编辑器扩展

编辑骑扩展,之EditorWindow ,改变一下前面说的assetbundle打包脚本,我们让他弹出来一个弹窗,在这里选择各个选项,先来看一下实例,看了网上其他人的一些,还有自己琢磨的,EditorGUILayout.XXXX()  ,有多重重载

用的最多的是EditorGUILayout.XXXX(“tile”,value),返回值是value ,第一个参数是标头,第二个参数是你要改变的值,并返回,还有一个重载是 EditorGUILayout.XXXX(GUIContent,value) ,返回值还是value,GUIContent,也有多重重载,我们可以选个图片,再加字体,可以实现这样的效果

 

public class MyExt : EditorWindow
{
    private int param1 = -1;
    private float param2 = 0;
    private new string name = "";
    private int id = 0;
    private Texture2D texture;
    private Vector2Int vector2;
    private string puker;
    [MenuItem("MyExt/Edit", false, 1)]
    private static void Init()
    {
        MyExt editor = GetWindowWithRect<MyExt>(new Rect(0f, 0f, 500f, 500f));
        editor.Show();
    }

    void OnGUI()
    {
        vector2= EditorGUILayout.Vector2IntField("sss",vector2);
        GUILayout.Label("标记1", EditorStyles.boldLabel); //单独的字体,不能输入
        param1 = EditorGUILayout.IntField("param1 int", param1);
        if (GUILayout.Button("button"))
        {
            Debug.LogError("点下按钮");
            texture = Resources.Load<Texture2D>("puker/puker00"); //这里填写你自己的图片
        }

        GUILayout.Label("标记2", EditorStyles.boldLabel);
        param2 = EditorGUILayout.FloatField("float", param2);
        name = EditorGUILayout.TextField("Name", name);
        id = EditorGUILayout.IntSlider("id 0~8", id, 0, 100);
        GUILayout.Box(texture);
        //  GUILayout.Label(texture);
        GUIContent content=  new GUIContent(texture,"扑克");
        puker = EditorGUILayout.TextField(content, puker);
    }
}

 有了上边这个测试,我们可以尝试自己写个小插件了

这是功能脚本

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Text;
using System;
using System.Security.Cryptography;

public class BuilderAssetsBunlds
{
    public static string GetOutAssetsDirecotion() //打包输出地址,后续会再完善
    {
        string assetBundleDirectory = Application.streamingAssetsPath;
        if (!Directory.Exists(assetBundleDirectory))
        {
            Directory.CreateDirectory(assetBundleDirectory);
        }
        return assetBundleDirectory;
    }

    #region 设置AssetLabels
    /// <summary>
    /// 检查目标文件下的文件系统
    /// </summary>
    public static void CheckFileSystemInfo()  //检查目标目录下的文件系统
    {
        AssetDatabase.RemoveUnusedAssetBundleNames(); //移除没有用的assetbundlename
        UnityEngine.Object obj = Selection.activeObject;    //选中的物体
        string path = AssetDatabase.GetAssetPath(obj);//选中的文件夹  //目录结构  Assets/Resources 没有Application.datapath 
        CoutineCheck(path);
    }

    public static void CheckFileOrDirectory(FileSystemInfo fileSystemInfo, string path) //判断是文件还是文件夹
    {
        FileInfo fileInfo = fileSystemInfo as FileInfo;
        if (fileInfo != null)
        {
            SetBundleName(path);
        }
        else
        {
            CoutineCheck(path);
        }
    }

    public static void CoutineCheck(string path)   //是文件,继续向下
    {
        DirectoryInfo directory = new DirectoryInfo(@path);
        FileSystemInfo[] fileSystemInfos = directory.GetFileSystemInfos();

        foreach (var item in fileSystemInfos)
        {
            // Debug.Log(item);
            int idx = item.ToString().LastIndexOf(@"");
            string name = item.ToString().Substring(idx + 1);

            if (!name.Contains(".meta"))
            {
                CheckFileOrDirectory(item, path + "/" + name);  //item  文件系统,加相对路径
            }
        }
    }

