目前項目使用C#開發版本,IOS使用Xlua熱更代碼。每次建立Xlua檔案的時候,都是複制之前的Lua檔案修改檔案名、類名,模闆内容基本一緻,覺得有一點麻煩。
以前寫過一篇文章:修改Unity、VS2015建立C#腳本時使用的模闆,就想仿照着Unity建立C#腳本時的方法寫一個建立Lua腳本的編輯器擴充。
首先根據需求,建立一個Txt模闆:100-Lua Script-NewLua.lua.txt
local #SCRIPTNAME#Class = DeclareClass("#SCRIPTNAME#Class")
function #SCRIPTNAME#Class:HotFix()
xlua.private_accessible(CS.#SCRIPTNAME#)
xluaUtil.hotfix_ex(CS.#SCRIPTNAME#, "XXXXX", self.XXXXX)
LogE("hotfix #SCRIPTNAME#Class")
end
function #SCRIPTNAME#Class.XXXXX(this, args)
this:XXXXX(args)
end
function #SCRIPTNAME#Class:Destory()
xlua.hotfix(CS.#SCRIPTNAME#, "XXXXX", nil)
end
添加編輯器代碼,調用ProjectWindowUtil.StartNameEditingIfProjectWindowExists函數建立檔案時編輯檔案名稱。
[MenuItem("Assets/Create/Xlua Script",false,101)]
static void CreateXluaHotfixField()
{
string _path = "Assets/XLua/Editor/100-Lua Script-NewLua.lua.txt";//模闆路徑
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0,
ScriptableObject.CreateInstance<CreateLuaScriptAsset>(),
GetSelectedPath(),
null,
_path
);
AssetDatabase.Refresh();
}
private static string GetSelectedPath()
{
UnityEngine.Object[] obj = Selection.GetFiltered(typeof(UnityEngine.Object), SelectionMode.TopLevel);
string path = AssetDatabase.GetAssetPath(obj[0]) + "/New Lua.txt";
return path;
}
建立CraetLuaScriptAsset類,繼承EndNameEditAction 重寫Action。
using System.IO;
using System.Text;
using System.Text.RegularExpressions;
using UnityEditor;
using UnityEditor.ProjectWindowCallback;
using UnityEngine;
class CreateLuaScriptAsset : EndNameEditAction
{
public override void Action(int instanceId, string pathName, string resourceFile)
{
UnityEngine.Object o = CreateScriptAssetFormTemplate(pathName, resourceFile);
ProjectWindowUtil.ShowCreatedAsset(o);
}
internal static UnityEngine.Object CreateScriptAssetFormTemplate(string pathName, string resourcesFile)
{
string _fileName = Path.GetFileNameWithoutExtension(pathName);
pathName = pathName.Replace(_fileName, _fileName + ".lua");
string fullName = Path.GetFullPath(pathName);
//讀取模闆
StreamReader streamReader = new StreamReader(resourcesFile);
string text = streamReader.ReadToEnd();
streamReader.Close();
//修改内容
text = Regex.Replace(text, "#SCRIPTNAME#", _fileName);
//寫檔案
StreamWriter streamWriter = new StreamWriter(fullName);
streamWriter.Write(text);
streamWriter.Close();
AssetDatabase.ImportAsset(pathName);
return AssetDatabase.LoadAssetAtPath(pathName, typeof(UnityEngine.Object));
}
}
在CreatScriptAssetFormTemplate函數中會讀取模闆内容,按需求修改内容,最後再寫入對應路徑。這樣,就能像建立C#代碼一樣建立自定義的Lua代碼了。