unity 有时候找路径太麻烦 写了一个自动生成脚本的工具

using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEditor;
using UnityEngine; public class Auto_BuildCode
{
private static string path_dic = Application.dataPath + "/Code";
private static string path_suffix = ".cs";
private static string space_one = " ";
private static string space_two = " "; private static Dictionary<string, string> compon_tranform = new Dictionary<string, string>();
private static Dictionary<string, string> compon_image = new Dictionary<string, string>();
private static Dictionary<string, string> compon_text = new Dictionary<string, string>();
private static Dictionary<string, string> compon_slider = new Dictionary<string, string>(); [MenuItem("Game/BuildCode")]
private static void BuildCode()
{
Object select = Selection.activeObject; if (select != null && select is GameObject)
{
GameObject prefab = (GameObject)select;
Get_All_Compon(prefab.transform);
string code_name = prefab.name;
Code_Create(code_name);
Code_Write(code_name);
} AssetDatabase.Refresh();
} private static void Get_All_Compon(Transform prefab)
{
Transform[] components = prefab.GetComponentsInChildren<Transform>();
for (int i = ; i < components.Length; i++)
{
string compon = components[i].name.Split('_')[];
string compon_path = string.Empty; switch (compon)
{
case "Transform":
compon_path = Get_Compon_Path(prefab, components[i]);
compon_tranform.Add(components[i].name, compon_path);
break;
case "Image":
compon_path = Get_Compon_Path(prefab, components[i]);
compon_image.Add(components[i].name, compon_path);
break;
case "Text":
compon_path = Get_Compon_Path(prefab, components[i]);
compon_text.Add(components[i].name, compon_path);
break;
case "Slider":
compon_path = Get_Compon_Path(prefab, components[i]);
compon_slider.Add(components[i].name, compon_path);
break;
default:
break;
}
}
} private static string Get_Compon_Path(Transform parent, Transform child)
{
StringBuilder sb = new StringBuilder(); while (true)
{
if (child.parent == null)
{
break;
}
else if (child.parent != parent)
{
sb.Insert(, child.name);
sb.Insert(, "/");
}
else
{
sb.Insert(, child.name);
break;
}
child = child.parent;
} return sb.ToString();
} private static void Code_Create(string code_name)
{
if (!Directory.Exists(path_dic))
{
Directory.CreateDirectory(path_dic);
} string path_file = path_dic + "/" + code_name + path_suffix; if (File.Exists(path_file))
{
File.Delete(path_file);
}
} private static void Code_Write(string code_name)
{
string path_file = path_dic + "/" + code_name + path_suffix; FileStream fs = new FileStream(path_file, FileMode.OpenOrCreate);
StreamWriter sw = new StreamWriter(fs); sw.WriteLine("using System;");
sw.WriteLine("using System.Collections;");
sw.WriteLine("using System.Collections.Generic;");
sw.WriteLine("using UnityEngine;");
sw.WriteLine("using UnityEngine.UI;");
sw.WriteLine("");
sw.WriteLine("public class " + code_name + " : MonoBehaviour");
sw.WriteLine("{"); #region 定义变量
foreach (var compon in compon_tranform)
{
sw.WriteLine(space_one + "public Transform " + compon.Key + ";");
} foreach (var compon in compon_image)
{
sw.WriteLine(space_one + "public Image " + compon.Key + ";");
} foreach (var compon in compon_text)
{
sw.WriteLine(space_one + "public Text " + compon.Key + ";");
} foreach (var compon in compon_slider)
{
sw.WriteLine(space_one + "public Slider " + compon.Key + ";");
}
#endregion sw.WriteLine(space_one + "private void Awake()");
sw.WriteLine(space_one + "{"); #region 对UI变量进行赋值
foreach (var compon in compon_tranform)
{
sw.WriteLine(space_two + compon.Key + " = " + "transform.Find(" + '"' + compon.Value + '"' + ");");
} foreach (var compon in compon_image)
{
sw.WriteLine(space_two + compon.Key + " = " + "transform.Find(" + '"' + compon.Value + '"' + ").GetComponent<Image>();");
} foreach (var compon in compon_text)
{
sw.WriteLine(space_two + compon.Key + " = " + "transform.Find(" + '"' + compon.Value + '"' + ").GetComponent<Text>();");
} foreach (var compon in compon_slider)
{
sw.WriteLine(space_two + compon.Key + " = " + "transform.Find(" + '"' + compon.Value + '"' + ").GetComponent<Slider>();");
}
#endregion sw.WriteLine(space_one + "}");
sw.WriteLine("}"); sw.Dispose();
fs.Dispose();
}
}

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