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using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.IO.Compression;
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using System.Security.Cryptography;
using System.Text;
using ICSharpCode.SharpZipLib.Zip;
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using UnityEditor;
using UnityEngine;
public class RoTool : EditorWindow
{
[MenuItem("RO_Tool/[运行前准备] Lua脚本到StreamingAssets目录", priority = 1)]
public static void MergeLuaAssets()
{
Debug.Log("Merge Lua Files to Big File From Asset To Content Directory");
CompressFiles(Constants.LuaDir, "Assets/StreamingAssets/" + Constants.LuaDirMergeFile);
CompressFiles(Constants.LuaLogicDir, "Assets/StreamingAssets/" + Constants.LuaLogicDirMergeFile);
CompressFiles(Constants.LuaPbDir, "Assets/StreamingAssets/" + Constants.LuaPbDirMergeFile);
AssetDatabase.Refresh();
}
[MenuItem("RO_Tool/[运行前准备] StreamingAssets目录", priority = 1)]
public static void MergeConfigAssets()
{
Debug.Log("Merge Config Files to Big File From Asset To Content Directory");
CompressFiles(Constants.XmlConfig, "Assets/StreamingAssets/" + Constants.XmlConfigMergeFile);
CompressFiles(Constants.CsvConfig, "Assets/StreamingAssets/" + Constants.CsvConfigMergeFile);
AssetDatabase.Refresh();
}
private static HashSet<string> s_ValidExtMap = new HashSet<string>() { ".prefab", ".txt", ".xml", ".txt", ".lua", ".csv", ".ogg", ".wav", ".ttf", ".bytes", ".pb" };
private static List<string> getAllFilesPathEX(string path, string searchPattern = "*.*", SearchOption searchOption = SearchOption.AllDirectories)
{
List<string> all = new List<string>();
if (!Directory.Exists(path))
{
return all;
}
string[] allFiles = Directory.GetFiles(path, searchPattern, searchOption);
for (int j = 0; j < allFiles.Length; ++j)
{
string fileName = allFiles[j];
string ext = Path.GetExtension(fileName);
if (string.IsNullOrEmpty(ext)) continue;
ext = ext.ToLower();
if (s_ValidExtMap.Contains(ext))
{
all.Add(fileName.Replace('\\', '/'));
}
}
return all;
}
// 压缩文件
static private void CompressFiles(string inputDirectory, string zipPath)
{
var files = getAllFilesPathEX(inputDirectory);
// 确保输出文件夹存在
string directory = Path.GetDirectoryName(zipPath);
if (!Directory.Exists(directory))
{
Directory.CreateDirectory(directory);
}
// 创建一个ZIP文件并开始写入
using (FileStream zipFile = new FileStream(zipPath, FileMode.Create))
{
using (ZipOutputStream zipStream = new ZipOutputStream(zipFile))
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{
zipStream.SetLevel(6);
zipStream.Password = Constants.ZipPW;
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foreach (var filePath in files)
{
if (File.Exists(filePath))
{
// 获取文件的名称(不带路径)
string fileName = Path.GetFileName(filePath);
FileInfo fileInfo = new FileInfo(filePath);
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byte[] fileBytes = File.ReadAllBytes(filePath);
//byte[] aseFileBytes = CommonUtil.Encrypt(fileBytes);
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Debug.Log($"Added file: {fileName} to the ZIP archive.");
// 将文件添加到ZIP档案
ZipEntry entry = new ZipEntry(fileName) {
//DateTime = fileInfo.LastWriteTime,
//AESKeySize = 128 // 使用 AES 256 位加密
};
zipStream.PutNextEntry(entry);
zipStream.Write(fileBytes, 0, fileBytes.Length);
zipStream.CloseEntry();
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}
else
{
Debug.LogWarning($"File does not exist: {filePath}");
}
}
}
}
Debug.Log($"Files successfully compressed into: {zipPath}");
}
}