    public static void SetBundleName(string path)  //设置assetbundle名字
    {
        //  Debug.LogError(path);
        var importer = AssetImporter.GetAtPath(path);
        string[] strs = path.Split('.');
        string[] dictors = strs[0].Split('/');
        string name = "";
        for (int i = 1; i < dictors.Length; i++)
        {
            if (i < dictors.Length - 1)
            {
                name += dictors[i] + "/";
            }
            else
            {
                name += dictors[i];
            }
        }
        if (importer != null)
        {
            importer.assetBundleName = name;
            importer.assetBundleVariant = "bytes";
           // importer.SetAssetBundleNameAndVariant(name, "bytes");
            // importer.assetBundleName = GetGUID(path);   //两种设置方式
        }
        else
            Debug.Log("importer是空的");
    }

    public static string GetGUID(string path)
    {
        return AssetDatabase.AssetPathToGUID(path);
    }
    #endregion
    //*****************配置文件设置***********************////////////

    static Dictionary<string, string> dicversoion = new Dictionary<string, string>(); //版本
    static Dictionary<string, string> dicurl = new Dictionary<string, string>();      //下载地址



    public static string GetAssetBundleStringPath()  //得到存放打包资源的文件路径
    {
        string path = Application.streamingAssetsPath;
        //Debug.Log(path);
        string[] strs = path.Split('/');
        int idx = 0;
        for (int i = 0; i < strs.Length; i++)
        {
            if (strs[i] == "Assets")
                idx = i;
        }
        // Debug.Log(idx);
        //path = strs[strs.Length - 2] + "/" + strs[strs.Length - 1];
        string str = "";
        for (int i = idx; i < strs.Length; i++)
        {
            if (i != strs.Length - 1)
                str += strs[i] + "/";
            else if (i == strs.Length - 1)
                str += strs[i];
            //Debug.Log(i);
        }
        path = str;
        return path;
        //Debug.Log(path);
    }

    public static void CheckAssetBundleDir(string path)   //是文件,继续向下
    {
        DirectoryInfo directory = new DirectoryInfo(@path);
        FileSystemInfo[] fileSystemInfos = directory.GetFileSystemInfos();

        foreach (var item in fileSystemInfos)
        {
            // Debug.Log(item);
            int idx = item.ToString().LastIndexOf(@"");
            string name = item.ToString().Substring(idx + 1);

            if (!name.Contains(".meta"))
            {
                CheckAssetBundleFileOrDirectory(item, path + "/" + name);  //item  文件系统,加相对路径
            }
        }
    }

    public static void CheckAssetBundleFileOrDirectory(FileSystemInfo fileSystemInfo, string path) //判断是文件还是文件夹
    {
        FileInfo fileInfo = fileSystemInfo as FileInfo;
        if (fileInfo != null)
        {
            Debug.Log("不为空,MD5值==>" + GetMD5(path));
            // string guid = AssetDatabase.AssetPathToGUID(path);
            // Debug.Log("不为空,文件名字是==>>"+guid);
            Addconfigdic(fileInfo.Name, GetMD5(path));
        }
        else
        {
            CheckAssetBundleDir(path);
        }
    }

    public static string GetMD5(string path)
    {
        FileStream fs = new FileStream(path, FileMode.Open);
        MD5 md5 = new MD5CryptoServiceProvider();
        byte[] retVal = md5.ComputeHash(fs);
        fs.Close();
        StringBuilder sb = new StringBuilder();
        for (int i = 0; i < retVal.Length; i++)
        {
            sb.Append(retVal[i].ToString("x2"));
        }
        return sb.ToString();
    }

    public static void Addconfigdic(string name, string verMd5)
    {
        dicversoion.Add(name, verMd5);
    }

