在Unity开发中,经常需要验证变量名是否符合命名规范,同时避免使用C#的保留字作为变量名。本教程将演示如何创建一个简单的工具类来实现这一功能。

步骤 1:创建Unity命名验证工具类

首先,我们创建一个C#类,命名为UnityNamingValidator.cs,用于包含命名验证的方法。

using System.Text.RegularExpressions;

namespace Mx.Utils
{
    /// <summary>
    /// Unity命名验证工具类
    /// </summary>
    public class UnityNamingValidator
    {
        /// <summary>
        /// 验证变量名是否符合Unity的命名规范
        /// </summary>
        /// <param name="name">要验证的变量名</param>
        /// <returns>如果变量名有效则返回true,否则返回false</returns>
        public static bool IsValidVariableName(string name)
        {
            string pattern = @"^([a-zA-Z_][a-zA-Z0-9_]*)$";
            if (Regex.IsMatch(name, pattern))
                return !IsKeyword(name);
            return false;
        }

        /// <summary>
        /// 检查名字是否是C#的保留字
        /// </summary>
        /// <param name="word">要检查的单词</param>
        /// <returns>如果是C#的保留字则返回true,否则返回false</returns>
        private static bool IsKeyword(string word)
        {
            string[] keywords = new string[] {
                "abstract", "as", "base", "bool", "break", "byte", "case", "catch",
                "char", "checked", "class", "const", "continue", "decimal", "default",
                "delegate", "do", "double", "else", "enum", "event", "explicit",
                "extern", "false", "finally", "fixed", "float", "for", "foreach",
                "goto", "if", "implicit", "in", "int", "interface", "internal", "is",
                "lock", "long", "namespace", "new", "null", "object", "operator",
                "out", "override", "params", "private", "protected", "public", "readonly",
                "ref", "return", "sbyte", "sealed", "short", "sizeof", "stackalloc",
                "static", "string", "struct", "switch", "this", "throw", "true", "try",
                "typeof", "uint", "ulong", "unchecked", "unsafe", "ushort", "using",
                "virtual", "void", "volatile", "while"
            };

            foreach (string keyword in keywords)
            {
                if (word == keyword)
                    return true;
            }

            return false;
        }
    }
}
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步骤 2:使用Unity命名验证工具类

现在我们来演示如何在Unity项目中使用这个工具类来验证变量名的有效性。

using UnityEngine;

public class VariableNameExample : MonoBehaviour
{
    void Start()
    {
        string variableName1 = "myVariable";
        string variableName2 = "123Variable";
        string variableName3 = "abstract";

        bool isValid1 = UnityNamingValidator.IsValidVariableName(variableName1);
        bool isValid2 = UnityNamingValidator.IsValidVariableName(variableName2);
        bool isValid3 = UnityNamingValidator.IsValidVariableName(variableName3);

        Debug.Log($"{variableName1} is valid: {isValid1}");
        Debug.Log($"{variableName2} is valid: {isValid2}");
        Debug.Log($"{variableName3} is valid: {isValid3}");
    }
}
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步骤 3:运行并查看输出结果

将上述代码添加到Unity项目中,并在控制台查看输出结果:

myVariable is valid: true
123Variable is valid: false
abstract is valid: false
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通过这个简单的示例,你可以验证出 myVariable 是一个有效的变量名,而 123Variableabstract 则不符合Unity的命名规范或者是C#的保留字。