Unity将默认命名空间添加到脚本模板? [英] Unity Add Default Namespace to Script Template?
问题描述
我有一个问题.我刚刚找到了C#脚本的Unitys脚本模板.
为了获得脚本名称,您可以编写#SCRIPTNAME#
,它看起来像这样:
I got a question. I just found Unitys Script template for C# Scripts.
And to get the Script name you write #SCRIPTNAME#
so it looks like this:
using UnityEngine;
using System.Collections;
public class #SCRIPTNAME# : MonoBehaviour
{
void Start ()
{
}
void Update ()
{
}
}
比用正确的名称创建脚本,但是是否有#FOLDERNAME#之类的东西,所以我可以在创建脚本时直接将其放在正确的名称空间中?
Than it would create the script with the right name, but is there somthing like #FOLDERNAME# So I can put it in the right namespace dirrectly when creating the script?
推荐答案
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#"
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();
}
}
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