最近在看Unity3d游戏开发第二版(作者雨松momo)这本书,记录下学习的东西。
1.Unity 文件夹下保存着一份脚本模板 在目录:Unity\Editor\Data\Resources\ScriptTemplates下。如果需要新的,可以在该目录下仿照格式重新添加一套新的模板格式。
2.为了方便版本管理,可以自己写一套新加模板的方法,代码如下:
using UnityEngine;
using UnityEditor;
using System.IO;
using UnityEditor.ProjectWindowCallback;
using System.Text.RegularExpressions;
using System.Text;
public class CreateScriptTools
{
private const string MY_SCRIPT_DEFAULT = "Assets/Editor/ScriptsTemplates/C# Script-NewBehaviourScript.cs.txt";
[MenuItem("Assets/Create/C# MyScripts", false, 100)]
public static void CreateScripts()
{
string localPath = GetSelectedPathOrFallBack();
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance<MyDoCreateScriptAsset>(), localPath + "/MyNewBehaviourScript.cs", null, MY_SCRIPT_DEFAULT);
}
public static string GetSelectedPathOrFallBack()
{
string path = "Assets";
foreach (UnityEngine.Object obj in Selection.GetFiltered(typeof(UnityEngine.Object), SelectionMode.Assets))
{
path = AssetDatabase.GetAssetPath(obj);
if (!string.IsNullOrEmpty(path) && File.Exists(path))
{
path = Path.GetDirectoryName(path);
break;
}
}
return path;
}
}
class MyDoCreateScriptAsset : EndNameEditAction
{
public override void Action(int instanceId, string pathName, string resourceFile)
{
Debug.Log("EndNameAction");
UnityEngine.Object o = CreateScriptsFromTemplate(pathName, resourceFile);
ProjectWindowUtil.ShowCreatedAsset(o);
}
internal static UnityEngine.Object CreateScriptsFromTemplate(string pathName, string resourceFolder)
{
string fullPath = Path.GetFullPath(pathName);
StreamReader streamReader = new StreamReader(resourceFolder);
string text = streamReader.ReadToEnd();
streamReader.Close();
string fileNameWithOutExtension = Path.GetFileNameWithoutExtension(pathName);
text = Regex.Replace(text, "#NAME#", fileNameWithOutExtension);
bool encoderShouldEmitUTF8Identifer = true;
bool throwOnInvalidBytes = false;
UTF8Encoding encoding = new UTF8Encoding(encoderShouldEmitUTF8Identifer, throwOnInvalidBytes);
bool append = false;
StreamWriter streamWriter = new StreamWriter(fullPath, append, encoding);
streamWriter.Write(text);
streamWriter.Close();
AssetDatabase.ImportAsset(pathName);
return AssetDatabase.LoadAssetAtPath(pathName, typeof(UnityEngine.Object));
}
}