NLDClient-yudde/ProjectNLD/Assets/Editor/LevelEditor/LevelEditorHelper.cs

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5.4 KiB
C#
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using System;
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using System.Collections;
using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using Gameplay;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using UnityEngine.EventSystems;
using Object = UnityEngine.Object;
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public static class LevelEditorHelper
{
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private const string LEVEL_TEMPLATE_PATH = "Assets/Scenes/Maps/Template/MapDefault/MapDefault.unity";
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private const string MAP_FOLDER = "Assets/Scenes/Maps";
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[MenuItem("Assets/创建地图场景")]
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private static void CreateLevel()
{
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var currDir = EditorUtil.GetCurrentAssetDirectory().Replace("\\", "/");
var dirName = Path.GetFileName(currDir);
var count = AssetDatabase.FindAssets("t:SceneAsset", new[] { currDir }).Length + 1;
var savePath = EditorUtil.GetAssetUniquePath($"{currDir}/{dirName}_{count}.unity", out var assetName);
AssetDatabase.CopyAsset(LEVEL_TEMPLATE_PATH, savePath);
var newScene = AssetDatabase.LoadAssetAtPath<SceneAsset>(savePath);
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EditorGUIUtility.PingObject(newScene);
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}
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private static string[] GetAllMapScenes()
{
var guids = AssetDatabase.FindAssets("t:SceneAsset", new[] { MAP_FOLDER });
return guids.Select(AssetDatabase.GUIDToAssetPath).Where(path => !path.Contains("Template")).ToArray();
}
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private static string[] GetAllPostProcessedMapScenes()
{
var mapScenes = GetAllMapScenes();
var result = mapScenes.Select(PostProcessData.Instance.GetPostProcessedPath).ToArray();
return result;
}
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private static List<string> GetModifiedScenes()
{
var scenePaths = GetAllMapScenes();
return scenePaths.Where(path => PostProcessData.Instance.ShouldPostProcess(path)).ToList();
}
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//[MenuItem("Tools/地图场景/设置所有场景后处理指导")]
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private static void SetAllMapInstructor()
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{
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var scenePaths = GetAllMapScenes();
foreach (var scenePath in scenePaths)
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{
var scene = EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Additive);
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EditorSceneManager.MarkSceneDirty(scene);
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var instructor = PostProcessor.FindInstructorInScene(scene);
if (instructor == null)
{
continue;
}
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EditorUtility.SetDirty(instructor);
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var groundObject = instructor.combinedObjectsRoot.Find("GroundObject");
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if (groundObject)
{
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instructor.rootsToCombine.Add(groundObject);
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}
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var fog = instructor.combinedObjectsRoot.Find("Fog");
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if (fog)
{
instructor.fog = fog.gameObject;
}
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EditorSceneManager.SaveScene(scene);
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EditorSceneManager.CloseScene(scene, true);
}
}
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//[MenuItem("Tools/地图场景/删除所有地图EventSystem")]
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private static void DeleteAllEventSystem()
{
var scenePaths = GetAllMapScenes();
foreach (var scenePath in scenePaths)
{
var scene = EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Additive);
EditorSceneManager.MarkSceneDirty(scene);
var eventSystem = CommonUtils.GetSceneRootComponent<EventSystem>(scene);
if(eventSystem)
Object.DestroyImmediate(eventSystem.gameObject);
EditorSceneManager.SaveScene(scene);
EditorSceneManager.CloseScene(scene, true);
}
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var postProcessedMapScene = GetAllPostProcessedMapScenes();
foreach (var scenePath in postProcessedMapScene)
{
var scene = EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Additive);
EditorSceneManager.MarkSceneDirty(scene);
var eventSystem = CommonUtils.GetSceneRootComponent<EventSystem>(scene);
if(eventSystem)
Object.DestroyImmediate(eventSystem.gameObject);
EditorSceneManager.SaveScene(scene);
EditorSceneManager.CloseScene(scene, true);
}
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AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
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PostProcessData.Instance.ReCalculateHashCode();
}
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[MenuItem("Tools/地图场景/后处理所有场景")]
private static void PostProcessAllMap()
{
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var scenePaths = GetModifiedScenes();
if (EditorUtility.DisplayDialog("后处理所有地图场景", $"当前有修改的地图场景有:{scenePaths.Count}个,是否批量执行?",
"确认", "取消"))
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{
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int index = 0;
foreach (var scenePath in scenePaths)
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{
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EditorUtility.DisplayProgressBar("后处理所有地图场景", $"当前场景路径:{scenePath} {index + 1}/{scenePaths.Count}",
(index + 1) / (float)scenePaths.Count);
var scene = EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Additive);
try
{
ObjectPostProcessorManager.Instance.PostProcess(scene, true);
}
catch (Exception e)
{
Debug.LogError($"{e.Message} \r\n {e.StackTrace}");
}
finally
{
EditorSceneManager.CloseScene(scene, true);
}
index++;
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}
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EditorUtility.ClearProgressBar();
Debug.Log("执行所有地图后处理完成!");
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}
}
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}