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@@ -15,8 +15,8 @@ namespace Stary.Evo.Editor
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private static HotUpdateMode _hotUpdate;
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private const string EditorNotUpdateMode = "Evo/ChangeHotUpdateSchema/NOTUPDARE(非热更模式)";
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private const string EditorHotUpdateMode = "Evo/ChangeHotUpdateSchema/HOTUPDATE(热更模式)";
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private const string EditorNotUpdateMode = "Evo/Schema/ChangeHotUpdate/NOTUPDARE(非热更模式)";
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private const string EditorHotUpdateMode = "Evo/Schema/ChangeHotUpdate/HOTUPDATE(热更模式)";
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[MenuItem(EditorNotUpdateMode)]
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private static void SetNotUpdateMode() => SetHotUpdateMode(HotUpdateMode.NotUpdate);
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@@ -15,10 +15,10 @@ namespace Stary.Evo.Editor
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private static PLayerMode _pLayerMode;
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private const string EditorSimulateMode = "Evo/ChangePlayerSchema/EditorSimulateMode(编辑器调试模式)";
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private const string OfflinePlayMode = "Evo/ChangePlayerSchema/OfflinePlayMode(本地运行模式)";
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private const string HostPlayMode = "Evo/ChangePlayerSchema/HostPlayMode(服务器运行模式)";
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private const string WebPlayMode = "Evo/ChangePlayerSchema/WebPlayMode(Web运行模式)";
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private const string EditorSimulateMode = "Evo/Schema/ChangePlayer/EditorSimulateMode(编辑器调试模式)";
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private const string OfflinePlayMode = "Evo/Schema/ChangePlayer/OfflinePlayMode(本地运行模式)";
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private const string HostPlayMode = "Evo/Schema/ChangePlayer/HostPlayMode(服务器运行模式)";
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private const string WebPlayMode = "Evo/Schema/ChangePlayer/WebPlayMode(Web运行模式)";
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[MenuItem(EditorSimulateMode)]
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private static void SetEditorMode() => SetPlayerMode(PLayerMode.EDITOR_SIMULATEMODE);
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@@ -0,0 +1,78 @@
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using System;
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using System.Linq;
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using UnityEditor;
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using UnityEngine;
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namespace Stary.Evo.Editor
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{
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public class ChangePointClondMode
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{
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public static PointClondMode PointClondMode
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{
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get => _pointClondMode;
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set => SetPoindClondMode(value);
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}
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private static PointClondMode _pointClondMode;
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private const string EditorNotMode = "Evo/Schema/ChangePointClond/NotPointClond";
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private const string EditorImmersalMode = "Evo/Schema/ChangePointClond/Immersal";
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[MenuItem(EditorNotMode)]
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private static void SetNotMode() => SetPoindClondMode(PointClondMode.NotPointClond);
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[MenuItem(EditorImmersalMode)]
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private static void SetImmersalMode() => SetPoindClondMode(PointClondMode.Immersal);
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// [MenuItem(WebPlayMode)]
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// private static void SetWebMode() => SetPlayerMode(HotUpdateMode.WEB_PLAYMODE);
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[MenuItem(EditorNotMode, true)]
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private static bool ValidateModeMenu()
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{
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string platform = EditorPrefs.GetString("ChangeHotUpdateSchema");
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Menu.SetChecked(EditorNotMode, platform == HotUpdateMode.NotUpdate.ToString());
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Menu.SetChecked(EditorImmersalMode, platform == HotUpdateMode.HotUpdate.ToString());
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//Menu.SetChecked(WebPlayMode, platform == HotUpdateMode.WEB_PLAYMODE.ToString());
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Debug.LogError("ChangeHotUpdateSchema");
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return true;
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}
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public static void SetPoindClondMode(PointClondMode mode)
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{
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// 清除所有旧模式定义
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var currentTarget = EditorUserBuildSettings.selectedBuildTargetGroup;
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if (currentTarget == BuildTargetGroup.Unknown) return;
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var defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(currentTarget)
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.Split(';')
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.Where(d => !Enum.GetNames(typeof(HotUpdateMode)).Contains(d))
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.ToList();
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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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EditorPrefs.SetString("ChangeHotUpdateSchema", _pointClondMode.ToString());
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ValidateModeMenu();
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AssetDatabase.Refresh();
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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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};
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}
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}
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public enum PointClondMode
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{
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//非点云模式,
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NotPointClond,
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//Immersal模式
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Immersal,
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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: 076111eb4cfd413287c1d7f299fe5a1f
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timeCreated: 1757471872
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