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Unity之自動生成預制體腳本生成代碼展示設計思路操作流程源碼工程項目

在Unity開發中有許許多多的UI界面,包含着不同的元件,比如Button、Image等,我們需要按正确的路徑找到它們并持有它們,這個步驟在界面十分龐大的時候,會十分繁瑣易錯。本文介紹的自動生成代碼工具就是為了解決這一困境,可以自動擷取那些我們想要的元件,一鍵生成,希望對你有所幫助。

生成代碼展示

Unity之自動生成預制體腳本生成代碼展示設計思路操作流程源碼工程項目

設計思路

我們要使得對象自動生成代碼,無非就是分三步,第一步找到這個對象,第二步記錄這個對象身上所有需要生成代碼的元件,第三步建立一份檔案寫入我們記錄好的内容。

操作流程

  1. 制作好我們需要的預制體界面,要擷取元件的對象用T_來開頭
  2. 右鍵界面根節點,點選SpawnUICode(生成UI模闆),會彈出操作視窗
  3. 點選視窗的選擇腳本要生成的子產品,會彈出我們預設的子產品下拉菜單,選擇我們對應的子產品,即可将腳本生成在選中的子產品下。
    Unity之自動生成預制體腳本生成代碼展示設計思路操作流程源碼工程項目
    Unity之自動生成預制體腳本生成代碼展示設計思路操作流程源碼工程項目
    Unity之自動生成預制體腳本生成代碼展示設計思路操作流程源碼工程項目

源碼

彈出視窗代碼

class GeneratePathSelectWindow : EditorWindow
{
    private string[] path = new string[]
    {
        "Common",
        "Store",
        "Role",
        "Host",
    };

    private static GameObject selectGo;

    public void ShowWindow(GameObject go)
    {
        selectGo = go;
        EditorWindow.GetWindow(typeof(GeneratePathSelectWindow));
    }

    void OnGUI()
    {
        if (GUILayout.Button("選擇腳本要生成的子產品"))
        {

            ShowGenericMenu();
        }
    }

    private void ShowGenericMenu()
    {
        GenericMenu menu = new GenericMenu(); //初始化GenericMenu
        for (int i = 0; i < path.Length; i++)
        {
            menu.AddItem(new GUIContent(path[i]), false, SelectPath, path[i]); //向菜單中添加菜單項
        }
        menu.ShowAsContext(); //顯示菜單

    }

    void SelectPath(object floderName)
    {
        string t = floderName.ToString();
        Debug.Log("選擇路徑:" + floderName);
         UICodeSpawner.SpawnUICode(selectGo, t);//生成腳本代碼
    }
}
           

内容寫入代碼

private static void SpawnPanelCode(GameObject gameObject)
    {
        Path2WidgetCachedDict?.Clear();
        Path2WidgetCachedDict = new Dictionary<string, List<Component>>();
        FindAllWidgets(gameObject.transform, "");
        SpawnCodeForPanel(gameObject);


        AssetDatabase.Refresh();
    }

    private static void SpawnCodeForPanel(GameObject gameObject)
    {
        var strPanelName = gameObject.name;
        var strFilePath = Application.dataPath + defaultUIPath + selectFolderName + "/UIBehaviour/" + strPanelName;
        if (!Directory.Exists(strFilePath))
        {
            Debug.LogError("請先(SpawnerUICode)生成UI代碼模闆");
            Directory.CreateDirectory(strFilePath);
            return;
        }

        SpawnCodeForPanelComponentBehaviour(gameObject);
    }

    private static void SpawnCodeForPanelComponentBehaviour(GameObject gameObject)
    {
        if (null == gameObject)
        {
            return;
        }

        string strDlgName = gameObject.name;
        string strDlgComponentName = gameObject.name + "View";
        string strFilePath = Application.dataPath + defaultUIPath + selectFolderName + "/UIBehaviour/" + strDlgName;
        if (!Directory.Exists(strFilePath))
        {
            Directory.CreateDirectory(strFilePath);
        }

        strFilePath = Application.dataPath + defaultUIPath + selectFolderName + "/UIBehaviour/" + strDlgName +
                      "/" + strDlgComponentName + ".cs";
        StreamWriter sw = new StreamWriter(strFilePath, false, Encoding.UTF8);
        StringBuilder strBuilder = new StringBuilder();
        strBuilder.AppendLine("using UnityEngine;");
        strBuilder.AppendLine("using UnityEngine.UI;");
        strBuilder.AppendLine();
        strBuilder.AppendLine("namespace AutoBuildCode");
        strBuilder.AppendLine("{");
        strBuilder.AppendLine("\t/// <summary>");
        strBuilder.AppendLine("\t/// 此檔案為腳本自動生成并且覆寫;");
        strBuilder.AppendLine("\t/// 非必要請不要在此作修改");
        strBuilder.AppendLine("\t/// </summary>");

        strBuilder.AppendFormat("\tpublic class {0} : MonoBehaviour \r\n", strDlgComponentName)
            .AppendLine("\t{");
        strBuilder.AppendFormat("\t\tprivate Transform uiTransform = null;\r\n");
        CreateDeclareCode(ref strBuilder);
        strBuilder.AppendLine();
        CreateWidgetBindCode(ref strBuilder, gameObject.transform);
         CreateDestroyWidgetCode(ref strBuilder);
        strBuilder.AppendLine("\t}");
        strBuilder.AppendLine("}");