    public static void CreateConfigFile(string path) //创建配置文件
    {

    }
    // -------------------------------我是分割线------------------------------------
    //   割.............................
    static List<AssetBundleBuild> listassets = new List<AssetBundleBuild>();  //第二种打包方式用
    static List<DirectoryInfo> listfileinfo = new List<DirectoryInfo>();
    static bool isover = false; //是否检查完成,可以打包

    public static bool GetState()
    {
        return isover;
    }

    public static AssetBundleBuild[] GetAssetBundleBuilds()
    {
        return listassets.ToArray();
    }

    public static void SetAssetBundleBuilds()
    {
        UnityEngine.Object obj = Selection.activeObject;    //选中的物体
        string path = AssetDatabase.GetAssetPath(obj);//选中的文件夹  //目录结构  Assets/Resources 没有Application.datapath
        SearchFileAssetBundleBuild(path);
    }

    public static void SearchFileAssetBundleBuild(string path)   //是文件,继续向下
    {
        DirectoryInfo directory = new DirectoryInfo(@path);
        FileSystemInfo[] fileSystemInfos = directory.GetFileSystemInfos();
        listfileinfo.Clear();
        foreach (var item in fileSystemInfos)
        {
            int idx = item.ToString().LastIndexOf(@"");
            string name = item.ToString().Substring(idx + 1);
            if ((item as DirectoryInfo) != null)
                listfileinfo.Add(item as DirectoryInfo);
            if (!name.Contains(".meta"))
            {
                CheckFileOrDirectoryReturnBundleName(item, path + "/" + name);
            }
        }
        if (listfileinfo.Count == 0)
            isover = true;
        else
        {
            Debug.LogError(listfileinfo.Count);
        }
    }


    public static string CheckFileOrDirectoryReturnBundleName(FileSystemInfo fileSystemInfo, string path) //判断是文件还是文件夹
    {
        FileInfo fileInfo = fileSystemInfo as FileInfo;
        if (fileInfo != null)
        {
            string[] strs = path.Split('.');
            string[] dictors = strs[0].Split('/');
            string name = "";
            for (int i = 1; i < dictors.Length; i++)
            {
                if (i < dictors.Length - 1)
                {
                    name += dictors[i] + "/";
                }
                else
                {
                    name += dictors[i];
                }
            }
            AssetBundleBuild assetBundleBuild = new AssetBundleBuild();
            assetBundleBuild.assetBundleName = name;
            assetBundleBuild.assetBundleVariant = "bytes";
            assetBundleBuild.assetNames = new string[] { path };
            listassets.Add(assetBundleBuild);
            return name;
        }
        else
        {
            SearchFileAssetBundleBuild(path);
            return null;
        }
    }


    //****************************删除AssetLabels*****************************

    public static void DeleteSelectedFolderAssetLabels() //删除选中文件夹下的AssetLabels
    {
        CheckSelectedDeleteFolder();
    }

    public static void CheckSelectedDeleteFolder()  //检查目标目录下的文件系统
    {
        AssetDatabase.RemoveUnusedAssetBundleNames(); //移除没有用的assetbundlename
        UnityEngine.Object obj = Selection.activeObject;    //选中的物体
        string path = AssetDatabase.GetAssetPath(obj);//选中的文件夹  //目录结构  Assets/Resources 没有Application.datapath 
        DeleteAssetLabelsCheckout(path);
    }
    public static void DeleteAssetLabelsCheckout(string path)   //是文件,继续向下
    {
        DirectoryInfo directory = new DirectoryInfo(@path);
        FileSystemInfo[] fileSystemInfos = directory.GetFileSystemInfos();

        foreach (var item in fileSystemInfos)
        {
            // Debug.Log(item);
            int idx = item.ToString().LastIndexOf(@"");
            string name = item.ToString().Substring(idx + 1);

            if (!name.Contains(".meta"))
            {
                CheckDeleteFileOrDirectory(item, path + "/" + name);  //item  文件系统,加相对路径
            }
        }
    }

