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Unity 代码自动化生成!

Sky飞羽 2021-09-19 阅读 57

【为什么要做自动化工具】

工具类的创建是为了解决实际问题或者优化既有流程,我们来先看看一些项目里面经常遇到的问题。

如果计算机能帮我们直接创建一个功能的基础脚本类,就不用每次去复制上次的代码了。然后再帮我们把那些乱七八糟又数不胜数的按钮、文字、图片组件都自动生成在脚本里面,然后自己去关联好引用,一下就能节省好多重复的活。

效果展示

【相关功能实现与解析】

完整的脚本:

using UnityEngine;
using UnityEditor;
using System.Linq;
using System.Collections.Generic;
using System.IO;
using System.Text.RegularExpressions;
using System.Text;

public class AutoBuildTemplate
{
   public static string UIClass =
@"using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System;
public class #类名# : MonoBehaviour
{
//auto
   public void Start()
    {
        #查找#
    }
    #成员#
}
";
}

public class AutoBuild
{

   [MenuItem("生成/创建或刷新界面")]
   public static void BuildUIScript()
   {

       var dicUIType = new Dictionary<string, string>();

       dicUIType.Add("Img", "Image");
       dicUIType.Add("Btn", "Button");
       dicUIType.Add("Txt", "Text");
       dicUIType.Add("Tran", "Transform");

       GameObject[] selectobjs = Selection.gameObjects;

       foreach (GameObject go in selectobjs)
       {
           //选择的物体
           GameObject selectobj = go.transform.root.gameObject;

           //物体的子物体
           Transform[] _transforms = selectobj.GetComponentsInChildren<Transform>(true);

           List<Transform> childList = new List<Transform>(_transforms);

           //UI需要查询的物体
           var mainNode = from trans in childList where trans.name.Contains('_') && dicUIType.Keys.Contains(trans.name.Split('_')[0]) select trans;

           var nodePathList = new Dictionary<string, string>();

           //循环得到物体路径
           foreach (Transform node in mainNode)
           {
               Transform tempNode = node;
               string nodePath = "/" + tempNode.name;

               while (tempNode != tempNode.root)
               {
                   tempNode = tempNode.parent;

                   int index = nodePath.IndexOf('/');

                   nodePath = nodePath.Insert(index, "/" + tempNode.name);
               }

               nodePathList.Add(node.name, nodePath);
           }

           //成员变量字符串
           string memberstring = "";
           //查询代码字符串
           string loadedcontant = "";

           foreach (Transform itemtran in mainNode)
           {
               string typeStr = dicUIType[itemtran.name.Split('_')[0]];

               memberstring += "public " + typeStr + " " + itemtran.name + " = null;\r\n\t";

               loadedcontant += itemtran.name + " = " + "gameObject.transform.Find(\"" + nodePathList[itemtran.name] + "\").GetComponent<" + typeStr + ">();\r\n\t\t";
           }

           string scriptPath = Application.dataPath + "/Scripts/" + selectobj.name + ".cs";

           string classStr = "";

           //如果已经存在了脚本,则只替换//auto下方的字符串
           if (File.Exists(scriptPath))
           {
               FileStream classfile = new FileStream(scriptPath, FileMode.Open);
               StreamReader read = new StreamReader(classfile);
               classStr = read.ReadToEnd();
               read.Close();
               classfile.Close();
               File.Delete(scriptPath);

               string splitStr = "//auto";
               string unchangeStr = Regex.Split(classStr, splitStr, RegexOptions.IgnoreCase)[0];
               string changeStr = Regex.Split(AutoBuildTemplate.UIClass, splitStr, RegexOptions.IgnoreCase)[1];

               StringBuilder build = new StringBuilder();
               build.Append(unchangeStr);
               build.Append(splitStr);
               build.Append(changeStr);
               classStr = build.ToString();
           }
           else
           {
               classStr = AutoBuildTemplate.UIClass;
           }

           classStr = classStr.Replace("#类名#", selectobj.name);
           classStr = classStr.Replace("#查找#", loadedcontant);
           classStr = classStr.Replace("#成员#", memberstring);

           FileStream file = new FileStream(scriptPath, FileMode.CreateNew);
           StreamWriter fileW = new StreamWriter(file, System.Text.Encoding.UTF8);
           fileW.Write(classStr);
           fileW.Flush();
           fileW.Close();
           file.Close();

           Debug.Log("创建脚本 " + Application.dataPath + "/Scripts/" + selectobj.name + ".cs 成功!");
           AssetDatabase.SaveAssets();
           AssetDatabase.Refresh();
       }
   }

}

脚本解析:

AutoBuildTemplate类

AutoBuild类

    var dicUIType = new Dictionary<string, string>();
       dicUIType.Add("Img", "Image");
       dicUIType.Add("Btn", "Button");
       dicUIType.Add("Txt", "Text");
       dicUIType.Add("Tran", "Transform");

var mainNode = from trans in childList where trans.name.Contains('_') && dicUIType.Keys.Contains(trans.name.Split('_')[0]) select trans;

string unchangeStr = Regex.Split(classStr, splitStr, RegexOptions.IgnoreCase)[0];

 classStr = classStr.Replace("#类名#", selectobj.name);

  FileStream file = new FileStream(scriptPath, FileMode.CreateNew);
           StreamWriter fileW = new StreamWriter(file, System.Text.Encoding.UTF8);
           fileW.Write(classStr);
           fileW.Flush();
           fileW.Close();
           file.Close();
AssetDatabase.SaveAssets();
           AssetDatabase.Refresh();

【总结】

以上利用UI预制体代码自动生成为例讲解了自动化生成的方法,我这里是通过Find来查找物体引用的,当然可以利用Unity序列化参数的方法来赋值(就是拖拽操作的赋值方法),用后者可以节约UI第一次打开的性能(毕竟Unity的Find还是很消耗性能的),可以在我们的脚本创建好后加入给预制体挂载脚本赋值的功能流程。

自动化思想是伟大的,可以用到自动化的地方还有很多,比如统计当前的资源加载列表,将策划的表文件生成类文件,生成版本控制脚本。

如果你对你的项目有改良性建议,你认为可以而且应该实现自动化任务,就可以尝试去实现,一旦你已经成功了,节省的可不仅仅是开发的时间。

感谢皮皮关的分享,转载于https://zhuanlan.zhihu.com/p/30716595

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