139 lines
5.1 KiB
C#
139 lines
5.1 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.IO.Compression;
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using UnityEditor;
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using UnityEngine;
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public class RoTool : EditorWindow
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{
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[MenuItem("RO_Tool/[运行前准备] 合并Lua脚本到StreamingAssets目录!!", priority = 1)]
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public static void MergeLuaAssets()
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{
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Debug.Log("Merge Lua Files to Big File From Asset To Content Directory");
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CompressFiles(Constants.LuaDir, "Assets/StreamingAssets/" + Constants.LuaDirMergeFile);
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CompressFiles(Constants.LuaLogicDir, "Assets/StreamingAssets/" + Constants.LuaLogicDirMergeFile);
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CompressFiles(Constants.LuaPbDir, "Assets/StreamingAssets/" + Constants.LuaPbDirMergeFile);
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AssetDatabase.Refresh();
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}
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[MenuItem("RO_Tool/[运行前准备] 合并配置文件到StreamingAssets目录!!", priority = 1)]
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public static void MergeConfigAssets()
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{
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Debug.Log("Merge Config Files to Big File From Asset To Content Directory");
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CompressFiles(Constants.XmlConfig, "Assets/StreamingAssets/" + Constants.XmlConfigMergeFile);
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CompressFiles(Constants.CsvConfig, "Assets/StreamingAssets/" + Constants.CsvConfigMergeFile);
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AssetDatabase.Refresh();
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}
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static void MergeFiles(string directory, string outputFile)
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{
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if (!Directory.Exists(directory))
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{
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Debug.LogError("Directory does not exist: " + directory);
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return;
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}
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// 获取目录下的所有文件
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var srcFiles = getAllFilesPathEX(directory);
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// 检查输出路径是否有效,如果目录不存在则创建
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string outputDirectory = Path.GetDirectoryName(outputFile);
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if (!Directory.Exists(outputDirectory))
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{
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Directory.CreateDirectory(outputDirectory);
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}
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// 使用 StreamWriter 合并文件
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using (StreamWriter writer = new StreamWriter(outputFile, false))
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{
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foreach (string file in srcFiles)
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{
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// 读取每个文件的内容
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var fileName = Path.GetFileName(file);
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Debug.Log(file);
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string fileContent = File.ReadAllText(file);
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// 写入文件名
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writer.WriteLine(fileName);
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// 写入文件内容
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writer.WriteLine(fileContent);
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// 写入分隔符
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writer.WriteLine(Constants.merge_files_split);
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}
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}
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Debug.Log("Files merged successfully into: " + outputFile);
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}
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private static HashSet<string> s_ValidExtMap = new HashSet<string>() { ".prefab", ".txt", ".xml", ".txt", ".lua", ".csv", ".ogg", ".wav", ".ttf", ".bytes", ".pb" };
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private static List<string> getAllFilesPathEX(string path, string searchPattern = "*.*", SearchOption searchOption = SearchOption.AllDirectories)
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{
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List<string> all = new List<string>();
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if (!Directory.Exists(path))
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{
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return all;
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}
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string[] allFiles = Directory.GetFiles(path, searchPattern, searchOption);
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for (int j = 0; j < allFiles.Length; ++j)
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{
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string fileName = allFiles[j];
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string ext = Path.GetExtension(fileName);
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if (string.IsNullOrEmpty(ext)) continue;
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ext = ext.ToLower();
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if (s_ValidExtMap.Contains(ext))
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{
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all.Add(fileName.Replace('\\', '/'));
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}
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}
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return all;
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}
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// 压缩文件
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static private void CompressFiles(string inputDirectory, string zipPath)
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{
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var files = getAllFilesPathEX(inputDirectory);
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// 确保输出文件夹存在
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string directory = Path.GetDirectoryName(zipPath);
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if (!Directory.Exists(directory))
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{
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Directory.CreateDirectory(directory);
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}
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// 创建一个ZIP文件并开始写入
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using (FileStream zipFile = new FileStream(zipPath, FileMode.Create))
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{
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using (ZipArchive zipArchive = new ZipArchive(zipFile, ZipArchiveMode.Create))
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{
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foreach (var filePath in files)
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{
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if (File.Exists(filePath))
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{
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// 获取文件的名称(不带路径)
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string fileName = Path.GetFileName(filePath);
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// 将文件添加到ZIP档案
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ZipArchiveEntry entry = zipArchive.CreateEntry(fileName);
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using (Stream entryStream = entry.Open())
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using (FileStream fileStream = new FileStream(filePath, FileMode.Open))
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{
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fileStream.CopyTo(entryStream);
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}
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Debug.Log($"Added file: {fileName} to the ZIP archive.");
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}
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else
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{
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Debug.LogWarning($"File does not exist: {filePath}");
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}
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}
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}
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}
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Debug.Log($"Files successfully compressed into: {zipPath}");
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}
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}
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