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unity自动化生成脚本工具

我寄人间雪满头丶 发布时间:2020-11-13 01:49:52 ,浏览量:2

游戏开发中有很多要重复写的代码,尤其是UI面板。所以我们可以写一个编辑器扩展自动生成脚本提高开发效率。逻辑不难代码也不算长,根据注释捋一下逻辑就可以轻松使用啦。

使用方法: 选中Project面板下的UI预制体即可。要注意只会获取dicUIType字典中符合命名规则目标的路径。在这里插入图片描述

UIClass是我们创建类的模板,可以根据我们的需求灵活修改。 注意要放在Editor文件夹下。

参考地址

代码部分:

using UnityEngine;
using UnityEditor;
using System.Linq;
using System.Collections.Generic;
using System.IO;
using System.Text.RegularExpressions;
using System.Text;


public class AutoBuildTemplate
{
    public static string UIClass =
 @"using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System;
public class #类名# : MonoBehaviour
{
//auto
    #成员#

   public void Start()
	{
		#查找#
	}
}
";
}


public class AutoBuild
{

    [MenuItem("生成/创建或刷新界面")]
    public static void BuildUIScript()
    {

        var dicUIType = new Dictionary();

        dicUIType.Add("Img", "Image");
        dicUIType.Add("Btn", "Button");
        dicUIType.Add("Txt", "Text");
        dicUIType.Add("Tran", "Transform");

        //获取选中的prefab
        GameObject[] selectobjs = Selection.gameObjects;

        foreach (GameObject go in selectobjs)
        {
            //选择的物体
            GameObject selectobj = go.transform.root.gameObject;

            //物体的子物体
            Transform[] _transforms = selectobj.GetComponentsInChildren(true);

            //转换为list
            List childList = new List(_transforms);

            //UI需要查询的物体,根据规则筛选
            var mainNode = from trans in childList where dicUIType.Keys.ToList().Any(_ => trans.name.Contains(_)) select trans;

            //存储每个目标路径
            var nodePathList = new Dictionary();

            //循环得到物体路径
            foreach (Transform node in mainNode)
            {
                Transform tempNode = node;
                string nodePath = "/" + tempNode.name;

                //遍历到顶,求得路径
                while (tempNode != tempNode.root)
                {
                    //取得上级
                    tempNode = tempNode.parent;

                    //求出/在哪
                    int index = nodePath.IndexOf('/');

                    //把得到的路径插入
                    nodePath = nodePath.Insert(index, "/" + tempNode.name);
                }

                //将最终路径存入
                nodePathList.Add(node.name, nodePath);
            }

            //成员变量字符串
            string memberstring = "";
            //查询代码字符串
            string loadedcontant = "";

            foreach (Transform itemtran in mainNode)
            {
                //识别变量类型
                string typeStr = dicUIType[dicUIType.Keys.First(_ => itemtran.name.Contains(_))];

                //变量声明
                memberstring += "private " + typeStr + " " + itemtran.name + " = null;\r\n\t";

                //查找语句
                loadedcontant += itemtran.name + " = " + "gameObject.transform.Find(\"" + nodePathList[itemtran.name] + "\").GetComponent();\r\n\t\t";
            }

            //创建脚本的路径
            string scriptPath = Application.dataPath + "/Scripts/" + selectobj.name + ".cs";


            string classStr = "";

            //如果已经存在了脚本,则只替换//auto下方的字符串
            //方便刷新
            if (File.Exists(scriptPath))
            {
                FileStream classfile = new FileStream(scriptPath, FileMode.Open);
                StreamReader read = new StreamReader(classfile);
                classStr = read.ReadToEnd();
                read.Close();
                classfile.Close();
                File.Delete(scriptPath);

                //分割的位置
                string splitStr = "//auto";
                //auto 上面的部分
                string unchangeStr = Regex.Split(classStr, splitStr, RegexOptions.IgnoreCase)[0];
                //auto 下面的部分
                string changeStr = Regex.Split(AutoBuildTemplate.UIClass, splitStr, RegexOptions.IgnoreCase)[1];

                StringBuilder build = new StringBuilder();
                build.Append(unchangeStr);
                build.Append(splitStr);
                build.Append(changeStr);
                classStr = build.ToString();
            }
            else
            {
                classStr = AutoBuildTemplate.UIClass;
            }

            classStr = classStr.Replace("#类名#", selectobj.name);
            classStr = classStr.Replace("#查找#", loadedcontant);
            classStr = classStr.Replace("#成员#", memberstring);

            FileStream file = new FileStream(scriptPath, FileMode.CreateNew);
            StreamWriter fileW = new StreamWriter(file, System.Text.Encoding.UTF8);
            fileW.Write(classStr);
            fileW.Flush();
            fileW.Close();
            file.Close();

            Debug.Log("创建脚本 " + Application.dataPath + "/Scripts/" + selectobj.name + ".cs 成功!");
            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh();
        }
    }
}

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