Unity自动创建脚本及预制体并绑定

自己写了一套流程控制的框架,根据不同的状态执行不同的命令,每个状态判断和命令都是一个场景中的物体

不想每次重复同样的操作,创建脚本再创建预制体再绑定脚本,所以尝试写了一个自动创建脚本与预制体的工具image-20210927150227780

StateMachineEditorUtil用来创建脚本

public class StateMachineEditorUtil
{
    
    
    public static string dirPath=Application.dataPath+"/Game/Scripts/StateMachine";
    public static string logicPath=dirPath +"/ObjectLogic";
    public static string templatePath=logicPath+"/ObjectLogicTemplate.txt";

    public static string triggerPath = dirPath + "/Trigger";
    public static string actionPath = dirPath + "/Action";

    [MenuItem("GameObject/状态机/添加状态机", priority = 0)]
    public static void CreatScript()
    {
    
    
        var select = Selection.activeGameObject;
        var name = select.name;
        name="StateMachine_"+name.Replace(" ", "");
        var createPath=string.Format("{0}/{1}.cs", logicPath, name);
        using (StreamWriter writer = new StreamWriter(createPath))
        {
    
    
            writer.WriteLine(GetScriptTemplateSetClassName(templatePath, name));
        }
        AssetDatabase.Refresh();

        var go = new GameObject {
    
    name = @select.name};
        go.transform.parent = select.transform.parent;
        select.transform.SetParent(go.transform);
        var trigger = new GameObject {
    
    name = "Triggers"};
        trigger.transform.SetParent(go.transform);
    }

    public static void CreateTrigger(string name)
    {
    
    
        var createPath=string.Format("{0}/{1}.cs", triggerPath, name);
        using (StreamWriter writer = new StreamWriter(createPath))
        {
    
    
            writer.WriteLine(GetScriptTemplateSetClassName(triggerPath+"/TriggerTemplate.txt", name));
        }
        AssetDatabase.Refresh();
    }

    public static void CreateAction(string name)
    {
    
    
        var createPath=string.Format("{0}/{1}.cs", actionPath, name);
        using (StreamWriter writer = new StreamWriter(createPath))
        {
    
    
            writer.WriteLine(GetScriptTemplateSetClassName(actionPath+"/ActionTemplate.txt", name));
        }
        AssetDatabase.Refresh();
    }


    private static string GetScriptTemplateSetClassName(string FilePath, string DesiredClassName)
    {
    
    
        return File.ReadAllText(FilePath).Replace("#SCRIPTNAME#", DesiredClassName).TrimEnd();
    }

    public void Expand(GameObject go)
    {
    
    
        SceneHierarchyUtility.SetExpanded(go,true);
    }
}

脚本模板,如xxxAction

StateTool.cs

    public class StateTool : MonoBehaviour
    {
    
    
        
#if UNITY_EDITOR
        private string pfbPath;

        [LabelText("新建state的名字"),TextArea]
        public string stateName;

        [Button("新建一个Trigger预制体与脚本")]
        void CreateTrigger()
        {
    
    
            if (stateName.IsNullOrWhitespace())
            {
    
    
                Debug.Log("请输入类名");
                return;
            }

            if (!stateName.Contains("Trigger"))
            {
    
    
                Debug.Log("名称不规范!请以Trigger为后缀");
                return;
            }
            StateMachineEditorUtil.CreateTrigger(stateName);
            var go = new GameObject {
    
    name = stateName};
            UnityEditor.PrefabUtility.SaveAsPrefabAsset(go, "Assets/Game/Prefabs/Game/StateMachine/Trigger/"+stateName+".prefab");
            DestroyImmediate(go);
            AssetDatabase.Refresh();
        }
        [Button("新建一个Action预制体与脚本")]
        void CreateAction()
        {
    
    
            if (stateName.IsNullOrWhitespace())
            {
    
    
                Debug.Log("请输入类名");
                return;
            }
            if (!stateName.Contains("Action"))
            {
    
    
                Debug.Log("名称不规范!请以Action为后缀");
                return;
            }
            
            StateMachineEditorUtil.CreateAction(stateName);
            var go = new GameObject {
    
    name = stateName};
            UnityEditor.PrefabUtility.SaveAsPrefabAsset(go, "Assets/Game/Prefabs/Game/StateMachine/Action/"+stateName+".prefab");
            DestroyImmediate(go);
            AssetDatabase.Refresh();
        }

        void SetPfbPath()
        {
    
    
            pfbPath = "";
            if (stateName.Contains("Action"))
            {
    
    
                pfbPath = "Assets/Game/Prefabs/Game/StateMachine/Action/" + stateName + ".prefab";
               
            }else if (stateName.Contains("Trigger"))
            {
    
    
                pfbPath = "Assets/Game/Prefabs/Game/StateMachine/Trigger/" + stateName + ".prefab";
            }
        }

        string GetNameSpace()
        {
    
    
            if (stateName.Contains("Action"))
            {
    
    
                return "Game.Scripts.StateMachine.Action.";
               
            }
            if (stateName.Contains("Trigger"))
            {
    
    
                return "Game.Scripts.StateMachine.Trigger.";
            }
            return "";
        }

        [Button("绑定脚本")]
        private void BindScript()
        {
    
    
            SetPfbPath();
            if (!pfbPath.IsNullOrWhitespace())
            {
    
    
                if (!EditorApplication.isCompiling)
                {
    
    
                    var go=PrefabUtility.InstantiatePrefab( AssetDatabase.LoadAssetAtPath<GameObject>(pfbPath)) as GameObject;
                    //不加命名空间获取不到 小坑
                    var type = Type.GetType(GetNameSpace()+stateName);
                    if (!go.TryGetComponent(type,out Component component))
                    {
    
    
                        go.AddComponent(type);
                        PrefabUtility.ApplyAddedComponent(go.GetComponent(type),pfbPath,InteractionMode.UserAction);
                        AssetDatabase.Refresh();
                    }
                    DestroyImmediate(go);
                }
            }

        }
        private void OnValidate()
        {
    
    
            if (!stateName.IsNullOrWhitespace())
            {
    
    
                var s = stateName[0];
                var S=s.ToString().ToUpper();
                stateName = S + stateName.Substring(1);
            }
        
        }
        
#endif
    }

使用的话注意修改对应路径,然后挂到物体上,然后先新建,等待脚本编译完成,再绑定脚本

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转载自blog.csdn.net/qq_25969985/article/details/120524057
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