unity获取UI组件结构的小工具

写这个工具的原因

之前写项目的时候,界面ui多了感觉绑定组件的时候觉得很麻烦,就在想能不能用代码创建一个脚本自动获取组件

思路

将每个对象的声明,初始化,和destroy代码,储存到一个类中。然后将代码替换到模板代码中声明,初始化和destroy相应的位置,然后生成脚本到相应的位置

开始撸代码

声明:private Button xxx_but;

要声明组件我们需要知道组件的类型,因此先设计一个查询组件类型的字典

 public static Dictionary typMap = new Dictionary()
    {
        {"but",typeof(Button).Name },
        {"txt",typeof(Text).Name },
        {"img",typeof(Image).Name }
    };

根据名字去获取组件的类型
因此我们需要确定组件的命名格式,然后根据命名来确认类型

初始化: xxx_but=trtransform.Find("路径").GetComponent<组件类型>()
我们需要获取物体的路径

    /// 
    /// 获取物体的路径
    /// 
    /// 
    /// 
    static string GetgameObjectPath(Transform go)
    {
        string path = "";
        while (go != Selection.gameobjects[0])
        {

            path = path.Insert(0, "/");
            path = path.Insert(0, go.name);
            go = go.parent;
        }
        return path;
    }

创建一个类来保存定义组件,初始化和销毁代码的字符串

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class UIInfo
{
    private string file1;
    private string body1;
    private string body2;

    public string File1
    {
        get { return file1; }
        set { file1 = value; }
    }

    public string Body1
    {
        get { return body1; }
        set { body1 = value; }
    }

    public string Body2
    {
        get { return body2; }
        set { body2 = value; }
    }
//构造函数,补全代码块(file1, body1, body2)
    public UIInfo(string name, string contrastKey, string path)
    {
        file1 = string.Format("public {0} {1}", GetUIPath.typMap[contrastKey], name);
        body1 = string.Format("{0} =transform.Find(\"{1}\").GetComponent<{2}>()", name, path, GetUIPath.typMap[contrastKey]);
        body2 = string.Format("{0}=null", name);
    }

}

将所有的组件的名字,组件类型,路径储存到List中

   /// 
   /// 获取物体的基本信息(名字,校准key,路径),并储存
   /// 
   /// 
   static void GetChildinfo(Transform tf)
   {
       Debug.Log(tf.name);
       
           foreach (Transform tfChild in tf)
           {

               string contrastKey = tfChild.name.Substring(0, 3);
               if (typMap.ContainsKey(contrastKey))
               {
                   Debug.Log(tfChild.name + "------" + contrastKey + "------" + GetgameObjectPath(tfChild));
                   UIInfo uinf = new UIInfo(tfChild.name, contrastKey, GetgameObjectPath(tfChild));
                   uinfo.Add(uinf);
               }
               if (tfChild.childCount >= 0)
               {
                   GetChildinfo(tfChild);
               }
           }
       


   }

然后将模板程序中相应的地方替换成list中的代码,并保存文件

    private static string File1 = "";
    private static string Body1 = "";
    static void WriteScript()
    {

        for (int i = 0; i < uinfo.Count; i++)
        {
            File1 += uinfo[i].File1 + ";\r\n";
            Body1 += uinfo[i].Body1 + ";\r\n";
            Debug.Log(uinfo[i].File1 + "_____________" + uinfo[i].Body1 + "______________" + uinfo[i].Body2);
        }
        Debug.Log(File1 + "---------------" + Body1);
        Eg_str = Eg_str.Replace("@File1", File1);
        Eg_str = Eg_str.Replace("@Body1", Body1);
        //储存文档
        SaveFileDialog saveFile = new SaveFileDialog();
        saveFile.FileName = "TestName.cs";
        string path = Environment.CurrentDirectory.Replace("/", @"\");
        if (saveFile.ShowDialog() == DialogResult.OK)
        {
            string[] name = saveFile.FileName.Split('\\');
            string nameStr = name[name.Length - 1].Replace(".cs", "");
            Eg_str = Eg_str.Replace("@Name", nameStr);
            File.WriteAllText(saveFile.FileName, Eg_str);
        }
    }

最后在给unity编辑器写个命令创建出相应的脚步

 [MenuItem("MyTools/GetScript")]
    static void CreatScript()
    {
        GameObject[] select = Selection.gameObjects;
        if (select.Length == 1)
        {
            Transform selectGo = select[0].transform;
            GetChildinfo(selectGo);
            WriteScript();
        }
        else
        {
            EditorUtility.DisplayDialog("警告", "你只能选择一个GameObject", "确定");
        }


    }

完整的代码
GetUIPath.cs

using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
using System.Windows.Forms;
using Application = UnityEngine.Application;
using Button = UnityEngine.UI.Button;
using MenuItem = UnityEditor.MenuItem;

