Unity编辑器扩展——自动生成UI界面脚本
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一:前言
对于面板赋值或Find绑定UI组件,我们可以使用一种工具化的方式去自动生成代码并绑定对象,增加效率
分为logic和view,view层是UI界面上的组件,每次都会自动生成并覆盖,logic层是逻辑
二:使用
例如一个UI界面,我们只需要做成预制体并在Project下右键预制体,选择AutoGen/Create View则会自动生成view和logic两个脚本,logic是我们要编写逻辑的脚本,view是每次都会自动生成并覆盖的脚本
三:说明
——以下几个路径都是可以自定义的(view和logic生成的路径、view和logic模版文件的路径)
——可以自定义忽略的组件类型列表
——只会生成对象名带下划线的
四:代码实现
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Text;
using System;
public class AutoGenCode
//logic层代码路径
const string LogicDir = "Assets/AutoGen/Logic";
//view层代码路径
const string ViewDir = "Assets/AutoGen/View";
//logic层模版文件路径
const string LogicTempletePath = "Assets/AutoGen/LogicTemplete.txt";
//view层模版文件路径
const string ViewTempletePath = "Assets/AutoGen/ViewTemplete.txt";
//命名空间模板
const string NameSpaceTemplete = "using 0;";
//字段模板
const string FieldTemplete = "public 0 1;\\t";
//方法模板
const string MethodTemplete = "0 = gameObject.transform.Find(\\"1\\").GetComponent<2>();\\t\\t";
/// <summary>
/// 忽略的组件类型列表
/// </summary>
static List<Type> IgnoreComponentTypeList = new List<Type>()
typeof(CanvasRenderer),
typeof(RectTransform),
;
[MenuItem("Assets/AutoGen/Create View", priority = 0)]
static void CreateLogicAndView()
GameObject go = Selection.activeGameObject;
//判断是否是prefab
if (PrefabUtility.GetPrefabAssetType(go) != PrefabAssetType.Regular)
Debug.LogWarning("选择的不是预制体,选择的对象:" + go.name);
return;
if (!Directory.Exists(ViewDir))
Directory.CreateDirectory(ViewDir);
if (!Directory.Exists(LogicDir))
Directory.CreateDirectory(LogicDir);
string className = go.name + "View";
StringBuilder fieldContent = new StringBuilder();
StringBuilder methodContent = new StringBuilder();
StringBuilder nameSpaceContent = new StringBuilder();
nameSpaceContent.AppendLine(NameSpaceTemplete.Replace("0", "UnityEngine"));//必须有UnityEngine命名空间
string logicTempleteContent = File.ReadAllText(LogicTempletePath, Encoding.UTF8);
string viewTempleteContent = File.ReadAllText(ViewTempletePath, Encoding.UTF8);
string logicPath = LogicDir + "/" + go.name + "Logic.cs";
string viewPath = ViewDir + "/" + go.name + "View.cs";
List<string> tempNameSpaceList = new List<string>();
//计算所有子物体组件数据
List<ComponentInfo> infoList = new List<ComponentInfo>();
CalcComponentInfo("", go.transform, infoList);
foreach (var tempInfo in infoList)
//字段
string tempFieldStr = FieldTemplete.Replace("0", tempInfo.TypeStr);
tempFieldStr = tempFieldStr.Replace("1", tempInfo.FieldName);
fieldContent.AppendLine(tempFieldStr);
//绑定方法
string tempMethodStr = MethodTemplete.Replace("0", tempInfo.FieldName);
tempMethodStr = tempMethodStr.Replace("1", tempInfo.Path);
tempMethodStr = tempMethodStr.Replace("2", tempInfo.TypeStr);
methodContent.AppendLine(tempMethodStr);
//命名空间
if (!tempNameSpaceList.Contains(tempInfo.NameSpace))
string tempNameSpaceStr = NameSpaceTemplete.Replace("0", tempInfo.NameSpace);
tempNameSpaceList.Add(tempInfo.NameSpace);
nameSpaceContent.AppendLine(tempNameSpaceStr);
//logic层脚本
if (!File.Exists(logicPath))
using (StreamWriter sw = new StreamWriter(logicPath))
string content = logicTempleteContent;
content = content.Replace("#CLASSNAME#", className);
sw.Write(content);
sw.Close();
//view层脚本
using (StreamWriter sw = new StreamWriter(viewPath))
string content = viewTempleteContent;
content = content.Replace("#NAMESPACE#", nameSpaceContent.ToString());
content = content.Replace("#CLASSNAME#", className);
content = content.Replace("#FIELD_BIND#", fieldContent.ToString());
content = content.Replace("#METHOD_BIND#", methodContent.ToString());
sw.Write(content);
sw.Close();
AssetDatabase.Refresh();
/// <summary>
/// 计算所有子物体组件数据
/// </summary>
static void CalcComponentInfo(string path, Transform child, List<ComponentInfo> infoList)
bool isRoot = string.IsNullOrEmpty(path);
if (!isRoot
&& IsVaildField(child.name))
var componentList = child.GetComponents<Component>();
foreach (var tempComponent in componentList)
ComponentInfo info = new ComponentInfo()
Path = path,
go = child.gameObject,
NameSpace = tempComponent.GetType().Namespace,
TypeStr = tempComponent.GetType().Name,
;
if (!HaveSameComponentInfo(info, infoList)
&& !IgnoreComponentTypeList.Contains(tempComponent.GetType()))
infoList.Add(info);
foreach (Transform tempTrans in child.transform)
CalcComponentInfo(isRoot ? tempTrans.name : path + "/" + tempTrans.name, tempTrans.transform, infoList);
/// <summary>
/// 是否为合法的字段名
/// </summary>
static bool IsVaildField(string goName)
if (goName.Contains("_"))
if (int.TryParse(goName[0].ToString(), out _))
Debug.LogWarning("字段名不能以数字开头:, goName :" + goName);
return false;
return true;
return false;
/// <summary>
/// 是否有相同的组件数据
/// </summary>
static bool HaveSameComponentInfo(ComponentInfo info, List<ComponentInfo> infoList)
foreach (var tempInfo in infoList)
if (tempInfo.FieldName == info.FieldName)
Debug.LogWarning("子物体名重复:, goName :" + info.go.name);
return true;
return false;
/// <summary>
/// 组件数据
/// </summary>
public class ComponentInfo
public string Path;
public GameObject go;
public string NameSpace;
public string TypeStr;
public string FieldName
get
return $"go.name_TypeStr";
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