修改
This commit is contained in:
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f3251980f5
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8d705cbd94
@ -7,9 +7,6 @@ namespace AlicizaX.UI.Editor
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public class UIGenerateEditorWindow : EditorWindow
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{
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private GameObject selectedObject;
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private Vector2 windowPosition;
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private float windowWidth;
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private float windowHeight;
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private string[] menuItems;
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[MenuItem("GameObject/UI生成绑定", priority = 10)]
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@ -21,37 +18,79 @@ namespace AlicizaX.UI.Editor
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var uiScriptConfigs = UIGenerateConfiguration.Instance.UIScriptGenerateConfigs;
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if (uiScriptConfigs == null || uiScriptConfigs.Count == 0) return;
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var window = GetWindow<UIGenerateEditorWindow>("", true);
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var window = GetWindow<UIGenerateEditorWindow>(true, "UI 生成绑定", true);
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window.selectedObject = selectedObject;
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window.menuItems = uiScriptConfigs.Select(config => $"{config.ProjectName}").ToArray();
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var windowWidth = 300;
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var windowHeight = (window.menuItems.Length * 35f);
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var windowWidth = 300f;
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var windowHeight = Mathf.Max(1, window.menuItems.Length) * 35f + 10f;
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Vector3 objectWorldPosition = selectedObject.transform.position;
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Vector3 screenPosition = HandleUtility.WorldToGUIPoint(objectWorldPosition);
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var windowPosition = new Vector2(screenPosition.x, screenPosition.y - windowHeight - 5f);
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Vector2 screenPoint;
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var sceneView = SceneView.lastActiveSceneView;
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if (sceneView != null)
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{
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Vector2 guiPointInSceneView = HandleUtility.WorldToGUIPoint(objectWorldPosition);
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screenPoint = new Vector2(sceneView.position.x + guiPointInSceneView.x,
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sceneView.position.y + guiPointInSceneView.y);
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}
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else if (EditorWindow.mouseOverWindow != null)
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{
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Vector2 guiPoint = HandleUtility.WorldToGUIPoint(objectWorldPosition);
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var host = EditorWindow.mouseOverWindow;
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screenPoint = new Vector2(host.position.x + guiPoint.x, host.position.y + guiPoint.y);
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}
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else
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{
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var mainDisplay = Display.displays.Length > 0 ? Display.displays[0] : null;
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float centerX = (mainDisplay != null) ? (mainDisplay.systemWidth / 2f) : (Screen.width / 2f);
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float centerY = (mainDisplay != null) ? (mainDisplay.systemHeight / 2f) : (Screen.height / 2f);
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screenPoint = new Vector2(centerX, centerY);
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}
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Vector2 windowPosition = new Vector2(screenPoint.x, screenPoint.y - windowHeight - 5f);
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float screenW = Mathf.Max(100, Display.main.systemWidth);
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float screenH = Mathf.Max(100, Display.main.systemHeight);
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if (windowPosition.x + windowWidth > screenW) windowPosition.x = screenW - windowWidth - 5f;
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if (windowPosition.x < 5f) windowPosition.x = 5f;
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if (windowPosition.y < 5f) windowPosition.y = 5f;
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if (windowPosition.y + windowHeight > screenH) windowPosition.y = screenH - windowHeight - 5f;
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window.minSize = new Vector2(windowWidth, windowHeight);
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window.maxSize = new Vector2(windowWidth, windowHeight);
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window.position = new Rect(windowPosition, new Vector2(windowWidth, windowHeight));
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window.Show();
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window.ShowPopup();
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}
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private void OnGUI()
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{
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GUILayout.Space(5);
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if (menuItems == null || menuItems.Length == 0)
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{
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EditorGUILayout.LabelField("没有可用配置");
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return;
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}
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foreach (var item in menuItems)
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{
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if (GUILayout.Button(item, EditorStyles.toolbarButton))
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if (GUILayout.Button(item, EditorStyles.toolbarButton, GUILayout.Height(28)))
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{
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GenerateScriptForConfig(selectedObject, item);
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Close();
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}
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GUILayout.Space(10);
