编辑器扩展 - 右键一键创建lua脚本模板

工作的时候,看到了主程王哥写的扩展上有一键创建lua脚本模板的扩展,在网上搜索到了相关一键创建的文章,然后自己也写了一个,具体代码如下:

using UnityEngine;
using UnityEditor;
using System.IO;
using UnityEditor.ProjectWindowCallback;
using System.Text;
using System.Text.RegularExpressions;

/// <summary>
/// Assets文件夹资源鼠标选中后右键点击的扩展
/// </summary>
public class Editor_Test1
{
    /// <summary>
    /// 模板路径
    /// </summary>
    private static string ScriptsUrl = "Assets/Scripts/LuaScipts/TestModel/ExamplePanel.lua";

    /// <summary>
    /// 脚本图标
    /// </summary>
    private static Texture2D icon = Resources.Load("luaIcon") as Texture2D;

    /// <summary>
    /// 创建lua脚本
    /// </summary>
    [MenuItem("Assets/Create/LuaScripts", false, 3)]
    static void CretaeLusScripts()
    {
        ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance<CreateLuaScripts>(), GetSelectedPathOrFallback() + "/ExamplePanel.lua", icon, ScriptsUrl);
    }

    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 CreateLuaScripts: EndNameEditAction
{
    public override void Action(int instanceId, string pathName, string resourceFile)
    {
        UnityEngine.Object o = CreateScriptAssetFromTemplate(pathName, resourceFile);
        ProjectWindowUtil.ShowCreatedAsset(o);
    }

    internal static UnityEngine.Object CreateScriptAssetFromTemplate(string pathName, string resourceFile)
    {
        string fullPath = Path.GetFullPath(pathName);
        StreamReader streamReader = new StreamReader(resourceFile);
        string text = streamReader.ReadToEnd();
        streamReader.Close();
        string fileNameWithoutExtension = Path.GetFileNameWithoutExtension(pathName);
        text = Regex.Replace(text, "#NAME#", fileNameWithoutExtension);
        bool encoderShouldEmitUTF8Identifier = true;
        bool throwOnInvalidBytes = false;
        UTF8Encoding encoding = new UTF8Encoding(encoderShouldEmitUTF8Identifier, throwOnInvalidBytes);
        bool append = false;
        StreamWriter streamWriter = new StreamWriter(fullPath, append, encoding);
        streamWriter.Write(text);
        streamWriter.Close();
        AssetDatabase.ImportAsset(pathName);
        return AssetDatabase.LoadAssetAtPath(pathName, typeof(UnityEngine.Object));
    }
}
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值