UI界面工具

This commit is contained in:
梦语 2024-10-24 23:44:04 +08:00
parent d1270a5565
commit 4d6e0dbe45
36 changed files with 1447 additions and 214 deletions

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@ -16,95 +16,56 @@ using System.Text.RegularExpressions;
using UnityEditor;
using UnityEngine;
using System.Linq;
using UnityEditor.PackageManager.UI;
namespace Ether
{
public class FrameCodeGenerate
{
public enum ComponentType
{
Image,
Go,
Btn,
BtnEx,
Text,
SRContent,
ScrollRect,
Animator,
Trans,
}
private static string templeteBaseFileName = Application.dataPath + $"/Ether/Editor/Frames/FrameBaseTemplete.txt";
private static Dictionary<ComponentType, string> relationDic = new Dictionary<ComponentType, string>()
public static string GenerateFrameBaseCode(string prefabPath, string baseDirectoryPath, Dictionary<string, string> componentTypeDic)
{
{ 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" },
};
// 加载预制体
GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
[MenuItem("Assets/生成FrameBase(=-=)", false, 19)]
private static void CodeGenerate()
{
GameObject selectedPrefab = Selection.activeGameObject;
if (selectedPrefab != null && PrefabUtility.IsPartOfAnyPrefab(selectedPrefab))
if (prefab && PrefabUtility.IsPartOfAnyPrefab(prefab))
{
Transform[] childs = prefab.GetComponentsInChildren<Transform>(true);
Transform[] childs = selectedPrefab.GetComponentsInChildren<Transform>(true);
Dictionary<string, (string, List<ComponentType>)> componentDic = new Dictionary<string, (string, List<ComponentType>)>();
// 子物体路径 子物体名称 组件列表
Dictionary<string, (string, List<string>)> componentDic = new Dictionary<string, (string, List<string>)>();
foreach (Transform child in childs)
{
if (child.name == selectedPrefab.name)
if (child.name == prefab.name)
{
continue;
}
(string, List<ComponentType>) childComponent = CheckClildName(child);
(string, List<string>) childComponent = CheckClildName(child, componentTypeDic);
string childPath = GetChildPath(child);
if (!componentDic.ContainsKey(childPath))
{
componentDic.Add(childPath, childComponent);
}
}
GenerateFrameBase(prefabPath, baseDirectoryPath, componentTypeDic, componentDic);
}
GenerateFrameBase(selectedPrefab, componentDic);
}
else
{
Debug.LogError("当前没有选中预制体!");
}
return null;
}
[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)
private static (string, List<string>) CheckClildName(Transform child, Dictionary<string, string> componentTypeDic)
{
string input = child.name;
string pattern = @"<(.*?)>";
List<ComponentType> childTypeList = new List<ComponentType>();
List<string> childTypeList = new List<string>();
string childName = input;
MatchCollection matches = Regex.Matches(input, pattern);
@ -113,18 +74,16 @@ namespace Ether
childName = childName.Replace(match.Groups[0].Value, "");
string content = match.Groups[1].Value;
if (Enum.TryParse(content, out ComponentType parsedEnum))
if (componentTypeDic.ContainsKey(content))
{
if (Enum.IsDefined(typeof(ComponentType), parsedEnum))
{
childTypeList.Add(parsedEnum);
}
childTypeList.Add(content);
}
}
return (childName, childTypeList);
}
/// <summary>
/// 获取子物体的路径
/// </summary>
@ -150,75 +109,10 @@ namespace Ether
return path;
}
private static string templeteFileName = Application.dataPath + $"/Ether/Editor/Frames/FrameTemplete.txt";
/// <summary>
/// 生成FrameBase
/// </summary>
/// <param name="componentDic"></param>
private static void GenerateFrameBase(GameObject selectedPrefab, Dictionary<string, (string, List<ComponentType>)> componentDic)
private static void GenerateFrameBase(string prefabPath, string baseDirectoryPath, Dictionary<string, string> componentTypeDic, Dictionary<string, (string, List<string>)> componentDic)
{
string selectPath = AssetDatabase.GetAssetPath(selectedPrefab);
string framePart = "Prefabs";
string relativePrefabPath = PathTools.GetRelativePathToResources(prefabPath);
