添加自动生成边框预制体的功能

main
zhouzhuo 2025-08-05 14:55:56 +08:00
parent c89f1149a9
commit d41b4c227f
2 changed files with 235 additions and 37 deletions

View File

@ -42,6 +42,9 @@ public static class BuildBundlesHelper
[MenuItem("Tools/TestBuildBundles")]
public static void TestBuildBundles()
{
Debug.LogWarning("MakePrefabs Start ==================");
MakePrefabs();
Debug.LogWarning("MakePrefabs End ==================");
Debug.LogWarning("MakeAtlas Start ==================");
MakeAtlas();
AssetDatabase.Refresh();
@ -83,6 +86,9 @@ public static class BuildBundlesHelper
public static void BuildBundles()
{
Debug.LogWarning("MakePrefabs Start ==================");
MakePrefabs();
Debug.LogWarning("MakePrefabs End ==================");
Debug.LogWarning("MakeAtlas Start ==================");
MakeAtlas();
AssetDatabase.Refresh();
@ -134,6 +140,162 @@ public static class BuildBundlesHelper
Debug.LogWarning("BuildBundles End ==================> exe");
}
#region 创建边框预制体
[MenuItem("Tools/MakePrefabs")]
public static void MakePrefabsMenuItem()
{
MakePrefabs();
}
/// <summary>
/// 根据指定文件夹中的PNG图片生成预制体
/// </summary>
/// <param name="dir">包含PNG图片的文件夹路径</param>
public static void MakePrefabs(string dir = "Assets/AssetRaw/UIRaw/frame_image")
{
if (!AssetDatabase.IsValidFolder(dir))
{
Debug.LogError($"不存在的目录:{dir}");
return;
}
// 获取文件夹中所有PNG图片
string[] allPics = Directory.GetFiles(dir, "*.png", SearchOption.TopDirectoryOnly);
if (allPics.Length == 0)
{
Debug.LogError($"目录中没有找到PNG图片:{dir}");
return;
}
// 创建预制体保存目录
string prefabDir = dir.Replace("frame_image", "frame_prefabs");
if (!AssetDatabase.IsValidFolder(prefabDir))
{
Directory.CreateDirectory(prefabDir);
AssetDatabase.Refresh();
}
int successCount = 0;
foreach (var picPath in allPics)
{
if (picPath.EndsWith(".meta"))
continue;
// 转换为Unity资源路径
string assetPath = picPath.Replace("\\", "/");
// 加载Sprite资源
Sprite sprite = AssetDatabase.LoadAssetAtPath<Sprite>(assetPath);
if (sprite == null)
{
Debug.LogWarning($"无法加载Sprite: {assetPath}");
continue;
}
// 从文件名提取数字部分作为预制体名称
string fileName = Path.GetFileNameWithoutExtension(assetPath);
string prefabName = ExtractNumberFromFileName(fileName);
if (string.IsNullOrEmpty(prefabName))
{
Debug.LogWarning($"无法从文件名提取数字: {fileName}");
continue;
}
// 创建预制体
if (CreateFramePrefab(sprite, prefabName, prefabDir))
{
successCount++;
Debug.Log($"成功创建预制体: {prefabName}");
}
}
AssetDatabase.Refresh();
Debug.Log($"预制体创建完成,成功创建 {successCount} 个预制体");
}
/// <summary>
/// 从文件名中提取数字部分
/// </summary>
/// <param name="fileName">文件名,如 "frame_2000"</param>
/// <returns>提取的数字字符串,如 "2000"</returns>
private static string ExtractNumberFromFileName(string fileName)
{
// 查找最后一个下划线的位置
int lastUnderscoreIndex = fileName.LastIndexOf('_');
if (lastUnderscoreIndex >= 0 && lastUnderscoreIndex < fileName.Length - 1)
{
string numberPart = fileName.Substring(lastUnderscoreIndex + 1);
// 验证是否为纯数字
if (System.Text.RegularExpressions.Regex.IsMatch(numberPart, @"^\d+$"))
{
return numberPart;
}
}
// 如果没有找到下划线,尝试提取文件名中的所有数字
var match = System.Text.RegularExpressions.Regex.Match(fileName, @"\d+");
if (match.Success)
{
return match.Value;
}
return null;
}
/// <summary>
/// 创建包含Image组件的预制体
/// </summary>
/// <param name="sprite">要使用的Sprite</param>
/// <param name="prefabName">预制体名称</param>
/// <param name="prefabDir">预制体保存目录</param>
/// <returns>是否创建成功</returns>
private static bool CreateFramePrefab(Sprite sprite, string prefabName, string prefabDir)
{
try
{
// 创建空的GameObject
GameObject frameObject = new GameObject(prefabName);
// 添加RectTransform组件UI元素必需
RectTransform rectTransform = frameObject.AddComponent<RectTransform>();
// 添加Image组件
UnityEngine.UI.Image imageComponent = frameObject.AddComponent<UnityEngine.UI.Image>();
imageComponent.sprite = sprite;
imageComponent.preserveAspect = true;
// 设置RectTransform的大小为图片的实际像素大小
rectTransform.sizeDelta = new Vector2(sprite.rect.width, sprite.rect.height);
// 设置为中心对齐
rectTransform.anchorMin = new Vector2(0.5f, 0.5f);
rectTransform.anchorMax = new Vector2(0.5f, 0.5f);
rectTransform.pivot = new Vector2(0.5f, 0.5f);
rectTransform.anchoredPosition = Vector2.zero;
// 确保Image组件不会改变原始图片尺寸
imageComponent.type = UnityEngine.UI.Image.Type.Simple;
imageComponent.preserveAspect = false; // 改为false严格按照sizeDelta设置的尺寸显示
// 保存为预制体
string prefabPath = $"{prefabDir}/{prefabName}.prefab";
GameObject prefab = PrefabUtility.SaveAsPrefabAsset(frameObject, prefabPath);
// 清理临时GameObject
Object.DestroyImmediate(frameObject);
return prefab != null;
}
catch (System.Exception e)
{
Debug.LogError($"创建预制体失败 {prefabName}: {e.Message}");
return false;
}
}
#endregion
#region 创建图集
private static void MakeAtlas()

