【工具】整理
parent
8d30d63a19
commit
514b6e3bb9
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@ -12,7 +12,7 @@ public class LTCompressor
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private static List<string> _compressedFiles;
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private static List<string> _compressedFiles;
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[MenuItem("Tools/*资源压缩/压缩所有动画")]
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[MenuItem("Tools/*动画/压缩所有动画")]
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public static void CompressAll()
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public static void CompressAll()
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{
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{
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// 确保路径存在
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// 确保路径存在
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@ -15,7 +15,7 @@ public class ShaderTool : EditorWindow
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private List<bool> foldOut = new List<bool>();
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private List<bool> foldOut = new List<bool>();
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private Vector2 scrollViewPos;
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private Vector2 scrollViewPos;
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[MenuItem("Window/ShaderTool")]
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[MenuItem("Tools/*材质/Shader工具")]
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static void Init()
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static void Init()
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{
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{
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var window = (ShaderTool)EditorWindow.GetWindow(typeof(ShaderTool));
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var window = (ShaderTool)EditorWindow.GetWindow(typeof(ShaderTool));
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@ -136,7 +136,7 @@ namespace ResCheck
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Debug.Log("MoveEffectPrefabs Done!");
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Debug.Log("MoveEffectPrefabs Done!");
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}
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}
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[MenuItem("Tools/*资源检查/自动移动炮台资源")]
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[MenuItem("Tools/*载具/自动移动炮台资源")]
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public static void MoveBatteryPrefabs()
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public static void MoveBatteryPrefabs()
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{
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{
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var batteryConfig = TableManager.Instance.Tables.BatteryConfig;
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var batteryConfig = TableManager.Instance.Tables.BatteryConfig;
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@ -6,7 +6,7 @@ using UnityEngine;
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public class AnimOverrideHandle
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public class AnimOverrideHandle
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{
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{
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[MenuItem("Assets/*Create/动画/自动设置展示动画机")]
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[MenuItem("Assets/*Custom/动画/自动设置展示动画机")]
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private static void _AutoSetDisplayAnims()
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private static void _AutoSetDisplayAnims()
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{
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{
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var asset = Selection.activeObject as AnimatorOverrideController;
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var asset = Selection.activeObject as AnimatorOverrideController;
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@ -81,7 +81,7 @@ public class AnimOverrideHandle
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AssetDatabase.Refresh();
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AssetDatabase.Refresh();
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}
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}
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[MenuItem("Assets/*Create/动画/自动设置战场动画机")]
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[MenuItem("Assets/*Custom/动画/自动设置战场动画机")]
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private static void _AutoSetFightAnims()
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private static void _AutoSetFightAnims()
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{
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{
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var asset = Selection.activeObject as AnimatorOverrideController;
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var asset = Selection.activeObject as AnimatorOverrideController;
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@ -18,7 +18,7 @@ public class UICtrlGenerateWindow:EditorWindow
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private bool _isAdmitRepeat;
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private bool _isAdmitRepeat;
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[MenuItem("Tools/*UI脚本自动生成工具", false, (int)NLDMenuID.UITools)]
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[MenuItem("Tools/*UI/UI脚本自动生成工具", false, (int)NLDMenuID.UITools)]
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static void ShowWindow()
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static void ShowWindow()
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{
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{
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UICtrlGenerateWindow window = (UICtrlGenerateWindow)EditorWindow.GetWindow(typeof(UICtrlGenerateWindow));
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UICtrlGenerateWindow window = (UICtrlGenerateWindow)EditorWindow.GetWindow(typeof(UICtrlGenerateWindow));
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@ -10,7 +10,7 @@ namespace VehicleBuilder
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public class VehicleBuildWindow : EditorWindow
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public class VehicleBuildWindow : EditorWindow
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{
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{
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[MenuItem("Tools/*构建器/载具构建器")]
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[MenuItem("Tools/*载具/载具构建器")]
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public static void ShowWindow()
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public static void ShowWindow()
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{
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{
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var window = GetWindow<VehicleBuildWindow>();
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var window = GetWindow<VehicleBuildWindow>();
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@ -12,7 +12,7 @@ using Framework;
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public class TreeEditorWindow : OdinMenuEditorWindow
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public class TreeEditorWindow : OdinMenuEditorWindow
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{
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{
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[MenuItem("Tools/*构建器/载具科技树生成")]
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[MenuItem("Tools/*UI/载具科技树生成")]
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public static void OpenWindow()
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public static void OpenWindow()
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{
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{
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var window = GetWindow<TreeEditorWindow>();
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var window = GetWindow<TreeEditorWindow>();
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