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GUILayout.Space(6);
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}
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}
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@ -10,6 +10,7 @@ using Sirenix.Utilities.Editor;
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using UnityEngine;
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using UnityEditor;
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using UnityEditor.Callbacks;
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using UnityEditor.SceneManagement;
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using UnityEngine.UI;
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public enum EBindType
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@ -47,28 +48,28 @@ namespace AlicizaX.UI.Editor
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internal static class UIScriptGeneratorHelper
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{
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private static UIGenerateConfiguration _uiGenerateConfiguration;
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private static IUIGeneratorHelper _nameRuleHelper;
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private static IUIGeneratorRuleHelper _uiGeneratorRuleHelper;
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/// <summary>
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/// 设置自定义命名规则助手[4](@ref)
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/// </summary>
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public static IUIGeneratorHelper UIGeneratorRuleHelper
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public static IUIGeneratorRuleHelper UIGeneratorRuleHelper
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{
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get
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{
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if (_nameRuleHelper == null || (_nameRuleHelper != null && !UIConfiguration.UIScriptGeneratorHelper.Equals(_nameRuleHelper.GetType().FullName)))
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if (_uiGeneratorRuleHelper == null || (_uiGeneratorRuleHelper != null && !UIConfiguration.UIScriptGeneratorRuleHelper.Equals(_uiGeneratorRuleHelper.GetType().FullName)))
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{
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Type ruleHelperType = Type.GetType(UIConfiguration.UIScriptGeneratorHelper);
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Type ruleHelperType = Type.GetType(UIConfiguration.UIScriptGeneratorRuleHelper);
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if (ruleHelperType == null)
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{
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Debug.LogError($"UIScriptGeneratorHelper: Could not load UI ScriptGeneratorHelper {UIConfiguration.UIScriptGeneratorHelper}");
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Debug.LogError($"UIScriptGeneratorHelper: Could not load UI ScriptGeneratorHelper {UIConfiguration.UIScriptGeneratorRuleHelper}");
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return null;
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}
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_nameRuleHelper = Activator.CreateInstance(ruleHelperType) as IUIGeneratorHelper;
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_uiGeneratorRuleHelper = Activator.CreateInstance(ruleHelperType) as IUIGeneratorRuleHelper;
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}
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return _nameRuleHelper;
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return _uiGeneratorRuleHelper;
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}
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}
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@ -114,7 +115,6 @@ namespace AlicizaX.UI.Editor
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}
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private static List<UIBindData> _uiBindDatas = new List<UIBindData>();
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private static string _generateNameSpace = string.Empty;
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private static List<string> _arrayComponents = new List<string>();
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private static void GetBindData(Transform root)
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@ -322,14 +322,13 @@ namespace AlicizaX.UI.Editor
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return variableTextBuilder.ToString();
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}
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private static string GenerateScript(string className)
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private static string GenerateScript(string className, string generateNameSpace)
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{
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StringBuilder scriptBuilder = new StringBuilder();
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scriptBuilder.Append(GetReferenceNamespace());
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scriptBuilder.Append("using Sirenix.OdinInspector;\n");
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scriptBuilder.Append("using AlicizaX.UI.Runtime;\n");
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scriptBuilder.Append($"namespace {_generateNameSpace}\n");
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scriptBuilder.Append($"namespace {generateNameSpace}\n");
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scriptBuilder.Append("{\n");
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scriptBuilder.Append("\t#Attribute#\n");
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scriptBuilder.Append($"\tpublic class {className} : UIHolderObjectBase\n");
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@ -349,69 +348,38 @@ namespace AlicizaX.UI.Editor
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public static void GenerateAndAttachScript(GameObject targetObject, UIScriptGenerateData scriptGenerateData)
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{
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if (!PrefabChecker.IsPrefabAsset(targetObject))
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{
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Debug.LogWarning("请将UI界面保存为对应的目录Prefab 在进行代码生成");
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return;
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}
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if (!UIGeneratorRuleHelper.CheckCanGenerate(targetObject, scriptGenerateData))
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{
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return;
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}
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EditorPrefs.SetInt("InstanceId", targetObject.GetInstanceID());