int selectIndex = selectPath.IndexOf(framePart);
string framePrefabPath = selectPath.Substring(selectIndex).Replace(".prefab", "");
Debug.Log($"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 + $"/Scripts/AutoGenerated/FrameBase/{selectedPrefab.name}Base.cs";
if (File.Exists(basePath)) File.Delete(basePath);
FileTools.WriteFile(basePath, frameTemplete);
AssetDatabase.Refresh();
return;
}
private static (string, string) GenerateComponentCodeStr(Dictionary<string, (string, List<ComponentType>)> componentDic)
{
string define = "";
string code = "";
@ -230,9 +124,9 @@ namespace Ether
foreach (var type in component.Value.Item2)
{
string tempType;
if (relationDic.ContainsKey(type))
if (componentTypeDic.ContainsKey(type))
{
tempType = relationDic[type];
tempType = componentTypeDic[type];
}
else
{
@ -242,27 +136,228 @@ namespace Ether
code += GetCodeByComponentType(type, tempType, name, component.Key);
}
}
string tempFileStr = FileTools.ReadFile(templeteBaseFileName);
return (define, code);
if (!string.IsNullOrEmpty(tempFileStr))
{
tempFileStr = tempFileStr.Replace("$FrameBaseName$", $"{Path.GetFileNameWithoutExtension(prefabPath)}Base");
tempFileStr = tempFileStr.Replace("$PrefabPath$", relativePrefabPath);
tempFileStr = tempFileStr.Replace("$PropertyList$", define);
tempFileStr = tempFileStr.Replace("$PropertyInitList$", code);
string basePath = $"{Application.dataPath}/{baseDirectoryPath}/{Path.GetFileNameWithoutExtension(prefabPath)}Base.cs";
if (File.Exists(basePath)) File.Delete(basePath);
FileTools.WriteFile(basePath, tempFileStr);
}
}
private static string GetCodeByComponentType(ComponentType type, string componentName, string name, string path)
private static string GetCodeByComponentType(string type, string componentName, string name, string path)
{
string code = "";
switch (type)
if (type == "Go")
{
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;
code = $"_{type}{name} = GetChild(\"{path}\").gameObject;\n\t\t\t";
}
else
{
code = $"_{type}{name} = GetComponent<{componentName}>(\"{path}\");\n\t\t\t";
}
return code;
}
[MenuItem("Assets/生成FrameBase(=-=)", false, 19)]
private static void CodeGenerate()
{
GameObject selectedPrefab = Selection.activeGameObject;
if (selectedPrefab != null && PrefabUtility.IsPartOfAnyPrefab(selectedPrefab))
{
//string tempPath = AssetDatabase.GetAssetPath(selectedPrefab);
//if (tempPath.StartsWith("Assets"))
//{
// tempPath = tempPath.Replace("Assets/", "");
//}
string prefabPath = AssetDatabase.GetAssetPath(selectedPrefab); //Path.Combine(Application.dataPath, tempPath);
string basePath = "";
Dictionary<string, string> componentTypeDic;
if (FileTools.ReadFileForJson<FrameEditorCfg>(PathTools.FrameEditorCfgPath, out var editorCfg))
{
basePath = editorCfg.frameBaseScriptPath;
componentTypeDic = editorCfg.componentTypeDic;
GenerateFrameBaseCode(prefabPath, basePath, componentTypeDic);
AssetDatabase.Refresh();
}
else
{
Debug.LogError("请先设置界面配置");
}
}
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;
}
}
//=================================== 以下是老代码 =========================================
//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" },
//};
//private static string templeteFileName = Application.dataPath + $"/Ether/Editor/Frames/FrameBaseTemplete.txt";
///// <summary>
///// 生成FrameBase
///// </summary>
///// <param name="componentDic"></param>
//private static void GenerateFrameBase(GameObject selectedPrefab, Dictionary<string, (string, List<ComponentType>)> componentDic)
//{
// string selectPath = AssetDatabase.GetAssetPath(selectedPrefab);
// string framePart = "Prefabs";
// int selectIndex = selectPath.IndexOf(framePart);
// string framePrefabPath = selectPath.Substring(selectIndex).Replace(".prefab", "");
// Debug.Log($"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;
//}
}
}