View File

@ -29,7 +29,7 @@ sys.path.insert(0, os.path.join(tools_path, "config_convert"))
sys.path.insert(0, os.path.join(tools_path, "build_package"))
platform = "Android"
env = "release"
env = "Release"
if len(sys.argv) > 1:
platform = sys.argv[1]
if len(sys.argv) > 1:
@ -264,26 +264,61 @@ def get_type_value(field_type, value):
def copy_file_to_unity():
''' 软链接资源到unity里面 '''
uiraw_path = os.path.join(PROJECT_PATH, "Assets/AssetRaw/UIRaw/")
# 确保目录存在
utils.mkdirs(uiraw_path)
# 删除现有的符号链接和文件
try:
for root, dirs, files in os.walk(os.path.join(PROJECT_PATH, "Assets/AssetRaw/UIRaw/")):
for dir in dirs:
os.unlink(os.path.join(root, dir))
for root, dirs, files in os.walk(os.path.join(PROJECT_PATH, "Assets/AssetRaw/UIRaw/")):
for file in files:
os.remove(os.path.join(root, file))
if os.path.exists(uiraw_path):
# 删除目录中的所有内容
for item in os.listdir(uiraw_path):
item_path = os.path.join(uiraw_path, item)
if os.path.islink(item_path):
# 如果是符号链接,直接删除
os.unlink(item_path)
elif os.path.isfile(item_path):
# 如果是普通文件,删除
os.remove(item_path)
elif os.path.isdir(item_path):
# 如果是目录,递归删除
shutil.rmtree(item_path)
except Exception as e:
print(e)
print(f"清理现有文件时出错: {e}")
# 创建新的符号链接
utils.mkdirs(os.path.dirname(ASSET_PATH))
for root, dirs, files in os.walk(ASSET_PATH):
for dir in dirs:
os.symlink(os.path.join(root, dir), os.path.join(PROJECT_PATH, f"Assets/AssetRaw/UIRaw/{dir}"))
source_path = os.path.join(root, dir)
target_path = os.path.join(PROJECT_PATH, f"Assets/AssetRaw/UIRaw/{dir}")
# 确保目标路径不存在
if os.path.exists(target_path) or os.path.islink(target_path):
if os.path.islink(target_path):
os.unlink(target_path)
elif os.path.isdir(target_path):
shutil.rmtree(target_path)
else:
os.remove(target_path)
os.symlink(source_path, target_path)
# 处理JSON文件
json_target_path = os.path.join(PROJECT_PATH, f"Assets/AssetRaw/UIRaw/profile.json")
if os.path.exists(json_target_path) or os.path.islink(json_target_path):
if os.path.islink(json_target_path):
os.unlink(json_target_path)
else:
os.remove(json_target_path)
if os.path.exists(json_path):
os.symlink(json_path, os.path.join(PROJECT_PATH, f"Assets/AssetRaw/UIRaw/profile.json"))
os.symlink(json_path, json_target_path)
else:
print("json文件不存在有问题")
raise Exception("json文件不存在有问题")
print("软链接拷贝成功")
@ -337,33 +372,32 @@ def upload_package(is_build_success, ab_dir):
''' 上传资源包到storage '''
print(f"ab_path {ab_dir}")
if is_build_success:
print(f"开始上传ab包到firebase")