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_uiBindDatas.Clear();
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_generateNameSpace = scriptGenerateData.NameSpace;
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_arrayComponents.Clear();
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string className = $"{UIConfiguration.UIGenerateCommonData.GeneratePrefix}_{targetObject.name}";
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string scriptSavePath = Path.Combine(scriptGenerateData.GenerateHolderCodePath, className + ".cs");
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string className = UIGeneratorRuleHelper.GetClassGenerateName(targetObject, scriptGenerateData);
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GetBindData(targetObject.transform);
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string scriptContent = GenerateScript(className);
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string tagName = $"\"{targetObject.name}\"";
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if (scriptGenerateData.LoadType == EUIResLoadType.Resources)
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{
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string matchWords = string.Empty;
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UIConfiguration.UIGenerateCommonData.CombineWords.Any(t =>
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{
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if (targetObject.name.IndexOf(t.Key, StringComparison.Ordinal) >= 0)
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{
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matchWords = t.Value;
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}
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return targetObject.name.IndexOf(t.Key, StringComparison.Ordinal) >= 0;
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});
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string finalPath = Path.Combine(
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scriptGenerateData.UIPrefabRootPath.Replace("Assets/", "").Replace("Resources/", ""),
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matchWords);
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string directory = Path.Combine(scriptGenerateData.UIPrefabRootPath, matchWords);
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if (!Directory.Exists(directory))
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{
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Directory.CreateDirectory(directory);
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}
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finalPath = Utility.Path.GetRegularPath(finalPath);
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tagName = $"\"{finalPath}/{targetObject.name}\"";
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}
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scriptContent = scriptContent.Replace("#Tag#", tagName);
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string scriptContent = GenerateScript(className, scriptGenerateData.NameSpace);
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string tagName = $"\"{UIGeneratorRuleHelper.GetUIResourceSavePath(targetObject, scriptGenerateData)}\"";
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string uiAttribute = $"[UIRes({className}.ResTag, EUIResLoadType.{scriptGenerateData.LoadType})]";
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scriptContent = scriptContent.Replace("#Attribute#", uiAttribute);
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scriptContent = scriptContent.Replace("#Tag#", tagName);
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if (File.Exists(scriptSavePath))
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{
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string oldText = File.ReadAllText(scriptSavePath);
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if (oldText.Equals(scriptContent))
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{
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EditorPrefs.SetString("Generate", className);
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CheckHasAttach();
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return;
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}
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}
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File.WriteAllText(scriptSavePath, scriptContent, Encoding.UTF8);
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EditorPrefs.SetString("Generate", className);
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AssetDatabase.Refresh();
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UIGeneratorRuleHelper.WriteUIScriptContent(className, scriptContent, scriptGenerateData);
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}
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[DidReloadScripts]
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private static void CheckHasAttach()
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public static void CheckHasAttach()
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{
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bool has = EditorPrefs.HasKey("Generate");
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if (has)
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@ -513,5 +481,32 @@ namespace AlicizaX.UI.Editor
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Debug.LogError($"Could not find the class: {scriptClassName}");
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}
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}
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public static class PrefabChecker
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{
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public static bool IsEditingPrefabAsset(GameObject go)
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{
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// 检查当前是否在Prefab编辑模式
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var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
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if (prefabStage == null)
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return false;
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// 检查选中对象是否属于当前PrefabStage
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return prefabStage.IsPartOfPrefabContents(go);
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}
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public static bool IsPrefabAsset(GameObject go)
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{
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// 普通Asset目录中的Prefab
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var assetType = PrefabUtility.GetPrefabAssetType(go);
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if (assetType == PrefabAssetType.Regular ||
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assetType == PrefabAssetType.Variant ||
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assetType == PrefabAssetType.Model)
