提交生成预制体的插件

This commit is contained in:
taosuqi 2025-03-26 17:45:06 +08:00
parent 290d18bddf
commit 7e298559f1
7 changed files with 889 additions and 157 deletions

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using System.Collections;
using System.Collections.Generic;
using System.IO;
using DG.Tweening;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UIElements;
using System.Reflection;
using System;
using System.Linq;
public class AutoGenerate : EditorWindow
{
#region Component
private VisualElement root;
private Label titleText;
private Label hintText;
private Toggle testScene; //测试场景是否生成
private Toggle dynamicSprite; //动态文件夹是否生成
private Button generateBtn;
private TextField nameInput;
#endregion
#region Path
private string testScenePath;
private string scriptPath;
private string uiPrefabPath;
private string uiStaticSpritePath;
private string uidynamicSpritePath;
private string uiTemplatePath;
#endregion
[MenuItem("Tools/Generate Editor Window")]
public static void ShowExample()
{
AutoGenerate wnd = GetWindow<AutoGenerate>();
wnd.titleContent = new GUIContent("Auto Generate UI Window");
}
public void CreateGUI()
{
testScenePath = "Assets/Temp/TestUIPanelScenes";
scriptPath = "Assets/Runtime/UIPanels";
uiPrefabPath = "Assets/Resources/UI/UI_Panel";
uiStaticSpritePath = "Assets/ArtRes/UIStaticSprites";
uidynamicSpritePath = "Assets/Resources/DynamicSprites";
uiTemplatePath = Path.Combine("Assets", "Temp",
"OnlyUITemplate",
"CustomPanel.prefab");
// scenePath = "Assets/Test1";
// scriptPath = "Assets/Test2";
// prefabPath = "Assets/Test3";
// var visualTree =
// AssetDatabase.LoadAssetAtPath<VisualTreeAsset>(
// "Assets/ThirdPart/UIToolKitFile/UDoc/UXml/AutoGenerateUI.uxml");
// rootElement = visualTree.CloneTree();
root = rootVisualElement;
titleText = new Label("自动生成ui预制体,脚本,静态sprite文件夹,动态sprite文件夹(可选),测试场景(可选),");
hintText = new Label("");
testScene = new Toggle("创建测试场景?");
dynamicSprite = new Toggle("创建动态sprite文件夹?");
generateBtn = new Button(OnGenerateButtonClick);
generateBtn.text = "自动生成按钮";
nameInput = new TextField("预制体名(也是脚本名)");
root.Add(titleText);
root.Add(hintText);
root.Add(testScene);
root.Add(dynamicSprite);
root.Add(nameInput);
root.Add(generateBtn);
// nameInput = rootElement.Q<TextField>("NameInput");
}
private void OnGenerateButtonClick()
{
CheckDirectoryAndCreat(); //检查五个路径文件夹是否都在,没有则创建
string tempName = nameInput.text;
var sceneExist = DoesFileExist(testScenePath, tempName);
var preExist = DoesFileExist(uiPrefabPath, tempName);
var scriptExist = DoesFileExist(scriptPath, tempName);
if (sceneExist || preExist || scriptExist)
{
ShowHint("三者中至少有一个同名文件已经存在,未添加任何文件");
return;
}
CreatPrefab(tempName);
CreatCSFile(tempName);
DirectoryDontExistAndCreat(uiStaticSpritePath + "/" + tempName);
if (dynamicSprite.value)
{
DirectoryDontExistAndCreat(uidynamicSpritePath + "/" + tempName);
}
if (testScene.value)
{
CreateNewScene(testScenePath, tempName);
}
// TODO 绑定脚本的功能没实现AttachScriptToGameObject(tempName, generatePre);
AssetDatabase.Refresh();
// EditorApplication.delayCall = () =>
// {
// AssetDatabase.Refresh();
// AttachScriptToGameObject(tempName, generatePre);
// PrefabUtility.SavePrefabAsset(generatePre);
// AssetDatabase.Refresh();
// // EditorUtility.DisplayDialog("成功", "UI预制体,测试场景,UI脚本已经被创建 ", "OK");
// };
//AssetDatabase.Refresh();
//EditorUtility.DisplayDialog("成功创建", $" " + scenePath, "OK");
}
//TODO
private bool CheckLawfulString(string checkedString)
{
if (string.IsNullOrWhiteSpace(checkedString))
{
ShowHint("输入文件名异常,未添加任何文件");
return false;
}
foreach (var strItem in checkedString)
{
if (strItem == '1')
{
return false;
}
}
return true;
}
private void CheckDirectoryAndCreat()
{
DirectoryDontExistAndCreat(uiPrefabPath);
DirectoryDontExistAndCreat(testScenePath);
DirectoryDontExistAndCreat(scriptPath);
DirectoryDontExistAndCreat(uidynamicSpritePath);
DirectoryDontExistAndCreat(uiStaticSpritePath);
}
private void DirectoryDontExistAndCreat(string directoryPath)
{
if (!Directory.Exists(directoryPath))
{