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@ -0,0 +1,19 @@

using System.Collections;
using System.Collections.Generic;
using UnityEditor.ShortcutManagement;
using UnityEditor;
using UnityEngine;
namespace Ether
{
public class FrameEditor
{
//[MenuItem("工具/界面/新建UI界面")]
//public static void CreateFrame()
//{
//}
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1 @@
{"framePrefabPath":"Resources/Prefabs/Frames","frameScriptPath":"Scripts/Frame","frameBaseScriptPath":"Scripts/AutoGenerated/FrameBase","componentTypeDic":{"BtnEx":"ButtonEx","Btn":"Btn","Image":"Image","Go":"GameObject","Trans":"Transform","Text":"TextMeshProUGUI","SRContent":"ScrollContent","ScrollRect":"ScrollRect","Animator":"Animator"}}

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@ -0,0 +1,238 @@

using NUnit.Framework;
using Sirenix.OdinInspector.Editor;
using System.Collections;
using System.Collections.Generic;
using UnityEditor.ShortcutManagement;
using UnityEditor;
using UnityEngine;
using UnityEditor.PackageManager.UI;
using Sirenix.OdinInspector;
using System.IO;
using UnityEditor.SceneManagement;
namespace Ether
{
public class FrameEditorWindow : OdinEditorWindow
{
private static string templeteFramePrefabPath = Application.dataPath + $"/Ether/Editor/Frames/TempFrame.prefab"; //预制体模板路径
static FrameEditorWindow window;
[MenuItem("工具/界面/UI界面设置 %/")]
//[Shortcut("打开全局配置", KeyCode.F1)]
private static void OpenWindow()
{
window = GetWindow<FrameEditorWindow>();
window.titleContent = new GUIContent("UI界面设置");
window.Show();
}
protected override void OnEnable()
{
base.OnEnable();
if (!window)
{
window = GetWindow<FrameEditorWindow>();
}
if (FileTools.ReadFileForJson<FrameEditorCfg>(PathTools.FrameEditorCfgPath, out var editorCfg))
{
framePrefabPath = editorCfg.framePrefabPath;
frameScriptPath = editorCfg.frameScriptPath;
frameBaseScriptPath = editorCfg.frameBaseScriptPath;
componentTypeDic = editorCfg.componentTypeDic;
}
}
[Header("Frame路径设置")]
[FolderPath(ParentFolder = "Assets"), PropertyOrder(0)]
[OnValueChanged(nameof(OnFolderPathChanged))]
[LabelText("预制体路径")]
public string framePrefabPath = "";
[FolderPath(ParentFolder = "Assets"), PropertyOrder(1)]
[OnValueChanged(nameof(OnFolderPathChanged))]
[LabelText("Frame路径")]
public string frameScriptPath = "";
[FolderPath(ParentFolder = "Assets"), PropertyOrder(2)]
[OnValueChanged(nameof(OnFolderPathChanged))]
[LabelText("FrameBase路径")]
public string frameBaseScriptPath = "";
private void OnFolderPathChanged()
{
if (FileTools.WriteFileForJson<FrameEditorCfg>(PathTools.FrameEditorCfgPath, new FrameEditorCfg()
{
framePrefabPath = framePrefabPath,
frameScriptPath = frameScriptPath,
frameBaseScriptPath = frameBaseScriptPath,
componentTypeDic = componentTypeDic
}))
{
window.ShowNotification(new GUIContent("已保存当前配置!"));
AssetDatabase.Refresh();
}
}
[Space(20)]
[Header("组件类型映射表")]
[DictionaryDrawerSettings(KeyLabel = "组件简称", ValueLabel = "组件全称")]
[ShowInInspector]
[OnValueChanged(nameof(OnFolderPathChanged))]
[LabelText("组件列表")]
[PropertyOrder(3)]
public Dictionary<string, string> componentTypeDic = new Dictionary<string, string>();
[Button("保存配置", ButtonSizes.Medium)]
[PropertyOrder(4)]
public void OnComponentTypeChanged()
{
OnFolderPathChanged();
}
[Space(20)]
[Header("Frame创建")]
[LabelText("系统名称")]
[PropertyOrder(10)]
public string createSystemName;