storage_path = "Bundles/{}".format(platform) + f'/Profile/profile-{env}.bundle'
# 从ab_dir文件夹下获取所有.bundle文件
bundle_file = ""
if os.path.exists(ab_dir):
for root, dirs, files in os.walk(ab_dir):
for file in files:
if file.endswith('.bundle'):
bundle_file_path = os.path.join(root, file)
bundle_file = bundle_file_path
print(f"找到bundle文件: {bundle_file_path}")
break
if bundle_file == "":
print(f"没有找到资源包")
raise Exception("没有找到资源包")
print(f"开始上传资源包到firebase")
# storage_path = "Bundles/{}".format(platform) + f'/Profile/profile-{env}.bundle'
# # 从ab_dir文件夹下获取所有.bundle文件
# bundle_file = ""
# if os.path.exists(ab_dir):
# for root, dirs, files in os.walk(ab_dir):
# for file in files:
# if file.endswith('.bundle'):
# bundle_file_path = os.path.join(root, file)
# bundle_file = bundle_file_path
# print(f"找到bundle文件: {bundle_file_path}")
# break
#
# if bundle_file == "":
# print(f"没有找到资源包")
# raise Exception("没有找到资源包")
storage_path = "Bundles/{}".format(platform) + f'/ProfilesFeature/{env}'
tmUploadPackage1 = time.time()
generation = helper.upload_file(storage_path, bundle_file)
# upload_firebase_storage.upload_directory(helper,storage_path,ab_dir, ".version")
# generation = helper.upload_file(storage_path, bundle_file)
upload_firebase_storage.upload_directory(helper, storage_path, ab_dir, ".version")
tmUploadPackage2 = time.time()
print(f"firebase上传耗时{tmUploadPackage2 - tmUploadPackage1}")
return generation, storage_path
def refresh_remote_config(url):
def refresh_remote_config(time_stamp):
''' 刷新云控 '''
remote_key = "profile_asset_config"
# with open(REMOTE_CONFIG_FILE, "r") as f:
@ -376,12 +410,16 @@ def refresh_remote_config(url):
# value_json = json.loads(value)
# value_json[env] = url
helper.update_remote_config(None, None, remote_key, env, url)
helper.update_remote_config(None, None, remote_key, env, time_stamp)
def get_time_stamp():
"""返回当前时间的时间戳"""
return int(time.time())
if __name__ == "__main__":
# platform = "Android"
# env = 'debug'
# env = 'Debug'
print(1)
helper = FirebaseHelper()
get_json()
@ -391,9 +429,7 @@ if __name__ == "__main__":
tmBuildPackage2 = time.time()
print(f" unity打包耗时{tmBuildPackage2 - tmBuildPackage1}")
time.sleep(1)
generation, storage_path = upload_package(is_build_success, ab_dir)
url = f"{config.cdn}/{storage_path}?generation={generation}"
print(url)
upload_package(is_build_success, ab_dir)
time.sleep(1)
refresh_remote_config(url)
refresh_remote_config(get_time_stamp())
print(2)