com.alicizax.unity.framework/Editor/UI/IUIGeneratorRuleHelper.cs

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2025-11-10 16:01:53 +08:00
using System;
using System.IO;
using System.Text;
using AlicizaX.UI.Runtime;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
namespace AlicizaX.UI.Editor
{
public interface IUIGeneratorRuleHelper
{
string GetPrivateComponentByNameRule(string regexName, string componetName, EBindType bindType);
string GetPublicComponentByNameRule(string variableName);
string GetClassGenerateName(GameObject targetObject, UIScriptGenerateData scriptGenerateData);
string GetUIResourceSavePath(GameObject targetObject, UIScriptGenerateData scriptGenerateData);
void WriteUIScriptContent(string className, string scriptContent, UIScriptGenerateData scriptGenerateData);
bool CheckCanGenerate(GameObject targetObject, UIScriptGenerateData scriptGenerateData);
}
public class DefaultIuiGeneratorRuleHelper : IUIGeneratorRuleHelper
{
public string GetPrivateComponentByNameRule(string regexName, string componentName, EBindType bindType)
{
string endPrefix = bindType == EBindType.ListCom ? "List" : string.Empty;
int endNameIndex = componentName.IndexOf(
UIGenerateConfiguration.Instance.UIGenerateCommonData.ComCheckEndName,
StringComparison.Ordinal);
string componentSuffix = endNameIndex >= 0 ? componentName.Substring(endNameIndex + 1) : componentName;
return $"m{regexName}{componentSuffix}{endPrefix}";
}
public string GetPublicComponentByNameRule(string variableName)
{
return variableName.Substring(1);
}
public string GetClassGenerateName(GameObject targetObject, UIScriptGenerateData scriptGenerateData)
{
return $"{UIGenerateConfiguration.Instance.UIGenerateCommonData.GeneratePrefix}_{targetObject.name}";
}
public string GetUIResourceSavePath(GameObject targetObject, UIScriptGenerateData scriptGenerateData)
{
if (targetObject == null)
return $"\"{nameof(targetObject)}\"";
// 默认返回资源名
string defaultPath = targetObject.name;
// 获取对应的Prefab资源路径支持场景Prefab实例 & Prefab编辑模式
string assetPath = GetPrefabAssetPath(targetObject);
if (string.IsNullOrEmpty(assetPath) || !assetPath.StartsWith("Assets/"))
return defaultPath; // 不在 Assets 下
// 统一使用正斜杠
assetPath = assetPath.Replace('\\', '/');
switch (scriptGenerateData.LoadType)
{
case EUIResLoadType.Resources:
{
string resourcesRoot = scriptGenerateData.UIPrefabRootPath; // 例如 "Assets/Resources/UI"
string relPath = GetResourcesRelativePath(assetPath, resourcesRoot);
if (relPath == null)
{
Debug.LogWarning($"[UI生成] 资源 {assetPath} 不在配置的 Resources 根目录下: {resourcesRoot}");
return defaultPath;
}
return relPath;
}
case EUIResLoadType.AssetBundle:
{
string bundleRoot = scriptGenerateData.UIPrefabRootPath; // 例如 "Assets/Bundles/UI"
var defaultPackage = YooAsset.Editor.AssetBundleCollectorSettingData.Setting.GetPackage("DefaultPackage");
if (defaultPackage.EnableAddressable)
return defaultPath;
if (!assetPath.StartsWith(bundleRoot, System.StringComparison.OrdinalIgnoreCase))
{
Debug.LogWarning($"[UI生成] 资源 {assetPath} 不在配置的 AssetBundle 根目录下: {bundleRoot}");
return defaultPath;
}
return Path.ChangeExtension(assetPath, null);
}
default:
return defaultPath;
}
}
/// <summary>
/// 获取 GameObject 对应的 Prefab 资源路径,如果是 Prefab 编辑模式也可以获取
/// </summary>
private string GetPrefabAssetPath(GameObject go)
{
var prefabAsset = PrefabUtility.GetCorrespondingObjectFromSource(go);
if (prefabAsset != null)
return AssetDatabase.GetAssetPath(prefabAsset);
// Prefab 编辑模式
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
if (prefabStage != null && prefabStage.IsPartOfPrefabContents(go))
return prefabStage.assetPath;
return null;
}
/// <summary>
/// 获取 Resources.Load 可用路径(去掉扩展名),如果不在指定的 Resources 根目录返回 null
/// </summary>
private string GetResourcesRelativePath(string assetPath, string resourcesRoot)
{
// 统一正斜杠
assetPath = assetPath.Replace('\\', '/');
resourcesRoot = resourcesRoot.Replace('\\', '/');
if (!assetPath.StartsWith(resourcesRoot, System.StringComparison.OrdinalIgnoreCase))
return null;
// 获取相对路径
string relPath = assetPath.Substring(resourcesRoot.Length).TrimStart('/');
return Path.ChangeExtension(relPath, null); // 去掉扩展名
}
public void WriteUIScriptContent(string className, string scriptContent, UIScriptGenerateData scriptGenerateData)
{
string scriptFolderPath = scriptGenerateData.GenerateHolderCodePath;
string scriptFilePath = Path.Combine(scriptFolderPath, className + ".cs");
if (!Directory.Exists(scriptFolderPath))
{
Directory.CreateDirectory(scriptFolderPath);
}
if (File.Exists(scriptFilePath))
{
string oldText = File.ReadAllText(scriptFilePath);
if (oldText.Equals(scriptContent))
{
EditorPrefs.SetString("Generate", className);
UIScriptGeneratorHelper.CheckHasAttach();
return;
}
}
File.WriteAllText(scriptFilePath, scriptContent, Encoding.UTF8);
EditorPrefs.SetString("Generate", className);
AssetDatabase.Refresh();
}
public bool CheckCanGenerate(GameObject targetObject, UIScriptGenerateData scriptGenerateData)
{
string assetPath = GetPrefabAssetPath(targetObject);
if (string.IsNullOrEmpty(assetPath) || !assetPath.StartsWith("Assets/"))
return false; // 不在 Assets 下
// 统一使用正斜杠
assetPath = assetPath.Replace('\\', '/');
bool result = assetPath.StartsWith(scriptGenerateData.UIPrefabRootPath, System.StringComparison.OrdinalIgnoreCase);
if (!result)
{
Debug.LogWarning($"UI存储位置与配置生成规则不符合 请检查对应配置的UIPrefabRootPath\n[AssetPath]{assetPath}\n[ConfigPath]{scriptGenerateData.UIPrefabRootPath}");
}
return result;
}
}
}