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Unity之自动生成预制体脚本生成代码展示设计思路操作流程源码工程项目

在Unity开发中有许许多多的UI界面,包含着不同的组件,比如Button、Image等,我们需要按正确的路径找到它们并持有它们,这个步骤在界面十分庞大的时候,会十分繁琐易错。本文介绍的自动生成代码工具就是为了解决这一困境,可以自动获取那些我们想要的组件,一键生成,希望对你有所帮助。

生成代码展示

Unity之自动生成预制体脚本生成代码展示设计思路操作流程源码工程项目

设计思路

我们要使得对象自动生成代码,无非就是分三步,第一步找到这个对象,第二步记录这个对象身上所有需要生成代码的组件,第三步创建一份文件写入我们记录好的内容。

操作流程

  1. 制作好我们需要的预制体界面,要获取组件的对象用T_来开头
  2. 右键界面根节点,点击SpawnUICode(生成UI模板),会弹出操作窗口
  3. 点击窗口的选择脚本要生成的模块,会弹出我们预设的模块下拉菜单,选择我们对应的模块,即可将脚本生成在选中的模块下。
    Unity之自动生成预制体脚本生成代码展示设计思路操作流程源码工程项目
    Unity之自动生成预制体脚本生成代码展示设计思路操作流程源码工程项目
    Unity之自动生成预制体脚本生成代码展示设计思路操作流程源码工程项目

源码

弹出窗口代码

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("选择脚本要生成的模块"))
        {

            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]); //向菜单中添加菜单项
        }
        menu.ShowAsContext(); //显示菜单

    }

    void SelectPath(object floderName)
    {
        string t = floderName.ToString();
        Debug.Log("选择路径:" + floderName);
         UICodeSpawner.SpawnUICode(selectGo, t);//生成脚本代码
    }
}
           

内容写入代码

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("请先(SpawnerUICode)生成UI代码模板");
            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/// 此文件为脚本自动生成并且覆盖;");
        strBuilder.AppendLine("\t/// 非必要请不要在此作修改");
        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>
    /// 把所有的组件配置都装好了,装在了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) //只算儿子,不算孙子
        {
            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项代码");
                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");
    }
           

工程项目

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

提取码:vabd

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