Unity 批量快速添加命名空间
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();
}
}
}
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原文链接:https://blog.csdn.net/bingheliefeng/article/details/78250416