使用模板类创建类

using UnityEngine;
using System.Collections;
using UnityEditor.ProjectWindowCallback;
using System.IO;
using UnityEditor;
public class CreateLua {
[MenuItem("Assets/Create/Lua Script",false,80)]
public static void CreateNewLua()
{
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0,
ScriptableObject.CreateInstance<CreateScriptAssetAction>(),
GetSelectedPathOrFallback() + "/New Lua.lua",
null,
"Assets/Editor/Template/LuaComponent.lua");
}
public static string GetSelectedPathOrFallback()
{
string path = "Assets";
foreach (UnityEngine.Object obj in Selection.GetFiltered(typeof(UnityEngine.Object), SelectionMode.Assets))
{
path = AssetDatabase.GetAssetPath(obj);
if (!string.IsNullOrEmpty(path) && File.Exists(path))
{
path = Path.GetDirectoryName(path);
break;
}
}
return path;
}
}
class CreateScriptAssetAction:EndNameEditAction
{
public override void Action(int instanceId, string pathName, string resourceFile)
{
//创建资源
UnityEngine.Object obj = CreateAssetFromTemplate(pathName, resourceFile);
//高亮显示该资源
ProjectWindowUtil.ShowCreatedAsset(obj);
}
internal static UnityEngine.Object CreateAssetFromTemplate(string pahtName, string resourceFile)
{
//获取要创建的资源的绝对路径
string fullName = Path.GetFullPath(pahtName);
//读取本地模板文件
StreamReader reader = new StreamReader(resourceFile);
string content = reader.ReadToEnd();
reader.Close();
//获取资源的文件名
// string fileName = Path.GetFileNameWithoutExtension(pahtName);
//替换默认的文件名
content = content.Replace("#TIME", System.DateTime.Now.ToString("yyyy年MM月dd日 HH:mm:ss dddd"));
//写入新文件
// StreamWriter writer = new StreamWriter(fullName, false, System.Text.Encoding.UTF8); // UTF8-BOM
StreamWriter writer = new StreamWriter(fullName, false, new System.Text.UTF8Encoding(false));

writer.Write(content);
writer.Close();
//刷新本地资源
AssetDatabase.ImportAsset(pahtName);
AssetDatabase.Refresh();
return AssetDatabase.LoadAssetAtPath(pahtName, typeof(UnityEngine.Object));
}
}

posted @ 2020-02-09 14:46  GamesClient  阅读(365)  评论(0编辑  收藏  举报