168 lines
6.0 KiB
C#
168 lines
6.0 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Unity.VisualScripting;
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using UnityEditor;
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using UnityEditorInternal;
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using UnityEngine;
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using UnityEngine.UI;
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[CustomEditor(typeof(UIExportTool))]
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public class UIExportToolEditor : Editor
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{
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private ReorderableList reorderableList;
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private void OnEnable()
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{
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}
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private void InitReorderableList()
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{
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reorderableList = new ReorderableList(
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serializedObject,
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serializedObject.FindProperty("entries"),
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true, true, true, true);
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reorderableList.drawHeaderCallback = (Rect rect) =>
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{
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EditorGUI.LabelField(rect, "UI Prefab Entries");
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};
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reorderableList.elementHeightCallback = (int index) =>
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{
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return EditorGUIUtility.singleLineHeight + 6f;
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};
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reorderableList.drawElementCallback = (Rect rect, int index, bool isActive, bool isFocused) =>
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{
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SerializedProperty element = reorderableList.serializedProperty.GetArrayElementAtIndex(index);
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// drawElementCallback 中的内容
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SerializedProperty keyProp = element.FindPropertyRelative("key");
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SerializedProperty prefabProp = element.FindPropertyRelative("prefab");
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SerializedProperty selectedNameProp = element.FindPropertyRelative("selectedComponentName");
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GameObject prefab = prefabProp.objectReferenceValue as GameObject;
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// 查找组件类型
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List<string> uguiComponentNames = new List<string>();
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if (prefab != null)
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{
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uguiComponentNames = prefab.GetComponents<Component>()
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.Where(c => c != null && IsUGUIComponent(c))
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.Select(c => c.GetType().Name)
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.Distinct()
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.ToList();
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}
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float lineHeight = EditorGUIUtility.singleLineHeight;
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float padding = 4f;
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float thirdWidth = (rect.width - 2 * padding) / 3f;
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Rect keyRect = new Rect(rect.x, rect.y + 2, thirdWidth, lineHeight);
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Rect prefabRect = new Rect(rect.x + thirdWidth + padding, rect.y + 2, thirdWidth, lineHeight);
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Rect popupRect = new Rect(rect.x + 2 * (thirdWidth + padding), rect.y + 2, thirdWidth, lineHeight);
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// key 字段
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EditorGUI.PropertyField(keyRect, keyProp, GUIContent.none);
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// prefab 字段
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EditorGUI.PropertyField(prefabRect, prefabProp, GUIContent.none);
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// 下拉框
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if (uguiComponentNames.Count > 0)
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{
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int selectedIndex = Mathf.Max(0, uguiComponentNames.IndexOf(selectedNameProp.stringValue));
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selectedIndex = EditorGUI.Popup(popupRect, selectedIndex, uguiComponentNames.ToArray());
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selectedNameProp.stringValue = uguiComponentNames[selectedIndex];
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}
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else
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{
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EditorGUI.LabelField(popupRect, "无UGUI组件");
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}
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};
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}
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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if (reorderableList == null)
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{
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InitReorderableList();
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}
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reorderableList?.DoLayoutList();
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serializedObject.ApplyModifiedProperties();
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if (GUILayout.Button("导出代码"))
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{
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ExportCode();
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}
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}
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/// <summary>
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/// 判断是否是常见UGUI组件(你可以自行扩展)
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/// </summary>
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private bool IsUGUIComponent(Component component)
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{
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return component is Graphic // 基类,包含 Image、Text、RawImage
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|| component is Button
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|| component is Toggle
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|| component is Slider
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|| component is ScrollRect
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|| component is Dropdown
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|| component is InputField;
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}
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/// <summary>
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/// 导出代码
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/// </summary>
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private void ExportCode()
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{
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string savePath = Application.dataPath + "/Scripts/GameLogic/Export/UGUI/";
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if (string.IsNullOrEmpty(savePath))
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return;
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string className = $"UI{target.GameObject().name}";
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string filename = System.IO.Path.Combine(savePath, $"{className}.cs");
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var sb = new System.Text.StringBuilder();
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sb.AppendLine("using UnityEngine;");
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sb.AppendLine("using UnityEngine.UI;");
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sb.AppendLine();
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sb.AppendLine("namespace CreatGame.UI");
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sb.AppendLine("{");
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sb.AppendLine($" public class {className} : UIViewBase");
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sb.AppendLine(" {");
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// 字段定义
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for (int i = 0; i < reorderableList.count; i++)
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{
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SerializedProperty element = reorderableList.serializedProperty.GetArrayElementAtIndex(i);
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sb.AppendLine(" /// <summary>");
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sb.AppendLine(" /// ");
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sb.AppendLine(" /// </summary>");
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sb.AppendLine($" public {element.FindPropertyRelative("selectedComponentName").stringValue} {element.FindPropertyRelative("key").stringValue}");
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}
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sb.AppendLine(" public override void PreLoad(GameObject view)");
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sb.AppendLine(" {");
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sb.AppendLine(" base.PreLoad(view);");
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sb.AppendLine();
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for (int i = 0; i < reorderableList.count; i++)
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{
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SerializedProperty element = reorderableList.serializedProperty.GetArrayElementAtIndex(i);
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var filedName = element.FindPropertyRelative("key").stringValue;
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var typeName = element.FindPropertyRelative("selectedComponentName").stringValue;
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sb.AppendLine($" {filedName} = GetGameObject(nameof({filedName})).GetComponent<{typeName}>();");
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}
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sb.AppendLine(" }");
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sb.AppendLine(" }");
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sb.AppendLine("}");
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Debug.Log(sb.ToString());
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System.IO.File.WriteAllText(filename, sb.ToString());
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Debug.Log($"✅ 导出成功:{filename}");
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AssetDatabase.Refresh();
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}
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} |