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plugin-library/Assets/00.BuildOriginality/Editor/ArtBuild/ArtServerManageWindow.cs
2025-10-31 11:18:23 +08:00

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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();
}
}
}