unity Project面板右键Create按键不能创建lua文件,每次都得在外面创建一个txt,然后改扩展名变成lua文件,好蛋疼,有木有,于是就度娘,发现真有偷懒方法。
using UnityEngine;
using System.Collections;
using UnityEditor.ProjectWindowCallback;
using System.IO;
using UnityEditor;
public class CreateLua
{
[MenuItem("Assets/Create/Lua Script",false,80)]
public static void CreateNewLua()
{
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0,
ScriptableObject.CreateInstance<CreateScriptAssetAction>(),
GetSelectedPathOrFallback() + "/New Lua.lua",
null,
"Assets/LuaFramework/Editor/Template/lua.lua");
}
public static string GetSelectedPathOrFallback()
{
string path = "Assets";
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;
}
}
class CreateScriptAssetAction:EndNameEditAction
{
public override void Action(int instanceId, string pathName, string resourceFile)
{
//创建资源
UnityEngine.Object obj = CreateAssetFromTemplate(pathName, resourceFile);
//高亮显示该资源
ProjectWindowUtil.ShowCreatedAsset(obj);
}
internal static UnityEngine.Object CreateAssetFromTemplate(string pahtName, string resourceFile)
{
//获取要创建的资源的绝对路径
string fullName = Path.GetFullPath(pahtName);
//读取本地模板文件
StreamReader reader = new StreamReader(resourceFile);
string content = reader.ReadToEnd();
reader.Close();
//获取资源的文件名
// string fileName = Path.GetFileNameWithoutExtension(pahtName);
//替换默认的文件名
content = content.Replace("#TIME", System.DateTime.Now.ToString("yyyy年MM月dd日 HH:mm:ss dddd"));
//写入新文件
StreamWriter writer = new StreamWriter(fullName, false, System.Text.Encoding.UTF8);
writer.Write(content);
writer.Close();
//刷新本地资源
AssetDatabase.ImportAsset(pahtName);
AssetDatabase.Refresh();
return AssetDatabase.LoadAssetAtPath(pahtName, typeof(UnityEngine.Object));
}
}
于是问题来了,怎么放置这个文件呢,博主机智的截图
Template中的lua文件是模板,lua文件中你可以添加各种声明哦,记得这个lua文件编码格式最后是utf-8,要不会遇到神奇的问题,不告诉你,自己去试试吧,哈哈!