269 lines
8.8 KiB
C#
269 lines
8.8 KiB
C#
|
/********************************************************************
|
||
|
文件: FrameCodeGenerate.cs
|
||
|
作者: 梦语
|
||
|
邮箱: 1982614048@qq.com
|
||
|
创建时间: 2024/03/29 17:28:19
|
||
|
最后修改: 梦语
|
||
|
最后修改时间: 2024/04/04 16:34:30
|
||
|
功能: 生成界面基类
|
||
|
*********************************************************************/
|
||
|
|
||
|
using System;
|
||
|
using System.IO;
|
||
|
using System.Collections;
|
||
|
using System.Collections.Generic;
|
||
|
using System.Text.RegularExpressions;
|
||
|
using UnityEditor;
|
||
|
using UnityEngine;
|
||
|
using System.Linq;
|
||
|
|
||
|
namespace Ether
|
||
|
{
|
||
|
public class FrameCodeGenerate
|
||
|
{
|
||
|
public enum ComponentType
|
||
|
{
|
||
|
Image,
|
||
|
Go,
|
||
|
Btn,
|
||
|
BtnEx,
|
||
|
Text,
|
||
|
SRContent,
|
||
|
ScrollRect,
|
||
|
Animator,
|
||
|
Trans,
|
||
|
}
|
||
|
|
||
|
private static Dictionary<ComponentType, string> relationDic = new Dictionary<ComponentType, string>()
|
||
|
{
|
||
|
{ ComponentType.Image, "Image" },
|
||
|
{ ComponentType.Go, "GameObject" },
|
||
|
{ ComponentType.Trans, "Transform" },
|
||
|
{ ComponentType.Btn, "Button" },
|
||
|
{ ComponentType.BtnEx, "ButtonEx" },
|
||
|
{ ComponentType.Text, "TextMeshProUGUI" },
|
||
|
{ ComponentType.SRContent, "ScrollContent" },
|
||
|
{ ComponentType.ScrollRect, "ScrollRect" },
|
||
|
{ ComponentType.Animator, "Animator" },
|
||
|
};
|
||
|
|
||
|
[MenuItem("Assets/生成FrameBase(=-=)", false, 19)]
|
||
|
private static void CodeGenerate()
|
||
|
{
|
||
|
GameObject selectedPrefab = Selection.activeGameObject;
|
||
|
if (selectedPrefab != null && PrefabUtility.IsPartOfAnyPrefab(selectedPrefab))
|
||
|
{
|
||
|
|
||
|
Transform[] childs = selectedPrefab.GetComponentsInChildren<Transform>(true);
|
||
|
|
||
|
Dictionary<string, (string, List<ComponentType>)> componentDic = new Dictionary<string, (string, List<ComponentType>)>();
|
||
|
|
||
|
foreach (Transform child in childs)
|
||
|
{
|
||
|
if (child.name == selectedPrefab.name)
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
(string, List<ComponentType>) childComponent = CheckClildName(child);
|
||
|
string childPath = GetChildPath(child);
|
||
|
if (!componentDic.ContainsKey(childPath))
|
||
|
{
|
||
|
componentDic.Add(childPath, childComponent);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
GenerateFrameBase(selectedPrefab, componentDic);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Debug.LogError("当前没有选中预制体!");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[MenuItem("Assets/生成FrameBase(=-=)", true, 19)]
|
||
|
public static bool CodeGenerateShow()
|
||
|
{
|
||
|
GameObject selectedPrefab = Selection.activeGameObject;
|
||
|
if (selectedPrefab != null && PrefabUtility.IsPartOfAnyPrefab(selectedPrefab))
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// 检查子物体的名字,获取对应的组件
|
||
|
/// </summary>
|
||
|
/// <param name="child"></param>
|
||
|
/// <returns></returns>
|
||
|
private static (string, List<ComponentType>) CheckClildName(Transform child)
|
||
|
{
|
||
|
string input = child.name;
|
||
|
string pattern = @"<(.*?)>";
|
||
|
|
||
|
List<ComponentType> childTypeList = new List<ComponentType>();
|
||
|
string childName = input;
|
||
|
|
||
|
MatchCollection matches = Regex.Matches(input, pattern);
|
||
|
foreach (Match match in matches)
|
||
|
{
|
||
|
childName = childName.Replace(match.Groups[0].Value, "");
|
||
|
string content = match.Groups[1].Value;
|
||
|
|
||
|
if (Enum.TryParse(content, out ComponentType parsedEnum))
|
||
|
{
|
||
|
if (Enum.IsDefined(typeof(ComponentType), parsedEnum))
|
||
|
{
|
||
|
childTypeList.Add(parsedEnum);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return (childName, childTypeList);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// 获取子物体的路径
|
||
|
/// </summary>
|
||
|
/// <param name="child"></param>
|
||
|
/// <returns></returns>
|
||
|
