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タグ、レイヤー、シーン名を定数で管理するクラスを自動で作成するスクリプト【Unity】
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/*ブログ説明用 | |
DirectoryPath.TOP_RESOURCES = "Assets/Resources/"; | |
FilePath.SCENE_DATA = "SceneData" | |
Extension.ASSET = ".asset"; | |
*/ | |
using System; | |
using System.IO; | |
using System.Text; | |
using UnityEditor; | |
using UnityEditorInternal; | |
using UnityEngine; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Reflection; | |
/// <summary> | |
/// タグ、レイヤー、シーン、ソーティングレイヤー名を定数で管理するクラスを自動で作成するスクリプト | |
/// </summary> | |
public class SettingClassCreator : AssetPostprocessorEx{ | |
//変更を監視するディレクトリ名 | |
private const string TARGET_DIRECTORY_NAME = "ProjectSettings"; | |
//コマンド名 | |
private const string COMMAND_NAME = "Tools/Create/Setting Class"; | |
//ProjectSettings以下の設定が編集されたら自動で各スクリプトを作成 | |
private static void OnPostprocessAllAssets (string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) | |
{ | |
List<string[]> assetsList = new List<string[]> (){ | |
importedAssets | |
}; | |
List<string> targetDirectoryNameList = new List<string> (){ | |
TARGET_DIRECTORY_NAME | |
}; | |
if(ExistsDirectoryInAssets(assetsList, targetDirectoryNameList)){ | |
Create (); | |
} | |
} | |
//スクリプトを作成します | |
[MenuItem(COMMAND_NAME)] | |
private static void Create() | |
{ | |
//タグ | |
Dictionary<string, string> tagDic = InternalEditorUtility.tags.ToDictionary(value => value); | |
ConstantsClassCreator.Create ("TagName", "タグ名を定数で管理するクラス", tagDic); | |
//シーン | |
Dictionary<string, string> scenesNameDic = new Dictionary<string, string>(); | |
Dictionary<string, int> scenesNoDic = new Dictionary<string, int>(); | |
for(int i = 0; i < EditorBuildSettings.scenes.Count(); i++){ | |
string sceneName = Path.GetFileNameWithoutExtension (EditorBuildSettings.scenes [i].path); | |
scenesNameDic [sceneName] = sceneName; | |
scenesNoDic [sceneName] = i; | |
} | |
CreateSceneData (scenesNoDic); | |
ConstantsClassCreator.Create ("SceneName", "シーン名を定数で管理するクラス", scenesNameDic); | |
ConstantsClassCreator.Create ("SceneNo" , "シーン番号を定数で管理するクラス", scenesNoDic); | |
//レイヤーとレイヤーマスク | |
Dictionary<string, int> layerNoDic = InternalEditorUtility.layers.ToDictionary(layer => layer, layer => LayerMask.NameToLayer (layer)); | |
Dictionary<string, int> layerMaskNoDic = InternalEditorUtility.layers.ToDictionary(layer => layer, layer => 1 << LayerMask.NameToLayer (layer)); | |
ConstantsClassCreator.Create ("LayerNo", "レイヤー番号を定数で管理するクラス", layerNoDic); | |
ConstantsClassCreator.Create ("LayerMaskNo", "レイヤーマスク番号を定数で管理するクラス", layerMaskNoDic); | |
//ソーティングレイヤー | |
Dictionary<string, string> sortingLayerDic = GetSortingLayerNames ().ToDictionary(value => value); | |
ConstantsClassCreator.Create ("SortingLayerName", "ソーティングレイヤー名を定数で管理するクラス", sortingLayerDic); | |
} | |
//シーン名とシーン番号を関連付けたSceneDataを書き出す | |
private static void CreateSceneData(Dictionary<string, int> scenesNoDic){ | |
string dataPath = DirectoryPath.TOP_RESOURCES + FilePath.SCENE_DATA + Extension.ASSET; | |
//SceneDataを新規作成、既にあるものは削除 | |
SceneData data = ScriptableObject.CreateInstance<SceneData> (); | |
AssetDatabase.DeleteAsset (dataPath); | |
AssetDatabase.CreateAsset ((ScriptableObject)data, dataPath); | |
data.hideFlags = HideFlags.NotEditable; | |
foreach (KeyValuePair<string, int> valuePair in scenesNoDic) { | |
SceneData.Param param = new SceneData.Param (); | |
param.Name = valuePair.Key; | |
param.No = valuePair.Value; | |
data.list.Add (param); | |
} | |
//変更を反映 | |
ScriptableObject obj = AssetDatabase.LoadAssetAtPath (dataPath, typeof(ScriptableObject)) as ScriptableObject; | |
EditorUtility.SetDirty (obj); | |
} | |
//sortinglayerの名前一覧を取得 | |
private static string[] GetSortingLayerNames() { | |
Type internalEditorUtilityType = typeof(InternalEditorUtility); | |
PropertyInfo sortingLayersProperty = internalEditorUtilityType.GetProperty("sortingLayerNames", BindingFlags.Static | BindingFlags.NonPublic); | |
return (string[])sortingLayersProperty.GetValue(null, new object[0]); | |
} | |
} |
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