using System.Collections; using System.Collections.Generic; using UnityEditor.ProjectWindowCallback; using UnityEngine; using UnityEditor; using System; using System.IO; using System.Text; using System.Text.RegularExpressions; public class CreateLuaClassFile { static string templatePath = "Assets/Editor/ScriptTemplate/LuaWindowTemplate.txt"; [MenuItem("Assets/Create/Lua/LuaWindow", false, 4)] public static void CreateLuaClass() { var path = GetSelectedPathOrFallback() + "/NewLuaWindow.lua"; AssetDatabase.DeleteAsset(path); ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance(), path, null, templatePath); } 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 LuaWindowTemplate : EndNameEditAction { public override void Action(int instanceId, string pathName, string resourceFile) { UnityEngine.Object o = CreateScriptAssetFromTemplate(pathName, resourceFile); ProjectWindowUtil.ShowCreatedAsset(o); } internal static UnityEngine.Object CreateScriptAssetFromTemplate(string pathName, string resourceFile) { string fullPath = Path.GetFullPath(pathName); StreamReader streamReader = new StreamReader(resourceFile); string text = streamReader.ReadToEnd(); streamReader.Close(); var fileNameWithoutExtension = Path.GetFileNameWithoutExtension(pathName); text = Regex.Replace(text, "#ClassName#", fileNameWithoutExtension); text = Regex.Replace(text, "#DateTime#", System.DateTime.Now.ToLongDateString()); bool encoderShouldEmitUTF8Identifier = true; bool throwOnInvalidBytes = false; UTF8Encoding encoding = new UTF8Encoding(encoderShouldEmitUTF8Identifier, throwOnInvalidBytes); bool append = false; StreamWriter streamWriter = new StreamWriter(fullPath, append, encoding); streamWriter.Write(text); streamWriter.Close(); AssetDatabase.ImportAsset(pathName); return AssetDatabase.LoadAssetAtPath(pathName, typeof(UnityEngine.Object)); } }