方法一:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System;
using System.IO;
/// <summary>
/// 给脚本添加和修改命名空间
/// </summary>
public class AddNamespaceTool : ScriptableWizard {
public string folder="Assets/";
public string namespaceName;
void OnEnable(){
if(Selection.activeObject != null)
{
string dirPath = AssetDatabase.GetAssetOrScenePath(Selection.activeObject);
if(File.Exists(dirPath)){
dirPath = dirPath.Substring(0,dirPath.LastIndexOf("/"));
}
folder = dirPath;
}
}
[MenuItem("Comb Project/Add Namespace",false,10)]
static void CreateWizard () {
AddNamespaceTool editor = ScriptableWizard.DisplayWizard<AddNamespaceTool>("Add Namespace", "Add");
editor.minSize = new Vector2(300,200);
}
public void OnWizardCreate(){
//save settting
if(!string.IsNullOrEmpty(folder) && !string.IsNullOrEmpty(namespaceName))
{
List<string> filesPaths = new List<string>();
filesPaths.AddRange(
Directory.GetFiles(Path.GetFullPath(".") + Path.DirectorySeparatorChar + folder, "*.cs", SearchOption.AllDirectories)
);
Dictionary<string,bool> scripts = new Dictionary<string, bool>();
int counter = -1;
foreach (string filePath in filesPaths) {
scripts[filePath] = true;
EditorUtility.DisplayProgressBar("Add Namespace", filePath, counter / (float) filesPaths.Count);
counter++;
string contents = File.ReadAllText(filePath);
string result = "";
bool havsNS = contents.Contains("namespace ");
string t = havsNS ? "" : "\t";
using(TextReader reader = new StringReader(contents))
{
int index = 0;
bool addedNS = false;
while (reader.Peek() != -1)
{
string line = reader.ReadLine();
if(line.IndexOf("using")>-1 || line.Contains("#")){
result += line+"\n";
}else if(!addedNS && !havsNS){
result += "\nnamespace "+namespaceName+" {";
addedNS = true;
result += t+line+"\n";
}else{
if(havsNS && line.Contains("namespace ")){
if(line.Contains("{")){
result += "namespace "+namespaceName+" {\n";
}else{
result += "namespace "+namespaceName+"\n";
}
}
else
{
result += t+line+"\n";
}
}
++index;
}
reader.Close();
}
if(!havsNS){
result += "}";
}
File.WriteAllText(filePath, result);
}
//处理加了命名空间后出现方法miss
filesPaths.AddRange(
Directory.GetFiles(Path.GetFullPath(".") + Path.DirectorySeparatorChar + folder, "*.unnity", SearchOption.AllDirectories)
);
filesPaths.AddRange(
Directory.GetFiles(Path.GetFullPath(".") + Path.DirectorySeparatorChar + folder, "*.prefab", SearchOption.AllDirectories)
);
counter = -1;
foreach (string filePath in filesPaths) {
EditorUtility.DisplayProgressBar("Modify Script Ref", filePath, counter / (float) filesPaths.Count);
counter++;
string contents = File.ReadAllText(filePath);
string result = "";
using(TextReader reader = new StringReader(contents))
{
int index = 0;
bool addedNS = false;
while (reader.Peek() != -1)
{
string line = reader.ReadLine();
if(line.IndexOf("m_ObjectArgumentAssemblyTypeName:")>-1 && !line.Contains(namespaceName)){
string scriptName = line.Split(':')[1].Split(',')[0].Trim();
if(scripts.ContainsKey(scriptName))
{
line = line.Replace(scriptName,"namespaceName."+scriptName);
}
result += line+"\n";
}else{
result += line+"\n";
}
++index;
}
reader.Close();
}
File.WriteAllText(filePath, result);
}
EditorUtility.ClearProgressBar();
AssetDatabase.Refresh();
}
}
}
方法二:
using System.IO;
using System.Text;
using UnityEditor;
using UnityEngine;
public class Test : MonoBehaviour
{
public static string startStr = "\nnamespace Test{";
public static string endStr = "\n}";
public static string checkStr = "public class";
public static string spaceName = "namespace Test";
public static string rootName = "/Scripts";
[MenuItem("Assets/AutoAddNameSpace")]
public static void AutoAddNameSpace()
{
CheckFileName(Application.dataPath + rootName);
}
public static void CheckFileName(string dataPath)
{
foreach (var item in Directory.GetFiles(dataPath))
{
if (item.Contains(".cs") && !item.Contains(".meta"))
{
if (!ContainNameSpace(item))
{
AddNameSpace(item);
}
}
}
foreach (var item in Directory.GetDirectories(dataPath))
{
CheckFileName(item);
}
}
public static bool ContainNameSpace(string path)
{
StreamReader sr_check = new StreamReader(path);
string all = sr_check.ReadToEnd();
sr_check.Close();
return all.Contains(spaceName);
}
public static void AddNameSpace(string path)
{
StreamReader sr = new StreamReader(path);
StringBuilder sb = new StringBuilder();
string line;
int lineIndex = 0;
while ((line = sr.ReadLine()) != null)
{
if (line.Contains(checkStr))
{
sb.Append(startStr);
}
if (lineIndex == 0)
sb.Append(line);
else
sb.Append("\n" + line);
lineIndex++;
}
sb.Append(endStr);
sr.Close();
StreamWriter sw = new StreamWriter(path);
sw.WriteLine(sb.ToString());
sw.Close();
}
}
使用完流之后 需要将流关闭,否则会出现无法访问文件的情况。因为此时文件正在被流占用。
相关连接:
https://blog.csdn.net/douniwan08/article/details/78465152