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return true;
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// Prefab编辑模式下
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return IsEditingPrefabAsset(go);
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}
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}
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}
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}
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@ -161,7 +161,7 @@ namespace AlicizaX.UI.Editor
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d.UIPrefabRootPath = DrawFolderField("Prefab根目录", d.UIPrefabRootPath, rect.x, rect.y + 3 * (lh + pad), rect.width, lh);
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d.LoadType = (EUIResLoadType)EditorGUI.EnumPopup(new Rect(rect.x, rect.y + 4 * (lh + pad), rect.width, lh), "加载类型", d.LoadType);
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};
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projectList.onAddCallback = (r) => UIScriptGenerateConfigs.Add(new UIScriptGenerateData { ProjectName = "NewProject", NameSpace = "Game.UI", GenerateHolderCodePath = "Assets/Scripts/UI/Generated", UIPrefabRootPath = "Assets/Art/UI/Prefabs", LoadType = EUIResLoadType.Resources });
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projectList.onAddCallback = (r) => UIScriptGenerateConfigs.Add(new UIScriptGenerateData { ProjectName = "NewProject", NameSpace = "Game.UI", GenerateHolderCodePath = "Assets/Scripts/UI/Generated", UIPrefabRootPath = "Assets/Resources/UI", LoadType = EUIResLoadType.Resources });
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projectList.onRemoveCallback = (r) =>
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{
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if (r.index >= 0) UIScriptGenerateConfigs.RemoveAt(r.index);
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@ -192,9 +192,9 @@ namespace AlicizaX.UI.Editor
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{
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m_ScriptGeneratorHelperTypes = new List<string>();
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m_ScriptGeneratorHelperTypes.AddRange(AlicizaX.Utility.Assembly.GetRuntimeTypeNames(typeof(IUIGeneratorHelper)));
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m_ScriptGeneratorHelperTypes.AddRange(AlicizaX.Utility.Assembly.GetRuntimeTypeNames(typeof(IUIGeneratorRuleHelper)));
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m_ScriptGeneratorHelperSelectIndex = m_ScriptGeneratorHelperTypes.IndexOf(UIGenerateConfiguration.Instance.UIScriptGeneratorHelper);
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m_ScriptGeneratorHelperSelectIndex = m_ScriptGeneratorHelperTypes.IndexOf(UIGenerateConfiguration.Instance.UIScriptGeneratorRuleHelper);
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if (m_ScriptGeneratorHelperSelectIndex < 0)
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{
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m_ScriptGeneratorHelperSelectIndex = 0;
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@ -271,9 +271,9 @@ namespace AlicizaX.UI.Editor
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UIGenerateCommonData.GeneratePrefix = EditorGUILayout.TextField(new GUIContent("生成脚本前缀"), UIGenerateCommonData.GeneratePrefix);
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m_ScriptGeneratorHelperSelectIndex = EditorGUILayout.Popup("解密服务", m_ScriptGeneratorHelperSelectIndex, m_ScriptGeneratorHelperTypes.ToArray());
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string selectService = m_ScriptGeneratorHelperTypes[m_ScriptGeneratorHelperSelectIndex];
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if (uiGenerateConfiguration.UIScriptGeneratorHelper != selectService)
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if (uiGenerateConfiguration.UIScriptGeneratorRuleHelper != selectService)
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{
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UIGenerateConfiguration.Instance.UIScriptGeneratorHelper = selectService;
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UIGenerateConfiguration.Instance.UIScriptGeneratorRuleHelper = selectService;
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UIGenerateConfiguration.Save();
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}
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@ -496,6 +496,7 @@ namespace AlicizaX.UI.Editor
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uiGenerateConfiguration.UIElementRegexConfigs = UIElementRegexConfigs;
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uiGenerateConfiguration.UIScriptGenerateConfigs = UIScriptGenerateConfigs;
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UIGenerateConfiguration.Save();
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Debug.Log("UIGenerateConfiguration Saved...");
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}
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private void OnDisable() => SaveConfig();
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@ -1,31 +0,0 @@
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using System;
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namespace AlicizaX.UI.Editor
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{
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public interface IUIGeneratorHelper
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{
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string GetPrivateComponentByNameRule(string regexName, string componetName, EBindType bindType);
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string GetPublicComponentByNameRule(string variableName);
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}
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public class DefaultUIGeneratorHelper : IUIGeneratorHelper
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{
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public string GetPrivateComponentByNameRule(string regexName, string componentName, EBindType bindType)
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{
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string endPrefix = bindType == EBindType.ListCom ? "List" : string.Empty;
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int endNameIndex = componentName.IndexOf(
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UIGenerateConfiguration.Instance.UIGenerateCommonData.ComCheckEndName,
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StringComparison.Ordinal);
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string componentSuffix = endNameIndex >= 0 ? componentName.Substring(endNameIndex + 1) : componentName;
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return $"m{regexName}{componentSuffix}{endPrefix}";
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}
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public string GetPublicComponentByNameRule(string variableName)
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{
