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Unity将默认命名空间添加到脚本模板?

更新时间:2023-10-01 22:21:58

没有像 #FOLDERNAME#这样的内置模板变量.

There is no built-in template variables like #FOLDERNAME#.

根据这篇文章只有3个魔术变量.

According to this post, there are only 3 magic variables.

  • #NAME#"
  • #SCRIPTNAME#"
  • #SCRIPTNAME_LOWER#"

但是您始终可以加入脚本的创建过程,并使用 .

But you can always hook into the creation process of a script and append the namespace yourself using AssetModificationProcessor.

此处是向创建的脚本中添加一些自定义数据的示例.

Here is an example that adds some custom data to the created script.

//Assets/Editor/KeywordReplace.cs
using UnityEngine;
using UnityEditor;
using System.Collections;

public class KeywordReplace : UnityEditor.AssetModificationProcessor
{

   public static void OnWillCreateAsset ( string path )
   {
     path = path.Replace( ".meta", "" );
     int index = path.LastIndexOf( "." );
     string file = path.Substring( index );
     if ( file != ".cs" && file != ".js" && file != ".boo" ) return;
     index = Application.dataPath.LastIndexOf( "Assets" );
     path = Application.dataPath.Substring( 0, index ) + path;
     file = System.IO.File.ReadAllText( path );

     file = file.Replace( "#CREATIONDATE#", System.DateTime.Now + "" );
     file = file.Replace( "#PROJECTNAME#", PlayerSettings.productName );
     file = file.Replace( "#SMARTDEVELOPERS#", PlayerSettings.companyName );

     System.IO.File.WriteAllText( path, file );
     AssetDatabase.Refresh();
   }
}