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unity3d DefineManager 全局宏定义

时间:2015-05-04 17:12:46      阅读:500      评论:0      收藏:0      [点我收藏+]

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/**
* Editor Wizard for easily managing global defines in Unity
* Place in Assets/Editor folder, or if you choose to place elsewhere
* be sure to also modify the DEF_MANAGER_PATH constant.
* @khenkel
*/

using UnityEngine;
using UnityEditor;
using System.IO;
using System.Collections;
using System.Collections.Generic;
using System.Text;

public class DefineManager : EditorWindow
{
const string DEF_MANAGER_PATH = "Assets/Editor/DefineManager.cs";

enum Compiler
{
CSharp,
Editor,
UnityScript,
Boo
}
Compiler compiler = Compiler.Editor;

// http://forum.unity3d.com/threads/93901-global-define/page2
// Do not modify these paths
const int COMPILER_COUNT = 4;
const string CSHARP_PATH = "Assets/smcs.rsp";
const string EDITOR_PATH = "Assets/gmcs.rsp";
const string UNITYSCRIPT_PATH = "Assets/us.rsp";
const string BOO_PATH = "Assets/boo.rsp";

List<string> csDefines = new List<string>();
List<string> booDefines = new List<string>();
List<string> usDefines = new List<string>();
List<string> editorDefines = new List<string>();

[MenuItem("Window/Define Manager")]
public static void OpenDefManager()
{
EditorWindow.GetWindow<DefineManager>(true, "Global Define Manager", true);
}

void OnEnable()
{
csDefines = ParseRspFile(CSHARP_PATH);
usDefines = ParseRspFile(UNITYSCRIPT_PATH);
booDefines = ParseRspFile(BOO_PATH);
editorDefines = ParseRspFile(EDITOR_PATH);
}

List<string> defs;
Vector2 scroll = Vector2.zero;
void OnGUI()
{
Color oldColor = GUI.backgroundColor;

GUILayout.BeginHorizontal();
for(int i = 0; i < COMPILER_COUNT; i++)
{
if(i == (int)compiler)
GUI.backgroundColor = Color.gray;

GUIStyle st;
switch(i)
{
case 0:
st = EditorStyles.miniButtonLeft;
break;
case COMPILER_COUNT-1:
st = EditorStyles.miniButtonRight;
break;
default:
st = EditorStyles.miniButtonMid;
break;
}

if(GUILayout.Button( ((Compiler)i).ToString(), st))
compiler = (Compiler)i;

GUI.backgroundColor = oldColor;
}
GUILayout.EndHorizontal();

switch(compiler)
{
case Compiler.CSharp:
defs = csDefines;
break;

case Compiler.Editor:
defs = editorDefines;
break;

case Compiler.UnityScript:
defs = usDefines;
break;

case Compiler.Boo:
defs = booDefines;
break;
}

GUILayout.Label(compiler.ToString() + " User Defines");

scroll = GUILayout.BeginScrollView(scroll);
for(int i = 0; i < defs.Count; i++)
{
GUILayout.BeginHorizontal();

defs[i] = EditorGUILayout.TextField(defs[i]);

GUI.backgroundColor = Color.red;
if(GUILayout.Button("x", GUIStyle.none, GUILayout.MaxWidth(18)))
defs.RemoveAt(i);
GUI.backgroundColor = oldColor;

GUILayout.EndHorizontal();

}

GUILayout.Space(4);

GUI.backgroundColor = Color.cyan;
if(GUILayout.Button("Add"))
defs.Add("NEW_DEFINE");

GUILayout.EndScrollView();


GUILayout.BeginHorizontal();
GUI.backgroundColor = Color.green;
if( GUILayout.Button("Apply") )
{
SetDefines(compiler, defs);
AssetDatabase.ImportAsset(DEF_MANAGER_PATH, ImportAssetOptions.ForceUpdate);
OnEnable();
}

GUI.backgroundColor = Color.red;
if(GUILayout.Button("Apply All", GUILayout.MaxWidth(64)))
for(int i = 0; i < COMPILER_COUNT; i++)
{
SetDefines((Compiler)i, defs);
AssetDatabase.ImportAsset(DEF_MANAGER_PATH, ImportAssetOptions.ForceUpdate);
OnEnable();
}

GUILayout.EndHorizontal();
GUI.backgroundColor = oldColor;
}

void SetDefines(Compiler compiler, List<string> defs)
{
switch(compiler)
{
case Compiler.CSharp:
WriteDefines(CSHARP_PATH, defs);
break;

case Compiler.UnityScript:
WriteDefines(UNITYSCRIPT_PATH, defs);
break;

case Compiler.Boo:
WriteDefines(BOO_PATH, defs);
break;

case Compiler.Editor:
WriteDefines(EDITOR_PATH, defs);
break;
}
}

List<string> ParseRspFile(string path)
{
if(!File.Exists(path))
return new List<string>();

string[] lines = File.ReadAllLines(path);
List<string> defs = new List<string>();

foreach(string cheese in lines)
{
if(cheese.StartsWith("-define:"))
{
defs.AddRange( cheese.Replace("-define:", "").Split(‘;‘) );
}
}

return defs;
}

void WriteDefines(string path, List<string> defs)
{
if(defs.Count < 1 && File.Exists(path))
{
File.Delete(path);

if(File.Exists(path + ".meta"))
File.Delete(path + ".meta");

AssetDatabase.Refresh();
return;
}

StringBuilder sb = new StringBuilder();
sb.Append("-define:");

for(int i = 0; i < defs.Count; i++)
{
sb.Append(defs[i]);
if(i < defs.Count-1) sb.Append(";");
}

using (StreamWriter writer = new StreamWriter(path, false))
{
writer.Write(sb.ToString());
}
}
}

unity3d DefineManager 全局宏定义

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原文地址:http://www.cnblogs.com/j349900963/p/4476538.html

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