Unity 生成模版代码

发布于:2024-06-03 ⋅ 阅读:(155) ⋅ 点赞:(0)

1、创建模版代码文本

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

public class ClassNameScritpItem : MonoBehaviour
{
    public GameObject go;
    // Start is called before the first frame update
    void Start()
    {
        go = new GameObject();
    }

    // Update is called once per frame
    void Update()
    {
        
    }
    //测试
    public void Click()
    { 
        
    }
    //Test
    public void Test()
    { 
        
    }
}

2、创建代码脚本
 

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEditor.ProjectWindowCallback;
using System.IO;
public class CreateSriptTool
{
    [MenuItem("Exaples/Create Sripts")]
    static void Init()
    {
        ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance<CteateSriptItem>(),
          "ExampleComponet", null, null);
    }
}




public class CteateSriptItem : EndNameEditAction
{
    public override void Action(int instanceId, string pathName, string resourceFile)
    {
        DoCreate(instanceId, pathName, resourceFile);
    }

    public static string replaceTag = "ClassName";
    public static void DoCreate(int instanceId, string pathName, string resourceFile)
    {
      
        EditorUtility.DisplayProgressBar("生成脚本", "生成中", 0.5f);
        string str = pathName.Split('/')[2];
        Debug.LogError("pathName:" + str);
        string CsText = File.ReadAllText(Application.dataPath + "/ComponentTemp/" + "ScritpItem.txt");
        CsText = CsText.Replace(replaceTag, str);
        File.WriteAllText(pathName + "ScritpItem.cs", CsText, System.Text.Encoding.UTF8);

        AssetDatabase.Refresh();
        EditorUtility.DisplayProgressBar("生成脚本", "完成", 1f);
        EditorUtility.ClearProgressBar();
    }
}

3、运行测试


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