//=====================================================
// - FileName: AutoCreateMonster.cs
// - Author: #AuthorName#
// - CreateTime: #CreateTime#
// - Email: #AuthorEmail#
// - Description:
// - (C) Copyright 2019, webeye,Inc.
// - All Rights Reserved.
//======================================================
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using Qarth;
using UnityEditor;
using System.IO;
using System.Text;
using Spine.Unity;
using Spine;
using UnityEditor.Animations;
using UnityEditor.SceneManagement;
namespace GameWish.Game
{
public class AutoCreateMonster : EditorWindow
{
[MenuItem("Autumn/CreateMonster")]
private static void AddUIPanel2AllPanelDic()
{
Rect rect = new Rect(0, 0, 500, 550);
AutoCreateMonster window = (AutoCreateMonster)EditorWindow.GetWindowWithRect(typeof(AutoCreateMonster), rect, true, "增加Monster");
window.Show();
}
string monsterName;
SkeletonDataAsset m_SkeletonDataAsset;
AnimatorController animatorController;
string m_TargetPath = "Assets/Res/FolderMode/Prefab/Monster/Monster_{0}.prefab";
private void OnGUI()
{
monsterName = EditorGUILayout.TextField("请输入怪物名称", monsterName);
m_SkeletonDataAsset = EditorGUILayout.ObjectField("选择SkeletonDataAsset", m_SkeletonDataAsset, typeof(SkeletonDataAsset), true) as SkeletonDataAsset;
animatorController = EditorGUILayout.ObjectField("选择AnimatorController", animatorController, typeof(AnimatorController), true) as AnimatorController;
if (GUILayout.Button("生成预制体", GUILayout.Width(200)))
{
GameObject go = PrefabUtility.InstantiatePrefab(AssetDatabase.LoadAssetAtPath("Assets/Res/FolderMode/MonsterPrefab/Monster_Prefab.prefab", typeof(GameObject))) as GameObject;
Transform monsterRoot = go.transform.GetChild(0);
monsterRoot.GetComponent().skeletonDataAsset = AssetDatabase.LoadAssetAtPath(AssetDatabase.GetAssetPath(m_SkeletonDataAsset), typeof(SkeletonDataAsset)) as SkeletonDataAsset;
monsterRoot.GetComponent().runtimeAnimatorController = animatorController;
monsterRoot.GetComponent().sharedMaterial.shader = ShaderFinder.FindShader("Spine/Effect");
monsterRoot.name = monsterName;
if (go.transform.GetComponent() != null)
{
DestroyImmediate(go.transform.GetComponent());
}
PanelScript.CreateMonsterScripts(monsterName);
bool success;
object tempPrefab = PrefabUtility.SaveAsPrefabAsset(go, string.Format(m_TargetPath, monsterName), out success);
DestroyImmediate(go);
if (success)
{
this.ShowNotification(new GUIContent("生成预制体成功!"));
AssetDatabase.Refresh();
EditorSceneManager.MarkAllScenesDirty();
}
}
}
}
}
自动写代码模板:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
using UnityEditor.ProjectWindowCallback;
using System.Text.RegularExpressions;
using System;
using System.Text;
public class PanelScript : EditorWindow
{
[MenuItem("Assets/CreatePanelScripts", priority = 0)]
private static void CreatePanelScript()
{
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0,
ScriptableObject.CreateInstance(),
GetSelectPathOrFallback() + "/New Panel.cs", null,
"Assets/Scripts/Editor/CreatePanel/panel.cs.txt");
}
public static void CreateMonsterScripts(string name)
{
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0,
ScriptableObject.CreateInstance(),
"Assets/Scripts/Game/Gameplay/Entity/Enemy" + "/Monster" + name + ".cs", null,
"Assets/Scripts/Editor/CreateMonster/Monster.cs.txt");
}
//取得要创建文件的路径
public static string GetSelectPathOrFallback()
{
string path = "Assets";
//遍历选中的资源以获得路径
//Selection.GetFiltered是过滤选择文件或文件夹下的物体,assets表示只返回选择对象本身
foreach (UnityEngine.Object obj in Selection.GetFiltered(typeof(UnityEngine.Object), SelectionMode.Assets))
{
path = AssetDatabase.GetAssetPath(obj);
if (!string.IsNullOrEmpty(path) && File.Exists(path))
{
path = Path.GetDirectoryName(path);
break;
}
}
return path;
}
}
//要创建模板文件必须继承EndNameEditAction,重写action方法
class CreatePanelScriptAsset : EndNameEditAction
{
public override void Action(int instanceId, string pathName, string resourceFile)
{
//创建资源
UnityEngine.Object obj = CreateScriptAssetFromTemplate(pathName, resourceFile);
ProjectWindowUtil.ShowCreatedAsset(obj);//高亮显示资源
}
internal static UnityEngine.Object CreateScriptAssetFromTemplate(string pathName, string resourceFile)
{
//获取要创建资源的绝对路径
string fullPath = Path.GetFullPath(pathName);
//读取本地的模板文件
StreamReader streamReader = new StreamReader(resourceFile);
string text = streamReader.ReadToEnd();
streamReader.Close();
//获取文件名,不含扩展名
string fileNameWithoutExtension = Path.GetFileNameWithoutExtension(pathName);
//将模板类中的类名替换成你创建的文件名
text = Regex.Replace(text, "#SCRIPTNAME#", fileNameWithoutExtension);
bool encoderShouldEmitUTF8Identifier = true; //参数指定是否提供 Unicode 字节顺序标记
bool throwOnInvalidBytes = false;//是否在检测到无效的编码时引发异常
UTF8Encoding encoding = new UTF8Encoding(encoderShouldEmitUTF8Identifier, throwOnInvalidBytes);
bool append = false;
//写入文件
StreamWriter streamWriter = new StreamWriter(fullPath, append, encoding);
streamWriter.Write(text);
streamWriter.Close();
//刷新资源管理器
AssetDatabase.ImportAsset(pathName);
AssetDatabase.Refresh();
return AssetDatabase.LoadAssetAtPath(pathName, typeof(UnityEngine.Object));
}
}