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return variableName.Substring(1);
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}
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}
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}
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181
Editor/UI/IUIGeneratorRuleHelper.cs
Normal file
181
Editor/UI/IUIGeneratorRuleHelper.cs
Normal file
@ -0,0 +1,181 @@
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using System;
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using System.IO;
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using System.Text;
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using AlicizaX.UI.Runtime;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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namespace AlicizaX.UI.Editor
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{
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public interface IUIGeneratorRuleHelper
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{
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string GetPrivateComponentByNameRule(string regexName, string componetName, EBindType bindType);
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string GetPublicComponentByNameRule(string variableName);
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string GetClassGenerateName(GameObject targetObject, UIScriptGenerateData scriptGenerateData);
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string GetUIResourceSavePath(GameObject targetObject, UIScriptGenerateData scriptGenerateData);
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void WriteUIScriptContent(string className, string scriptContent, UIScriptGenerateData scriptGenerateData);
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bool CheckCanGenerate(GameObject targetObject, UIScriptGenerateData scriptGenerateData);
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}
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public class DefaultIuiGeneratorRuleHelper : IUIGeneratorRuleHelper
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{
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public string GetPrivateComponentByNameRule(string regexName, string componentName, EBindType bindType)
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{
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string endPrefix = bindType == EBindType.ListCom ? "List" : string.Empty;
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int endNameIndex = componentName.IndexOf(
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UIGenerateConfiguration.Instance.UIGenerateCommonData.ComCheckEndName,
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StringComparison.Ordinal);
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string componentSuffix = endNameIndex >= 0 ? componentName.Substring(endNameIndex + 1) : componentName;
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return $"m{regexName}{componentSuffix}{endPrefix}";
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}
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public string GetPublicComponentByNameRule(string variableName)
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{
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return variableName.Substring(1);
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}
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public string GetClassGenerateName(GameObject targetObject, UIScriptGenerateData scriptGenerateData)
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{
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return $"{UIGenerateConfiguration.Instance.UIGenerateCommonData.GeneratePrefix}_{targetObject.name}";
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}
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public string GetUIResourceSavePath(GameObject targetObject, UIScriptGenerateData scriptGenerateData)
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{
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if (targetObject == null)
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return $"\"{nameof(targetObject)}\"";
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// 默认返回资源名
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string defaultPath = targetObject.name;
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// 获取对应的Prefab资源路径(支持场景Prefab实例 & Prefab编辑模式)
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string assetPath = GetPrefabAssetPath(targetObject);
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if (string.IsNullOrEmpty(assetPath) || !assetPath.StartsWith("Assets/"))
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return defaultPath; // 不在 Assets 下
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// 统一使用正斜杠
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assetPath = assetPath.Replace('\\', '/');
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switch (scriptGenerateData.LoadType)
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{
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case EUIResLoadType.Resources:
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{
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string resourcesRoot = scriptGenerateData.UIPrefabRootPath; // 例如 "Assets/Resources/UI"
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string relPath = GetResourcesRelativePath(assetPath, resourcesRoot);
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if (relPath == null)
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{
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Debug.LogWarning($"[UI生成] 资源 {assetPath} 不在配置的 Resources 根目录下: {resourcesRoot}");
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return defaultPath;
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}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -7,6 +7,7 @@ using AlicizaX.Editor.Setting;
|
||||
using AlicizaX.UI.Runtime;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
namespace AlicizaX.UI.Editor
|
||||
{
|
||||
@ -19,7 +20,7 @@ namespace AlicizaX.UI.Editor
|
||||
|
||||
[Header("UI脚本生成配置(支持多个项目)")] public List<UIScriptGenerateData> UIScriptGenerateConfigs = new List<UIScriptGenerateData>();
|
||||
|
||||
[Header("UI脚本生成辅助类")] public string UIScriptGeneratorHelper;
|
||||
[Header("UI脚本生成辅助类")] public string UIScriptGeneratorRuleHelper;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
@ -64,9 +65,9 @@ namespace AlicizaX.UI.Editor
|
||||
[Header("路径设置")] [Tooltip("生成的UI脚本路径(相对Assets)")]
|
||||
public string GenerateHolderCodePath = "Assets/Scripts/UI/Generated";
|
||||
|
||||
[Tooltip("UI Prefab根目录")] public string UIPrefabRootPath = "Assets/Art/UI/Prefabs";
|
||||
[Tooltip("UI Prefab根目录")] public string UIPrefabRootPath = "Assets/Resources/UI/";
|
||||
|
||||
[Header("加载类型")] [Tooltip("UI资源加载方式(本地 / YooAsset / Addressable等)")]
|
||||
[Header("加载类型")] [Tooltip("UI资源加载方式(本地 / YooAsset )")]
|
||||
public EUIResLoadType LoadType = EUIResLoadType.Resources;
|
||||
}
|
||||
|
||||
|
||||
Loading…
Reference in New Issue
Block a user