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