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Unity编辑器扩展——自动生成UI界面脚本

时间:2020-03-04 09:53:59

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Unity编辑器扩展——自动生成UI界面脚本

一:前言

对于面板赋值或Find绑定UI组件,我们可以使用一种工具化的方式去自动生成代码并绑定对象,增加效率

分为logic和view,view层是UI界面上的组件,每次都会自动生成并覆盖,logic层是逻辑

二:使用

例如一个UI界面,我们只需要做成预制体并在Project下右键预制体,选择AutoGen/Create View则会自动生成view和logic两个脚本,logic是我们要编写逻辑的脚本,view是每次都会自动生成并覆盖的脚本

三:说明

——以下几个路径都是可以自定义的(view和logic生成的路径、view和logic模版文件的路径)

——可以自定义忽略的组件类型列表

——只会生成对象名带下划线的

四:代码实现

using System.Collections.Generic;using UnityEngine;using UnityEditor;using System.IO;using System.Text;using System;public class AutoGenCode{//logic层代码路径const string LogicDir = "Assets/AutoGen/Logic";//view层代码路径const string ViewDir = "Assets/AutoGen/View";//logic层模版文件路径const string LogicTempletePath = "Assets/AutoGen/LogicTemplete.txt";//view层模版文件路径const string ViewTempletePath = "Assets/AutoGen/ViewTemplete.txt";//命名空间模板const string NameSpaceTemplete = "using {0};";//字段模板const string FieldTemplete = "public {0} {1};\t";//方法模板const string MethodTemplete = "{0} = gameObject.transform.Find(\"{1}\").GetComponent<{2}>();\t\t";/// <summary>/// 忽略的组件类型列表/// </summary>static List<Type> IgnoreComponentTypeList = new List<Type>(){typeof(CanvasRenderer),typeof(RectTransform),};[MenuItem("Assets/AutoGen/Create View", priority = 0)]static void CreateLogicAndView(){GameObject go = Selection.activeGameObject;//判断是否是prefabif (PrefabUtility.GetPrefabAssetType(go) != PrefabAssetType.Regular){Debug.LogWarning("选择的不是预制体,选择的对象:" + go.name);return;}if (!Directory.Exists(ViewDir)){Directory.CreateDirectory(ViewDir);}if (!Directory.Exists(LogicDir)){Directory.CreateDirectory(LogicDir);}string className = go.name + "View";StringBuilder fieldContent = new StringBuilder();StringBuilder methodContent = new StringBuilder();StringBuilder nameSpaceContent = new StringBuilder();nameSpaceContent.AppendLine(NameSpaceTemplete.Replace("{0}", "UnityEngine"));//必须有UnityEngine命名空间string logicTempleteContent = File.ReadAllText(LogicTempletePath, Encoding.UTF8);string viewTempleteContent = File.ReadAllText(ViewTempletePath, Encoding.UTF8);string logicPath = LogicDir + "/" + go.name + "Logic.cs";string viewPath = ViewDir + "/" + go.name + "View.cs";List<string> tempNameSpaceList = new List<string>();//计算所有子物体组件数据List<ComponentInfo> infoList = new List<ComponentInfo>();CalcComponentInfo("", go.transform, infoList);foreach (var tempInfo in infoList){//字段string tempFieldStr = FieldTemplete.Replace("{0}", tempInfo.TypeStr);tempFieldStr = tempFieldStr.Replace("{1}", tempInfo.FieldName);fieldContent.AppendLine(tempFieldStr);//绑定方法string tempMethodStr = MethodTemplete.Replace("{0}", tempInfo.FieldName);tempMethodStr = tempMethodStr.Replace("{1}", tempInfo.Path);tempMethodStr = tempMethodStr.Replace("{2}", tempInfo.TypeStr);methodContent.AppendLine(tempMethodStr);//命名空间if (!tempNameSpaceList.Contains(tempInfo.NameSpace)){string tempNameSpaceStr = NameSpaceTemplete.Replace("{0}", tempInfo.NameSpace);tempNameSpaceList.Add(tempInfo.NameSpace);nameSpaceContent.AppendLine(tempNameSpaceStr);}}//logic层脚本if (!File.Exists(logicPath)){using (StreamWriter sw = new StreamWriter(logicPath)){string content = logicTempleteContent;content = content.Replace("#CLASSNAME#", className);sw.Write(content);sw.Close();}}//view层脚本using (StreamWriter sw = new StreamWriter(viewPath)){string content = viewTempleteContent;content = content.Replace("#NAMESPACE#", nameSpaceContent.ToString());content = content.Replace("#CLASSNAME#", className);content = content.Replace("#FIELD_BIND#", fieldContent.ToString());content = content.Replace("#METHOD_BIND#", methodContent.ToString());sw.Write(content);sw.Close();}AssetDatabase.Refresh();}/// <summary>/// 计算所有子物体组件数据/// </summary>static void CalcComponentInfo(string path, Transform child, List<ComponentInfo> infoList){bool isRoot = string.IsNullOrEmpty(path);if (!isRoot&& IsVaildField(child.name)){var componentList = child.GetComponents<Component>();foreach (var tempComponent in componentList){ComponentInfo info = new ComponentInfo(){Path = path,go = child.gameObject,NameSpace = tempComponent.GetType().Namespace,TypeStr = tempComponent.GetType().Name,};if (!HaveSameComponentInfo(info, infoList)&& !IgnoreComponentTypeList.Contains(tempComponent.GetType())){infoList.Add(info);}}}foreach (Transform tempTrans in child.transform){CalcComponentInfo(isRoot ? tempTrans.name : path + "/" + tempTrans.name, tempTrans.transform, infoList);}}/// <summary>/// 是否为合法的字段名/// </summary>static bool IsVaildField(string goName){if (goName.Contains("_")){if (int.TryParse(goName[0].ToString(), out _)){Debug.LogWarning("字段名不能以数字开头:, goName :" + goName);return false;}return true;}return false;}/// <summary>/// 是否有相同的组件数据/// </summary>static bool HaveSameComponentInfo(ComponentInfo info, List<ComponentInfo> infoList){foreach (var tempInfo in infoList){if (tempInfo.FieldName == info.FieldName){Debug.LogWarning("子物体名重复:, goName :" + info.go.name);return true;}}return false;}}/// <summary>/// 组件数据/// </summary>public class ComponentInfo{public string Path;public GameObject go;public string NameSpace;public string TypeStr;public string FieldName{get{return $"{go.name}_{TypeStr}";}}}

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