    public static void CheckDeleteFileOrDirectory(FileSystemInfo fileSystemInfo, string path) //判断是文件还是文件夹
    {
        FileInfo fileInfo = fileSystemInfo as FileInfo;
        if (fileInfo != null)
            DeleteBundleName(path);
        else
            DeleteAssetLabelsCheckout(path);
    }

    public static void DeleteBundleName(string path)  //设置assetbundle名字
    {
        //  Debug.LogError(path);
        var importer = AssetImporter.GetAtPath(path);
        string[] strs = path.Split('.');
        string[] dictors = strs[0].Split('/');
        string name = "";
        for (int i = 1; i < dictors.Length; i++)
        {
            if (i < dictors.Length - 1)
            {
                name += dictors[i] + "/";
            }
            else
            {
                name += dictors[i];
            }
        }
        if (importer != null)
        {
            importer.SetAssetBundleNameAndVariant(string.Empty, string.Empty);
        }
        AssetDatabase.RemoveUnusedAssetBundleNames();
    }
}

这是调用脚本,我们现在做了更改

using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;

public class Constant
{
    public static string SD_DIR = "SD_DIR";
}
public  class BundleSystem
{
    //打包、、、、、、、、、、、、、、、、、、、、、、
    //[MenuItem("Tools/打包所有设置AssetLable项目")]
    public static void BundlerAssets()
    {
        // Debug.LogError("打包Assets");
        BuildPipeline.BuildAssetBundles(BuilderAssetsBunlds.GetOutAssetsDirecotion(), BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows);
    }

    //[MenuItem("Tools/打包选中文件夹下所有项目")]
    public static void BundSelectionAssets()
    {
        BuilderAssetsBunlds.SetAssetBundleBuilds();
        while (true)
        {
            if (BuilderAssetsBunlds.GetState())
                break;
            else
                Debug.LogError("等待.....");
        }
        BuildPipeline.BuildAssetBundles(BuilderAssetsBunlds.GetOutAssetsDirecotion(), BuilderAssetsBunlds.GetAssetBundleBuilds(), BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows);

    }


  //  [MenuItem("Tools/设置Assetbundle名字")]
    public static void SetAssetBundellabls()
    {
        BuilderAssetsBunlds.CheckFileSystemInfo();
    }

   // [MenuItem("Tools/设置配置文件")]
    public static void SetAssetConfig()
    {
        BuilderAssetsBunlds.CheckAssetBundleDir(BuilderAssetsBunlds.GetAssetBundleStringPath());
    }

    public static void DeleteSelectedFolderAssetLabels()  //删除选中项下的AssetLabels
    {
        BuilderAssetsBunlds. DeleteSelectedFolderAssetLabels();
    }
}

这里是编辑器扩展类,最终入口

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;

public class EditorManager : EditorWindow
{

    [MenuItem("Tools/工具管理")]
    static void ShowToolsWindow()
    {
        EditorManager bundleSystem = EditorWindow.GetWindow<EditorManager>(true, "AssetBundle管理", true);
        bundleSystem.Show();
    }

    private void OnGUI()
    {
        if (GUILayout.Button("打包选中文件夹下所有项目", GUILayout.Height(30f)))
        {
            BundleSystem.BundSelectionAssets();
        }
        if (GUILayout.Button("打包所有设置AssetLable项目", GUILayout.Height(30f)))
        {
            BundleSystem.BundlerAssets();
        }
        if (GUILayout.Button("设置AssetLabels", GUILayout.Height(30f)))
        {
            BundleSystem.SetAssetBundellabls();
        }
        if (GUILayout.Button("设置配置文件", GUILayout.Height(30f)))
        {
            BundleSystem.SetAssetConfig();
        }
        if (GUILayout.Button("删除选定文件AssetLabel", GUILayout.Height(30f)))
        {
            BundleSystem.DeleteSelectedFolderAssetLabels();
        }
        //文本框显示鼠标在窗口的位置
        //EditorGUILayout.LabelField("鼠标在窗口的位置", Event.current.mousePosition.ToString());
    }
}
原文地址:https://www.cnblogs.com/lzy575566/p/7928449.html