[LabelText("界面名称")]
[PropertyOrder(11)]
public string createFrameName;
[Button("创建界面", ButtonSizes.Medium)]
[PropertyOrder(12)]
private void CreateFrame()
{
//创建Prefab
string prefabPath = $"{Application.dataPath}/{framePrefabPath}/{createSystemName}/{createFrameName}.prefab";
if (!File.Exists(prefabPath))
{
string directoryPath = $"{Application.dataPath}/{framePrefabPath}/{createSystemName}/";
if (!Directory.Exists(directoryPath))
{
Directory.CreateDirectory(directoryPath);
}
File.Copy(templeteFramePrefabPath, prefabPath, true);
AssetDatabase.Refresh();
}
//创建FrameBase
prefabPath = "Assets" + prefabPath.Substring(Application.dataPath.Length);
FrameCodeGenerate.GenerateFrameBaseCode(prefabPath, frameBaseScriptPath, componentTypeDic);
//创建Frame
string framePath = $"{Application.dataPath}/{frameScriptPath}/{createSystemName}/{createFrameName}.cs";
if (!File.Exists(framePath))
{
string directoryPath = $"{Application.dataPath}/{frameScriptPath}/{createSystemName}/";
if (!Directory.Exists(directoryPath))
{
Directory.CreateDirectory(directoryPath);
}
TempTools.GenerateClass(createFrameName, $"{createFrameName}Base", "", framePath);
}
window.ShowNotification(new GUIContent("创建界面成功!"));
AssetDatabase.Refresh();
//打开预制体
PrefabStageUtility.OpenPrefab(prefabPath);
//选中界面脚本
// 将脚本路径转换为GUID
string guid = AssetDatabase.AssetPathToGUID($"Assets/{frameScriptPath}/{createSystemName}/{createFrameName}.cs");
// 如果找到了对应的GUID
if (!string.IsNullOrEmpty(guid))
{
// 使用GUID获取asset路径
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
// 选中该asset
Selection.activeObject = AssetDatabase.LoadAssetAtPath<Object>(assetPath);
}
}
[Space(20)]
[Header("Frame删除")]
[LabelText("系统名称")]
[PropertyOrder(15)]
public string deleteSystemName;
[LabelText("界面名称")]
[PropertyOrder(16)]
public string deleteFrameName;
[Button("删除界面", ButtonSizes.Medium)]
[PropertyOrder(17)]
private void DeleteFrame()
{
string prefabPath = $"{Application.dataPath}/{framePrefabPath}/{deleteSystemName}/{deleteFrameName}.prefab";
if (File.Exists(prefabPath))
{
File.Delete(prefabPath);
AssetDatabase.Refresh();
}
string frameBasePath = $"{Application.dataPath}/{frameBaseScriptPath}/{deleteSystemName}/{deleteFrameName}.cs";
if (File.Exists(frameBasePath))
{
File.Delete(frameBasePath);
}
string framePath = $"{Application.dataPath}/{frameScriptPath}/{deleteSystemName}/{deleteFrameName}.cs";
if (File.Exists(framePath))
{
File.Delete(framePath);
AssetDatabase.Refresh();
}
string directoryPath = $"Assets/{framePrefabPath}/{deleteSystemName}";
if (FileTools.CheckIfDirectoryIsEmpty(directoryPath))
{
Directory.Delete(directoryPath);
if (File.Exists(directoryPath + ".meta"))
{
File.Delete(directoryPath + ".meta");
}
}
directoryPath = $"Assets/{frameScriptPath}/{deleteSystemName}";
if (FileTools.CheckIfDirectoryIsEmpty(directoryPath))
{
Directory.Delete(directoryPath);
if (File.Exists(directoryPath + ".meta"))
{
File.Delete(directoryPath + ".meta");
}
}
window.ShowNotification(new GUIContent("删除界面成功!"));
AssetDatabase.Refresh();
}
}
public class FrameEditorCfg
{
public string framePrefabPath;
public string frameScriptPath;
public string frameBaseScriptPath;
public Dictionary<string, string> componentTypeDic = new Dictionary<string, string>();
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Ether
{
public class $ClassName$ : $BaseClassName$
{
$Content$
}
}