        sw.Write(strBuilder);
        sw.Flush();
        sw.Close();
    }

    private static void CreateDestroyWidgetCode(ref StringBuilder strBuilder)
    {
        strBuilder.AppendFormat("\t\tpublic void DestroyWidget()");
        strBuilder.AppendLine("\n\t\t{");
        CreateDlgWidgetDisposeCode(ref strBuilder);
        strBuilder.AppendFormat("\t\t\tthis.uiTransform = null;\r\n");
        strBuilder.AppendLine("\t\t}\n");
    }

    private static void CreateDlgWidgetDisposeCode(ref StringBuilder strBuilder, bool isSelf = false)
    {
        string pointStr = isSelf ? "self" : "this";
        foreach (KeyValuePair<string,List<Component>> pair in Path2WidgetCachedDict)
        {
            foreach (var info in pair.Value)
            {
                Component widget = info;
                string strClassType = widget.GetType().ToString();
                string widgetName = widget.name + strClassType.Split('.').ToList().Last();
                strBuilder.AppendFormat("\t\t	{0}.m_{1} = null;\r\n", pointStr, widgetName);
            }
        }
    }

    private static void CreateWidgetBindCode(ref StringBuilder strBuilder, Transform transRoot)
    {
        foreach (KeyValuePair<string, List<Component>> pair in Path2WidgetCachedDict)
        {
            foreach (var info in pair.Value)
            {
                Component widget = info;
                string strPath = GetWidgetPath(widget.transform, transRoot);
                string strClassType = widget.GetType().ToString();
                string strInterfaceType = strClassType;
                string widgetName = widget.name + strClassType.Split('.').ToList().Last();
                strBuilder.AppendFormat("       public {0} {1}\r\n", strInterfaceType, widgetName);
                strBuilder.AppendLine("     {");
                strBuilder.AppendLine("     		get");
                strBuilder.AppendLine("     		{");
                
                strBuilder.AppendFormat("     			if( this.m_{0} == null )\n", widgetName);
                strBuilder.AppendLine("     			{");
                strBuilder.AppendFormat(
                    "		    		this.m_{0} = transform.Find(\"{1}\").GetComponent<{2}>();\r\n",
                    widgetName, strPath, strInterfaceType);
                strBuilder.AppendLine("     			}");
                strBuilder.AppendFormat("     			return this.m_{0};\n", widgetName);
                strBuilder.AppendLine("     		}");
                strBuilder.AppendLine("     	}\n");
            }
        }
    }
    static string GetWidgetPath(Transform obj, Transform root)
    {
        string path = obj.name;

        while (obj.parent != null && obj.parent != root)
        {
            obj = obj.transform.parent;
            path = obj.name + "/" + path;
        }

        return path;
    }
    private static void CreateDeclareCode(ref StringBuilder strBuilder)
    {
        foreach (KeyValuePair<string, List<Component>> pair in Path2WidgetCachedDict)
        {
            foreach (var info in pair.Value)
            {
                Component widget = info;
                string strClassType = widget.GetType().ToString();
                string widgetName = widget.name + strClassType.Split('.').ToList().Last();
                strBuilder.AppendFormat("\t\tprivate {0} m_{1}=null;\r\n", strClassType, widgetName);
            }
        }
    }

    /// <summary>
    /// 把所有的元件配置都裝好了,裝在了Path2WidgetCachedDict
    /// </summary>
    /// <param name="trans"></param>
    /// <param name="strPath"></param>
    private static void FindAllWidgets(Transform trans, string strPath)
    {
        if (null == trans)
        {
            return;
        }

        for (int nIndex = 0; nIndex < trans.childCount; ++nIndex) //隻算兒子,不算孫子
        {
            Transform child = trans.GetChild(nIndex);
            string strTemp = strPath + "/" + child.name;
            bool isSubUI = child.name.StartsWith(CommonUIPrefix);

            if (child.name.StartsWith(UIWidgetPrefix))
            {
                foreach (var uiComponent in WidgetInterfaceList)
                {
                    Component component = child.GetComponent(uiComponent);
                    if (null == component)
                    {
                        continue;
                    }

                    if (Path2WidgetCachedDict.ContainsKey(child.name))
                    {
                        Path2WidgetCachedDict[child.name].Add(component);
                        continue;
                    }

                    List<Component> componentsList = new List<Component>();
                    componentsList.Add(component);
                    Path2WidgetCachedDict.Add(child.name, componentsList);
                }
            }

            if (isSubUI)
            {
                Debug.Log($"遇到子UI,{child.name},不生成子UI項代碼");
                continue;
            }

            FindAllWidgets(child, strTemp);
        }
    }

 static UICodeSpawner()
    {
        WidgetInterfaceList = new List<string>();
        WidgetInterfaceList.Add("Button");
        WidgetInterfaceList.Add("Text");
        WidgetInterfaceList.Add("TMP_Text");
        WidgetInterfaceList.Add("InputField");
        WidgetInterfaceList.Add("TMP_InputField");
        WidgetInterfaceList.Add("Dropdown");
        WidgetInterfaceList.Add("TMP_Dropdown");
        WidgetInterfaceList.Add("Input");
        WidgetInterfaceList.Add("Scrollbar");
        WidgetInterfaceList.Add("ToggleGroup");
        WidgetInterfaceList.Add("Toggle");
        WidgetInterfaceList.Add("Slider");
        WidgetInterfaceList.Add("ScrollRect");
        WidgetInterfaceList.Add("Image");
        WidgetInterfaceList.Add("RawImage");
        WidgetInterfaceList.Add("Canvas");
        WidgetInterfaceList.Add("CanvasGroup");
    }
           

工程項目

連結:https://pan.baidu.com/s/1yToMdgKa1AxsbfWrqu8YMA

提取碼:vabd

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