/* 注意事项:  UI命名规则
 Button: but_xxx;
 Text: txt_xxx;
 Image: img_xxx;
 */
public class GetUIPath : Editor
{

    public static Dictionary typMap = new Dictionary()
    {
        {"but",typeof(Button).Name },
        {"txt",typeof(Text).Name },
        {"img",typeof(Image).Name }
    };

    private static List uinfo = new List();

    private static string Eg_str =
        "using System.Collections;" +
        "\r\nusing System.Collections.Generic;" +
        "\r\nusing UnityEngine;\r\tusing UnityEngine.UI;" +
        "\r\n//Wait for me, I don\'t want to let you down\r\n" +
        "//love you into disease, but no medicine can.\r\n" +
        "//Created By HeXiaoTao\r\n" +
        "public class @Name : MonoBehaviour {\r\n\r\n\t" +
        "@File1// Use this for initialization\r\n\tvoid Start () {@Body1}\r\n\t\r\n\t" +
        "// Update is called once per frame\r\n\tvoid Update () {\r\n\t\t\r\n\t}\r\n" +
        "}";

    private static string File1 = "";
    private static string Body1 = "";
    static void WriteScript()
    {

        for (int i = 0; i < uinfo.Count; i++)
        {
            File1 += uinfo[i].File1 + ";\r\n";
            Body1 += uinfo[i].Body1 + ";\r\n";
            Debug.Log(uinfo[i].File1 + "_____________" + uinfo[i].Body1 + "______________" + uinfo[i].Body2);
        }
        Debug.Log(File1 + "---------------" + Body1);
        Eg_str = Eg_str.Replace("@File1", File1);
        Eg_str = Eg_str.Replace("@Body1", Body1);
        //储存文档
        SaveFileDialog saveFile = new SaveFileDialog();
        saveFile.FileName = "TestName.cs";
        string path = Environment.CurrentDirectory.Replace("/", @"\");
        if (saveFile.ShowDialog() == DialogResult.OK)
        {
            string[] name = saveFile.FileName.Split('\\');
            string nameStr = name[name.Length - 1].Replace(".cs", "");
            Eg_str = Eg_str.Replace("@Name", nameStr);
            File.WriteAllText(saveFile.FileName, Eg_str);
        }
    }
    /// 
    /// 获取物体的路径
    /// 
    /// 
    /// 
    static string GetgameObjectPath(Transform go)
    {
        string path = "";
        while (go != Selection.gameobjects[0])
        {

            path = path.Insert(0, "/");
            path = path.Insert(0, go.name);
            go = go.parent;
        }
        return path;
    }
    /// 
    /// 获取物体的基本信息(名字,校准key,路径),并储存
    /// 
    /// 
    static void GetChildinfo(Transform tf)
    {
        Debug.Log(tf.name);
        
            foreach (Transform tfChild in tf)
            {

                string contrastKey = tfChild.name.Substring(0, 3);
                if (typMap.ContainsKey(contrastKey))
                {
                    Debug.Log(tfChild.name + "------" + contrastKey + "------" + GetgameObjectPath(tfChild));
                    UIInfo uinf = new UIInfo(tfChild.name, contrastKey, GetgameObjectPath(tfChild));
                    uinfo.Add(uinf);
                }
                if (tfChild.childCount >= 0)
                {
                    GetChildinfo(tfChild);
                }
            }
        


    }

    
    [MenuItem("MyTools/GetScript")]
    static void CreatScript()
    {
        GameObject[] select = Selection.gameObjects;
        if (select.Length == 1)
        {
            Transform selectGo = select[0].transform;
            GetChildinfo(selectGo);
            WriteScript();
        }
        else
        {
            EditorUtility.DisplayDialog("警告", "你只能选择一个GameObject", "确定");
        }


   }
}

UIInfo.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class UIInfo
{
    private string file1;
    private string body1;
    private string body2;

    public string File1
    {
        get { return file1; }
        set { file1 = value; }
    }

    public string Body1
    {
        get { return body1; }
        set { body1 = value; }
    }

    public string Body2
    {
        get { return body2; }
        set { body2 = value; }
    }
    public UIInfo(string name, string contrastKey, string path)
    {
        file1 = string.Format("public {0} {1}", GetUIPath.typMap[contrastKey], name);
        body1 = string.Format("{0} =transform.Find(\"{1}\").GetComponent<{2}>()", name, path, GetUIPath.typMap[contrastKey]);
        body2 = string.Format("{0}=null", name);
    }

}

实现的效果

选择对应的ui组件,点击编辑器下的MyTools/GetScript


unity获取UI组件结构的小工具_第1张图片
image.png
unity获取UI组件结构的小工具_第2张图片
image.png

最终效果


unity获取UI组件结构的小工具_第3张图片
image.png

结束

Over

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