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Unity3d 自制 define 管理工具

2014-01-02 23:53 337 查看
1、在工程根目录下创建Editor文件夹(如果没有的话),将下面的脚本放在该文件夹下面,脚本名称为GlobalDefineManagerWindow.cs

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

public class GlobalDefineManagerWindow :  EditorWindow
{
public static string GlobalDefineDataBasePath = Application.dataPath + "/Profiles";
public static string GlobalDefineDataPath;
public static string SMCS_FilePath  = Application.dataPath + "/" + "smcs.rsp";
public static string ProfileName = "GlobalDefineData.json";
public static string JsonDemo = "{\"ALL_DEFINES\":[\"DefineDemo1\",\"DefineDemo2\"],\"CUR_DEFINES\":[\"DefineDemo1\"]}";

private GlobalDefineData globalDefineData;
private bool isInitData = false;
private bool isSaveSuccess = false;
private const string defineHead = "-define:";
private List<string> defineWritedList;
private string show = "SHOW";

private List<GlobalDefineItem> GlobalDefineItemList;

[MenuItem ("Tools/Tianty Software/Global Define Manager Window")]
public static void ShowEditor () {
// Get existing open window or if none, make a new one:
GlobalDefineManagerWindow window = (GlobalDefineManagerWindow)EditorWindow.GetWindow (typeof (GlobalDefineManagerWindow));
window.minSize = new Vector2(300, 600);
}

void InitData()
{
GlobalDefineDataPath = GlobalDefineDataBasePath + "/" + ProfileName;
defineWritedList = new List<string>();
GlobalDefineItemList = new List<GlobalDefineItem>();
globalDefineData = ParseJson.GetGlobalDefineData(GlobalDefineDataBasePath, ProfileName, JsonDemo);
foreach(var i in globalDefineData.CurDefines)
{
GlobalDefineItem item = new GlobalDefineItem();
item.define = i;
GlobalDefineItemList.Add(item);
}
globalDefineData.ShowDefinesInfo();
isInitData = true;
show = "Refresh";
}

void OnDestroy()
{
isInitData = false;
isSaveSuccess = false;
}

void OnGUI()
{
GUILayout.Space(6f);
GUILayout.BeginVertical();

GUI.backgroundColor = Color.green;
GUILayout.BeginHorizontal();

if(GUILayout.Button(show, GUILayout.Width(100f)))
{
InitData();
}

GUILayout.EndHorizontal();
GUI.backgroundColor = Color.white;

if (isInitData && globalDefineData != null)
{
string tip = "提示:" + "\n"
+ "\t" + "<ProjectPath>" + GlobalDefineDataPath + "\n"
+ "\t" +"ALL_DEFINES 为全部define " + "\n"
+  "\t" +"CUR_DEFINES 为当前配置的define";
GUILayout.Label(tip);

DrawLine();
foreach(var i in globalDefineData.AllDefinesForShowList)
{
GUILayout.Label(i);
}

DrawLine();

for(int i = 0; i < GlobalDefineItemList.Count; i++)
{
GUILayout.BeginHorizontal();

GlobalDefineItemList[i].define = EditorGUILayout.TextField(GlobalDefineItemList[i].define);
if(GUILayout.Button("remove", GUILayout.Width(60f)))
{
Remove(GlobalDefineItemList[i]);
}

GUILayout.EndHorizontal();
}

GUILayout.Space(5f);

if(GUILayout.Button("add", GUILayout.Width(200f)))
{
Add();
}

DrawLine();

GUI.backgroundColor = Color.red;
if(GUILayout.Button("Save Define", GUILayout.Width(200f)))
{
Save();
Refresh();
}
GUI.backgroundColor = Color.white;

if (isSaveSuccess)
{
GUILayout.Space(10f);
GUILayout.Label("Save Success");
}
}

GUILayout.EndVertical();
}

void Add()
{
GlobalDefineItem item = new GlobalDefineItem();
item.define = string.Empty;

GlobalDefineItemList.Add(item);
}

void Remove(GlobalDefineItem item)
{
GlobalDefineItemList.Remove(item);
}

void DrawLine()
{
GUILayout.Space(10f);

string go = "-";
for(int i = 0; i < 100; i++)
{
go += "-";
}

GUILayout.Label(go);
GUILayout.Space(10f);
}

void Save()
{
foreach(var i in GlobalDefineItemList)
{
Debug.Log("i ======: " + i.define);
if (!globalDefineData.AllDefines.Contains(i.define) )
{
Debug.LogError("Define words Error.");
return;
}
defineWritedList.Add(string.Format("{0}{1}{2}", defineHead, i.define, "\n"));
}

