165 lines
5.4 KiB
C#
165 lines
5.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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using System.IO;
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using System.Linq;
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using GameEditor.Core;
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using GameEditor.GameEditor.PlayerBuilder;
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using GameLogic;
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using System.Diagnostics;
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using ResUpdate;
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using System.Threading;
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using Debug = UnityEngine.Debug;
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using LitJson;
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namespace GameEditor.FrameTool {
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public class ConfigWindowNew : EditorWindow
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{
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static string excelPath; //模板config 路径
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static string m_ExcelPath; //config 路径
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Dictionary<string, Object> dic; //模板config字典
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Dictionary<string, Object> m_dic; //config字典
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// Add menu named "My Window" to the Window menu
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[MenuItem("Build/ConfigNew")]
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static void Init()
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{
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m_ExcelPath = EditorPrefs.GetString("ConfigWindowNew_m_ExcelPath");
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excelPath = EditorPrefs.GetString("ConfigWindowNew_ExcelPath");
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// Get existing open window or if none, make a new one:
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ConfigWindowNew window = (ConfigWindowNew)EditorWindow.GetWindow(typeof(ConfigWindowNew));
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window.Show();
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}
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void OnGUI()
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{
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EditorGUILayout.BeginVertical();
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("Config模板路径:");
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EditorGUILayout.BeginHorizontal();
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excelPath = EditorGUILayout.TextField("", excelPath);
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if (GUILayout.Button("Browse", GUILayout.ExpandWidth(false)))
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{
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excelPath = EditorUtility.OpenFilePanel("Resource path", excelPath, "");
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EditorPrefs.SetString("IMPORTSPINE_SOURCESFOLDERPATH", excelPath);
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LoadTempConfigFile(excelPath);
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}
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("Config文件路径:");
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EditorGUILayout.BeginHorizontal();
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m_ExcelPath = EditorGUILayout.TextField("", m_ExcelPath);
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if (GUILayout.Button("Browse", GUILayout.ExpandWidth(false)))
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{
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m_ExcelPath = EditorUtility.OpenFilePanel("Resource path", m_ExcelPath,"");
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EditorPrefs.SetString("IMPORTSPINE_SOURCESFOLDERPATH", m_ExcelPath);
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LoadConfigFile(m_ExcelPath);
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}
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EditorGUILayout.EndHorizontal();
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if (m_dic != null)
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{
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InitGuiLayout(m_dic);
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}
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else if(dic != null)
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{
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InitGuiLayout(dic);
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}
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EditorGUILayout.EndVertical();
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}
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void InitGuiLayout(Dictionary<string, Object> localDic)
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{
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EditorGUILayout.BeginVertical();
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EditorGUILayout.BeginHorizontal();
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if (GUILayout.Button("新建"))
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{
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Debug.Log("新建");
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}
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if (GUILayout.Button("保存"))
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{
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Debug.Log("保存");
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}
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.EndVertical();
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}
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void LoadTempConfigFile(string path)
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{
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dic = new Dictionary<string, Object>();
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StreamReader sr = File.OpenText(path);
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if (sr != null)
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{
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string strinfo = sr.ReadToEnd();
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Debug.Log(strinfo);
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ReadJson(strinfo);
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}
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}
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static void ReadJson(string strinfo)
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{
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var data = JsonMapper.ToObject<Hashtable>(strinfo);
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foreach (DictionaryEntry de in data)
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{
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Debug.Log(string.Format("{0}-{1}", de.Key, de.Value));
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if (de.Value as string != null)
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{
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Debug.Log(string.Format("de.Value{0}", (de.Value as string)));
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}
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}
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}
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static void LoadConfigFile(string m_ExcelPath)
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{
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}
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static string shellPath;
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public static void OpenDirectory(string path)
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{
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if (string.IsNullOrEmpty(path)) return;
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if (!Directory.Exists(path))
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{
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UnityEngine.Debug.LogError("No Directory: " + path);
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return;
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}
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//Application.dataPath 只能在主线程中获取
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int lastIndex = Application.dataPath.LastIndexOf("/");
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shellPath = Application.dataPath.Substring(0, lastIndex) + "/Shell/";
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// 新开线程防止锁死
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Thread newThread = new Thread(new ParameterizedThreadStart(CmdOpenDirectory));
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newThread.Start(path);
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}
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private static void CmdOpenDirectory(object obj)
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{
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Process p = new Process();
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#if UNITY_EDITOR_WIN
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p.StartInfo.FileName = "cmd.exe";
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p.StartInfo.Arguments = "/c start " + obj.ToString();
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#elif UNITY_EDITOR_OSX
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p.StartInfo.FileName = "bash";
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string shPath = shellPath + "openDir.sh";
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p.StartInfo.Arguments = shPath + " " + obj.ToString();
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#endif
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//UnityEngine.Debug.Log(p.StartInfo.Arguments);
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p.StartInfo.UseShellExecute = false;
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p.StartInfo.RedirectStandardInput = true;
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p.StartInfo.RedirectStandardOutput = true;
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p.StartInfo.RedirectStandardError = true;
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p.StartInfo.CreateNoWindow = true;
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p.Start();
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p.WaitForExit();
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p.Close();
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}
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}
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}
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