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namespace Ether
{
public enum $EnumName$
{
$Content$
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Ether
{
public static class TempTools
{
/// <summary>
/// 生成类
/// </summary>
public static void GenerateClass(string className, string baseClassName, string content, string generatePath)
{
string tempClassStr = FileTools.ReadFile(PathTools.TempClassPath);
tempClassStr = tempClassStr.Replace("$ClassName$", className);
tempClassStr = tempClassStr.Replace("$BaseClassName$", baseClassName);
tempClassStr = tempClassStr.Replace("$Content$", content);
FileTools.WriteFile(generatePath, tempClassStr);
}
}
}

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@ -15,12 +15,12 @@ using UnityEngine;
public class SceneEditor : OdinEditorWindow
{
[MenuItem("工具/场景/场景设置")]
[Shortcut("场景设置", KeyCode.F6)]
[MenuItem("工具/场景/场景跳转设置")]
[Shortcut("场景跳转设置", KeyCode.F6)]
private static void OpenWindow()
{
var window = GetWindow<SceneEditor>();
window.titleContent = new GUIContent("场景设置");
window.titleContent = new GUIContent("场景跳转设置");
window.Show();
}

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@ -186,4 +186,35 @@ public static class FileTools
FindAllFileInDirectory(dir, saveList, types);
}
}
/// <summary>
/// 判断文件夹是否为空
/// </summary>
/// <param name="dirPath"></param>
/// <returns></returns>
public static bool CheckIfDirectoryIsEmpty(string dirPath)
{
// 检查文件夹是否存在
if (Directory.Exists(dirPath))
{
// 获取文件夹中的所有文件和子文件夹
string[] files = Directory.GetFiles(dirPath, "*.*", SearchOption.AllDirectories);
DirectoryInfo dirInfo = new DirectoryInfo(dirPath);
DirectoryInfo[] subDirs = dirInfo.GetDirectories();
// 判断文件和子文件夹的数量
if (files.Length == 0 && subDirs.Length == 0)
{
return true;
}
else
{
return false;
}
}
else
{
return false;
}
}
}

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@ -1,4 +1,7 @@

using Codice.Utils;
using System;
using System.IO;
using UnityEngine;
namespace Ether
@ -17,5 +20,52 @@ namespace Ether
public static string SceneAudioCfg = Application.streamingAssetsPath + "/Config/Audio/SceneAudioCfg.json";
public static string TempEnumPath = Application.dataPath + "/Ether/Editor/Templete/TempEnum.txt";
public static string TempClassPath = Application.dataPath + "/Ether/Editor/Templete/TempClass.txt";
public static string FrameEditorCfgPath = Application.dataPath + $"/Ether/Editor/Frames/FrameEditorCfg.json";
// 获取相对于 Resources 文件夹的路径
public static string GetRelativePathToResources(string absolutePath)
{
// 获取 Resources 文件夹的绝对路径
string resourcesPath = Path.Combine(Application.dataPath, "Resources");
if (absolutePath.StartsWith("Assets"))
{
absolutePath = absolutePath.Replace("Assets/", "");
absolutePath = Path.Combine(Application.dataPath, absolutePath);
}
// 检查给定的路径是否在 Resources 文件夹内
if (absolutePath.StartsWith(resourcesPath, StringComparison.OrdinalIgnoreCase))
{
// 计算相对路径
string relativePathWithExtension = absolutePath.Substring(resourcesPath.Length + 1); // +1 是为了去掉开头的斜杠
// 去掉 .prefab 扩展名
string relativePathWithoutExtension = Path.GetFileNameWithoutExtension(relativePathWithExtension);
// 如果相对路径中有目录结构,需要保留
int lastSlashIndex = relativePathWithExtension.LastIndexOf('/');
if (lastSlashIndex != -1)
{
string directoryPath = relativePathWithExtension.Substring(0, lastSlashIndex + 1);
relativePathWithoutExtension = directoryPath + relativePathWithoutExtension;
}
return relativePathWithoutExtension;
}
else
{
Debug.LogError("Given path is not within the Resources folder.");
return null;
}
}
}
}

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//=================================================== 代码自动创建,禁止手动修改 ===================================================
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
namespace Ether
{
public class SettingFrameBase : FrameBase
{
public override string PrefabPath { get; } = "Prefabs/Frames/Setting/SettingFrame";
protected override void OnInit()
{
}
}
}

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//=================================================== 代码自动创建,禁止手动修改 ===================================================
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
namespace Ether
{
public class TestSettingBase : FrameBase
{
public override string PrefabPath { get; } = "Prefabs/Frames/Setting/SubSetting/TestSetting";
protected override void OnInit()
{
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Ether
{
public class SettingFrame : SettingFrameBase
{
}
}

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//=================================================== 代码自动创建,禁止手动修改 ===================================================
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
namespace Ether
{
public class LoginFrameBase : FrameBase
{
public override string PrefabPath { get; } = "Prefabs/Frames/Login/LoginFrame";
$protected ButtonEx _BtnExContinuGame;
protected TextMeshProUGUI _TextContinuGame;
protected ButtonEx _BtnExStartGame;
protected ButtonEx _BtnExSetting;
protected ButtonEx _BtnExExit;
$
protected override void OnInit()
{
$_BtnExContinuGame = GetComponent<ButtonEx>("BtnList/<BtnEx><Text>ContinuGame");
_TextContinuGame = GetComponent<TextMeshProUGUI>("BtnList/<BtnEx><Text>ContinuGame");
_BtnExStartGame = GetComponent<ButtonEx>("BtnList/<BtnEx>StartGame");
_BtnExSetting = GetComponent<ButtonEx>("BtnList/<BtnEx>Setting");
_BtnExExit = GetComponent<ButtonEx>("BtnList/<BtnEx>Exit");
$
}
}
}