3、拓展脚本模板
上面讲的第一种方法直接修改了unity的默认配置,这并不适应于所有项目,这里第二种方法会更有效,可以针对不同的项目和框架创建合适的脚本模板。
首先,先创建一个文本文件MyTemplateScript.cs.txt作为脚本模板,并将其放入unity project的Editor文件夹下,模板代码为:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MyNewBehaviourScript : MonoBase {
//添加事件监听
protected override void AddMsgListener()
{
}
//处理消息
protected override void HandleMsg(MsgBase msg)
{
switch (msg.id)
{
default:
break;
}
}
}
我们使用时,需要在Project视图中右击->Create->C# FrameScript 创建脚本模板,因此首先要创建路径为Assets/Create/C# FrameScript的MenuItem,点击创建脚本后,需要修改脚本名字,因此需要在拓展编辑器脚本中继承EndNameEditAction来监听回调,最终实现输入脚本名字后自动创建相应的脚本模板。
代码如下,将这个脚本放入Editor文件夹中:
using UnityEditor;
using UnityEngine;
using System;
using System.IO;
using UnityEditor.ProjectWindowCallback;
using System.Text;
using System.Text.RegularExpressions;
public class CreateTemplateScript {
//脚本模板路径
private const string TemplateScriptPath = "Assets/Editor/MyTemplateScript.cs.txt";
//菜单项
[MenuItem("Assets/Create/C# FrameScript", false, 1)]
static void CreateScript()
{
string path = "Assets";
foreach (UnityEngine.Object item in Selection.GetFiltered(typeof(UnityEngine.Object),SelectionMode.Assets))
{
path = AssetDatabase.GetAssetPath(item);
if (!string.IsNullOrEmpty(path) && File.Exists(path))
{
path = Path.GetDirectoryName(path);
break;
}
}
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance<CreateScriptAsset>(),
path + "/MyNewBehaviourScript.cs",
null, TemplateScriptPath);
}
}
class CreateScriptAsset : EndNameEditAction
{
public override void Action(int instanceId, string newScriptPath, string templatePath)
{
UnityEngine.Object obj= CreateTemplateScriptAsset(newScriptPath, templatePath);
ProjectWindowUtil.ShowCreatedAsset(obj);
}
public static UnityEngine.Object CreateTemplateScriptAsset(string newScriptPath, string templatePath)
{
string fullPath = Path.GetFullPath(newScriptPath);
StreamReader streamReader = new StreamReader(templatePath);
string text = streamReader.ReadToEnd();
streamReader.Close();
string fileNameWithoutExtension = Path.GetFileNameWithoutExtension(newScriptPath);
//替换模板的文件名
text = Regex.Replace(text, "MyTemplateScript", fileNameWithoutExtension);
bool encoderShouldEmitUTF8Identifier = true;
bool throwOnInvalidBytes = false;
UTF8Encoding encoding = new UTF8Encoding(encoderShouldEmitUTF8Identifier, throwOnInvalidBytes);
bool append = false;
StreamWriter streamWriter = new StreamWriter(fullPath, append, encoding);
streamWriter.Write(text);
streamWriter.Close();
AssetDatabase.ImportAsset(newScriptPath);
return AssetDatabase.LoadAssetAtPath(newScriptPath, typeof(UnityEngine.Object));
}
}











