domainPath, FileAttributes.Normal);
domainList.Remove(this);
AssetDatabase.Refresh();
AssetDatabase.SaveAssets();
EditorUtility.DisplayDialog("提示", "删除成功", "确定");
}
else
{
EditorUtility.DisplayDialog("提示", $"删除失败,错误码:{resDmainMessageEntity.code}", "确定");
}
}
}
private string _endableBtnName = "";
private Color _endableBtnColor = Color.white;
private bool IsReadOnly = false; // 或者根据条件动态判断
[HorizontalGroup(Width = 60)]
[Button("@ _endableBtnName", IconAlignment = IconAlignment.RightEdge)]
[GUIColor("@ _endableBtnColor")]
[DisableIf("@ IsReadOnly")]
public async void IsEndable()
{
if (DomainName == "Main")
{
EditorUtility.DisplayDialog("提示", "主包Main作用域设置", "确定");
return;
}
resDmainResponse.IsEnable = !resDmainResponse.IsEnable;
if (!resDmainResponse.IsEnable)
{
_endableBtnName = "启用";
_endableBtnColor = Color.green;
}
else
{
_endableBtnName = "禁用";
_endableBtnColor = Color.red;
}
string url = $"{ip}/ResDomain/UpdateResDomain";
var requst = new ResDmainUpdateRequst()
{
ProductName = Application.identifier,
Platform = UnityEditor.EditorUserBuildSettings.activeBuildTarget.ToString(),
DomainName = DomainName,
IsEnabled = resDmainResponse.IsEnable,
};
IsReadOnly = true;
//获取服务器版本
var resDmainMessageEntity =
await WebRequestSystem.Put(url, JsonConvert.SerializeObject(requst));
IsReadOnly = false;
}
/// <summary>
/// 检查给定路径是否在Unity项目中存在
/// </summary>
/// <param name="path">要检查的路径</param>
/// <returns>路径是否存在</returns>
private bool IsValidProjectPath(string path)
{
if (string.IsNullOrEmpty(path))
return false;
// 将相对路径转换为绝对路径进行检查
string fullPath = Path.GetFullPath(path);
string projectPath = Path.GetFullPath(Application.dataPath + "/../");
// 确保路径在项目目录内
if (!fullPath.StartsWith(projectPath))
return false;
// 检查路径是否存在
return !(Directory.Exists(path) || File.Exists(path));
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: c3d6da1969234ea5b6e6f0b168d91da5
timeCreated: 1761617923