Utility_GlobalDefineManager.WriteToLocalFile(SMCS_FilePath, defineWritedList);

isSaveSuccess = true;

SaveJson();
}

void SaveJson()
{
GlobalDefineData date = new GlobalDefineData();
date.AllDefines = globalDefineData.AllDefines;

foreach(var i in GlobalDefineItemList)
{
date.CurDefines.Add(i.define);
}
date.AllDefinesForShowList = null;

Dictionary<string, object> jsonRoot = new Dictionary<string, object>();
jsonRoot.Add("ALL_DEFINES", date.AllDefines);
jsonRoot.Add("CUR_DEFINES", date.CurDefines);

string jsonStr = MiniJSON.Json.Serialize(jsonRoot);
Utility_GlobalDefineManager.WriteToLocalFile(GlobalDefineDataPath, jsonStr);
}

void Refresh()
{
OnDestroy();
InitData();
}
}

namespace GlobalDefine
{
public class GlobalDefineItem
{
public string define;
}

public class Utility_GlobalDefineManager
{
public static string ReadTextFileFromLocal(string path ,string name, string jsonDamo)
{
string srText = string.Empty;
string filePath = path + "/" + name;

if (!Directory.Exists(path))
{
Directory.CreateDirectory(path);
}

if (!File.Exists(filePath))
{
WriteToLocalFile(filePath, jsonDamo);
}

StreamReader sr = File.OpenText(filePath);
string strTemp = string.Empty;
while ((strTemp = sr.ReadLine()) != null)
{
srText += strTemp;
}
sr.Close();

return srText;
}

public static void WriteToLocalFile(string filePath, List<string> writeList)
{
if (string.IsNullOrEmpty(filePath) || writeList == null)
{
Debug.LogError("write file path is null or write list is null.");
return;
}

StringBuilder sb = new StringBuilder();

foreach (var i in writeList)
{
sb.Append(i);
}

WriteToLocalFile(filePath, sb.ToString());
}

public static void WriteToLocalFile(string filePath, string data)
{
if (string.IsNullOrEmpty(filePath) || data == null)
{
Debug.LogError("write file path is null or write data is null.");
return;
}

if (File.Exists(filePath))
{
File.Delete(filePath);
}

File.WriteAllText(filePath, data);
}
}

public class ParseJson
{
public static GlobalDefineData GetGlobalDefineData(string path ,string name, string jsonDamo)
{
GlobalDefineData globalDefineData = new GlobalDefineData();

//parse
string jsonStr =
Utility_GlobalDefineManager.ReadTextFileFromLocal(path, name, jsonDamo);
if(string.IsNullOrEmpty(jsonStr))
{
Debug.LogError(string.Format("Error : {0} is not Exists.",  name));
return null;
}

Dictionary<string, object> jsonRoot = MiniJSON.Json.Deserialize(jsonStr) as Dictionary<string, object>;

if (jsonRoot.ContainsKey("ALL_DEFINES"))
{
foreach(var i in jsonRoot["ALL_DEFINES"] as List<object>)
{
globalDefineData.AllDefines.Add(i.ToString());
}
}

if (jsonRoot.ContainsKey("CUR_DEFINES"))
{
foreach(var i in jsonRoot["CUR_DEFINES"] as List<object>)
{
globalDefineData.CurDefines.Add(i.ToString());
}
}

return globalDefineData;
}
}

public class GlobalDefineData
{
public List<string> AllDefines;
public List<string> CurDefines;
public List<string> AllDefinesForShowList;
public GlobalDefineData()
{
AllDefines = new List<string>();
CurDefines = new List<string>();
AllDefinesForShowList = new List<string>();
}

public void ShowDefinesInfo()
{
for(int i = 0; i < AllDefines.Count; i++)
{
string go = string.Empty;
if(CurDefines.Contains(AllDefines[i]))
{
go = string.Format("{0} {1}", "->", AllDefines[i]);
}
else
{
go = string.Format("{0} {1}", "     ", AllDefines[i]);
}

AllDefinesForShowList.Add(go);
}
}
}
}


2、网上找一个Minijson,放在根目录Plugins文件夹下

3、根目录下创建一个Profiles文件夹,下面创建一个文件GlobalDefineData.txt,里面是配置的json串。如{"ALL_DEFINES":["DefineDemo1","DefineDemo2"],"CUR_DEFINES":["DefineDemo1"]}, 可以将工程中要用的define添加到ALL_DEFINES数组当中,CUR_DEFINES为当前使用的define。

4、在unity3d/Tools/GlobalDefineManagerWindow打开窗口,添加或者删除define,进行代码编译管理。

5、界面如图

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