private static string GetChildPath(Transform child)
|
||
|
{
|
||
|
string path = child.name;
|
||
|
Transform parent = child.parent;
|
||
|
while (parent != null)
|
||
|
{
|
||
|
path = parent.name + "/" + path;
|
||
|
parent = parent.parent;
|
||
|
}
|
||
|
|
||
|
//去除本身的路径
|
||
|
int slashIndex = path.IndexOf("/");
|
||
|
if (slashIndex >= 0)
|
||
|
{
|
||
|
path = path.Substring(slashIndex + 1);
|
||
|
}
|
||
|
|
||
|
return path;
|
||
|
}
|
||
|
|
||
|
private static string templeteFileName = Application.dataPath + $"/Ether/Editor/Frames/FrameTemplete.txt";
|
||
|
|
||
|
/// <summary>
|
||
|
/// 生成FrameBase
|
||
|
/// </summary>
|
||
|
/// <param name="componentDic"></param>
|
||
|
private static void GenerateFrameBase(GameObject selectedPrefab, Dictionary<string, (string, List<ComponentType>)> componentDic)
|
||
|
{
|
||
|
string selectPath = AssetDatabase.GetAssetPath(selectedPrefab);
|
||
|
string framePart = "Prefabs";
|
||
|
|
||
|
int selectIndex = selectPath.IndexOf(framePart);
|
||
|
string framePrefabPath = selectPath.Substring(selectIndex).Replace(".prefab", "");
|
||
|
|
||
|
Debug.Log($"selectPath:{selectPath}");
|
||
|
|
||
|
string frameTemplete = FileTools.ReadFile(templeteFileName);
|
||
|
|
||
|
Debug.Log(frameTemplete);
|
||
|
|
||
|
(string, string) generateComponentCode = GenerateComponentCodeStr(componentDic);
|
||
|
|
||
|
string pattern = @"\$(.*?)\$";
|
||
|
|
||
|
MatchCollection matches = Regex.Matches(frameTemplete, pattern);
|
||
|
|
||
|
foreach (Match match in matches)
|
||
|
{
|
||
|
string property = match.Groups[0].Value; //带$的原字符串
|
||
|
string content = match.Groups[1].Value; //仅两个$中的内容
|
||
|
|
||
|
string replaceStr = "";
|
||
|
|
||
|
switch (content)
|
||
|
{
|
||
|
case "FrameBaseName":
|
||
|
replaceStr = $"{selectedPrefab.name}Base";
|
||
|
break;
|
||
|
case "PrefabPath":
|
||
|
replaceStr = framePrefabPath;
|
||
|
break;
|
||
|
case "PropertyList":
|
||
|
replaceStr = generateComponentCode.Item1;
|
||
|
break;
|
||
|
case "PropertyInitList":
|
||
|
replaceStr = generateComponentCode.Item2;
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
//Debug.Log(content);
|
||
|
|
||
|
frameTemplete = frameTemplete.Replace(property, replaceStr);
|
||
|
}
|
||
|
|
||
|
string basePath = Application.dataPath + $"/Scripts/AutoGenerated/FrameBase/{selectedPrefab.name}Base.cs";
|
||
|
|
||
|
if (File.Exists(basePath)) File.Delete(basePath);
|
||
|
|
||
|
FileTools.WriteFile(basePath, frameTemplete);
|
||
|
|
||
|
AssetDatabase.Refresh();
|
||
|
return;
|
||
|
|
||
|
}
|
||
|
|
||
|
private static (string, string) GenerateComponentCodeStr(Dictionary<string, (string, List<ComponentType>)> componentDic)
|
||
|
{
|
||
|
string define = "";
|
||
|
string code = "";
|
||
|
|
||
|
string name = "";
|
||
|
foreach (var component in componentDic)
|
||
|
{
|
||
|
name = component.Value.Item1;
|
||
|
|
||
|
foreach (var type in component.Value.Item2)
|
||
|
{
|
||
|
string tempType;
|
||
|
if (relationDic.ContainsKey(type))
|
||
|
{
|
||
|
tempType = relationDic[type];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
tempType = type.ToString();
|
||
|
}
|
||
|
define += $"protected {tempType} _{type}{name};\n\t\t";
|
||
|
code += GetCodeByComponentType(type, tempType, name, component.Key);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return (define, code);
|
||
|
}
|
||
|
|
||
|
private static string GetCodeByComponentType(ComponentType type, string componentName, string name, string path)
|
||
|
{
|
||
|
string code = "";
|
||
|
switch (type)
|
||
|
{
|
||
|
case ComponentType.Go:
|
||
|
code = $"_{type}{name} = GetChild(\"{path}\").gameObject;\n\t\t\t";
|
||
|
break;
|
||
|
case ComponentType.Image:
|
||
|
case ComponentType.Btn:
|
||
|
case ComponentType.BtnEx:
|
||
|
case ComponentType.Text:
|
||
|
default:
|
||
|
code = $"_{type}{name} = GetComponent<{componentName}>(\"{path}\");\n\t\t\t";
|
||
|
break;
|
||
|
}
|
||
|
return code;
|
||
|
}
|
||
|
}
|
||
|
}
|