Directory.CreateDirectory(directoryPath);
}
}
private void CreatCSFile(string csFileName)
{
string scriptContent = GetScriptTemplate(csFileName);
File.WriteAllText(Path.Combine(scriptPath, csFileName + ".cs"), scriptContent);
}
private void CreatPrefab(string preName)
{
//Selection.activeGameObject;
GameObject selectedObjectRes = AssetDatabase.LoadAssetAtPath<GameObject>(uiTemplatePath);
if (selectedObjectRes == null)
{
ShowHint("面板模版预制体不存在,未添加任何文件");
return;
}
GameObject selectedObject = (GameObject)PrefabUtility.InstantiatePrefab(selectedObjectRes);
PrefabUtility.UnpackPrefabInstance(selectedObject, PrefabUnpackMode.Completely,
InteractionMode.AutomatedAction); //完全解包&不提示
//解包属性会出问题?
selectedObject.transform.localPosition = Vector3.zero;
selectedObject.transform.localScale = Vector3.one;
selectedObject.name = preName;
var generatePre =
PrefabUtility.SaveAsPrefabAsset(selectedObject, Path.Combine(uiPrefabPath, preName + ".prefab"));
}
private string GetScriptTemplate(string scriptName)
{
return $@"
using UnityEngine;
using QFramework.Core;
namespace Project.UIPanel
{{
public class {scriptName} : UIPanelBase
{{
public void Init()
{{
}}
void Start()
{{
}}
}}
}}";
}
/// <summary>
/// 提示文本
/// </summary>
/// <param name="mes"></param>
private void ShowHint(string mes)
{
hintText.text = mes;
hintText.style.opacity = 1f; // 确保提示文本完全可见
DOVirtual.DelayedCall(2, () => { hintText.text = string.Empty; });
}
/// <summary>
/// 检查文件是否存在
/// </summary>
/// <param name="path"></param>
/// <param name="fileName"></param>
/// <returns></returns>
private bool DoesFileExist(string path, string fileName)
{
string fullPath = path;
string[] files = Directory.GetFiles(fullPath, "*.*", SearchOption.TopDirectoryOnly); //不递归
foreach (var file in files)
{
//无拓展名
if (Path.GetFileNameWithoutExtension(file) == fileName)
{
return true;
}
}
return false;
}
/// <summary>
/// 创建场景
/// </summary>
/// <param name="scenePath"></param>
/// <param name="sceneName"></param>
private void CreateNewScene(string scenePath, string sceneName)
{
//TODO 将预制体添加到场景未实现
var newScene = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single);
// GameObject lightGameObject = new GameObject("Directional Light");
// Light lightComp = lightGameObject.AddComponent<Light>();
// lightComp.type = LightType.Directional;
// lightComp.transform.rotation = Quaternion.Euler(50, -30, 0);
//
// GameObject ground = GameObject.CreatePrimitive(PrimitiveType.Plane);
// ground.transform.position = Vector3.zero;
// 加载预制体资源///
GameObject prefab =
AssetDatabase.LoadAssetAtPath<GameObject>(Path.Combine("Assets", "Resources", "UI", "Base",
"Canvas.prefab"));
//GameObject pre = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath + "/sceneName.prefab");
if (prefab != null)
{
// 实例化预制体并添加到场景中
GameObject prefabInstance = (GameObject)PrefabUtility.InstantiatePrefab(prefab);
// GameObject preInstance = (GameObject)PrefabUtility.InstantiatePrefab(pre);
SceneManager.MoveGameObjectToScene(prefabInstance, newScene);
// SceneManager.MoveGameObjectToScene(preInstance, newScene);
// preInstance.transform.parent = prefabInstance.transform.Find("Mid");
// ((RectTransform)preInstance.transform).localPosition = Vector3.zero;
// ((RectTransform)preInstance.transform).transform.localScale = Vector3.one;
}
else
{
Debug.LogError("预制体未找到,请检查路径是否正确!");
}
EditorSceneManager.SaveScene(newScene, scenePath + "/" + sceneName + ".unity", true);
}
//暂时拿不到
private void AttachScriptToGameObject(string className, GameObject pre)
{
// 获取当前的Assembly
var assembly = Assembly.Load("Assembly-CSharp");
// 使用反射获取新脚本的类型
Type scriptType = assembly.GetTypes().FirstOrDefault(t => t.Name == className);
if (scriptType != null)
{
// 查找目标游戏对象(假设场景中有一个名为 "TargetObject" 的对象)
if (pre != null)
{
// 添加脚本到对象上
pre.AddComponent(scriptType);
ShowHint($"{className} script attached to {pre.name}");
}
else
{
Debug.LogError("Target object not found in the scene.");
}
}
else
{
Debug.LogError($"Script type {className} not found.");
}
}
}

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