自動產生指令碼的外掛程式[Script Create Dialog],大概是名字起的和指令碼產生器相差太多,現在的開發工具又太強大,所以被埋沒了。所支援的Unity版本 3.4.2及以上,遠古時期遺留的資源。試用了一下,感覺要是剛學Unity指令碼的時候有這個外掛程式,能省下很多讀API的時間。
最近寫代碼又犯懶了...
感覺每次建立指令碼都要寫一堆簡單重複的東西好無聊,所以搜尋了一下有沒有自動產生指令碼的外掛程式。
外掛程式效果
使用方式
1.下載我修改後的外掛程式
連結:https://pan.baidu.com/s/1oa8r... 密碼:6zln
2.下載官方外掛程式並修複指令碼錯誤
官方下載地址:https://assetstore.unity.com/...
如果匯入外掛程式後出現以下錯誤:
Assets/CreateScriptDialog/Editor/NewScriptWindow.cs(454,47): error CS0117: UnityEditorInternal.InternalEditorUtility' does not contain a definition for
AddScriptComponentUnchecked'
把錯誤部分代碼改為:
if (CanAddComponent()) { // Need to use reflection to access this now (it is internal) MethodInfo addScriptMethod = typeof(InternalEditorUtility).GetMethod( "AddScriptComponentUncheckedUndoable", BindingFlags.Static | BindingFlags.NonPublic); addScriptMethod.Invoke(null, new Object[] {m_GameObjectToAddTo, AssetDatabase.LoadAssetAtPath(TargetPath(), typeof (MonoScript)) as MonoScript});}
3.右鍵使用
Assets視窗下右鍵>Create>Script...開啟視窗使用。
4.可以自訂新的指令碼模板
使用說明在ReadMe.html中可以看到。
方法樣板在MonoBehaviour.functions.txt中可以看到。可以根據規則添加自訂模板。
BASECLASS=MonoBehaviourusing UnityEngine;using System.Collections;using System.Collections.Generic;public class $ClassName : MonoBehaviour { $Functions}
void Awake() Awake is called when the script instance is being loaded.DEFAULT void Start() Start is called just before any of the Update methods is called the first time.DEFAULT void Update() Update is called every frame, if the MonoBehaviour is enabled.void LateUpdate() LateUpdate is called every frame, if the Behaviour is enabled.void FixedUpdate() This function is called every fixed framerate frame, if the MonoBehaviour is enabled.void OnGUI() OnGUI is called for rendering and handling GUI events.void OnEnable() This function is called when the object becomes enabled and active.void OnDisable() This function is called when the behaviour becomes disabled () or inactive.void OnDestroy() This function is called when the MonoBehaviour will be destroyed.void Reset() Reset to default values.HEADER Physicsvoid OnTriggerEnter(Collider other) OnTriggerEnter is called when the Collider other enters the trigger.void OnTriggerExit(Collider other) OnTriggerExit is called when the Collider other has stopped touching the trigger.void OnTriggerStay(Collider other) OnTriggerStay is called once per frame for every Collider other that is touching the trigger.void OnCollisionEnter(Collision collision) OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.void OnCollisionExit(Collision collisionInfo) OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.void OnCollisionStay(Collision collisionInfo) OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.void OnControllerColliderHit(ControllerColliderHit hit) OnControllerColliderHit is called when the controller hits a collider while performing a Move.void OnJointBreak(float breakForce) Called when a joint attached to the same game object broke.void OnParticleCollision(GameObject other) OnParticleCollision is called when a particle hits a collider.HEADER Mousevoid OnMouseEnter() OnMouseEnter is called when the mouse entered the GUIElement or Collider.void OnMouseOver() OnMouseOver is called every frame while the mouse is over the GUIElement or Collider.void OnMouseExit() OnMouseExit is called when the mouse is not any longer over the GUIElement or Collider.void OnMouseDown() OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider.void OnMouseUp() OnMouseUp is called when the user has released the mouse button.void OnMouseUpAsButton() OnMouseUpAsButton is only called when the mouse is released over the same GUIElement or Collider as it was pressed.void OnMouseDrag() OnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse.HEADER Playbackvoid OnLevelWasLoaded(int level) This function is called after a new level was loaded.void OnApplicationFocus(bool focus) Sent to all game objects when the player gets or looses focus.void OnApplicationPause(bool pause) Sent to all game objects when the player pauses.void OnApplicationQuit() Sent to all game objects before the application is quit.HEADER Renderingvoid OnBecameVisible() OnBecameVisible is called when the renderer became visible by any camera.void OnBecameInvisible() OnBecameInvisible is called when the renderer is no longer visible by any camera.void OnPreCull() OnPreCull is called before a camera culls the scene.void OnPreRender() OnPreRender is called before a camera starts rendering the scene.void OnPostRender() OnPostRender is called after a camera finished rendering the scene.void OnRenderObject() OnRenderObject is called after camera has rendered the scene.void OnWillRenderObject() OnWillRenderObject is called once for each camera if the object is visible.void OnRenderImage(RenderTexture source, RenderTexture destination) OnRenderImage is called after all rendering is complete to render imageHEADER Gizmosvoid OnDrawGizmosSelected() Implement this OnDrawGizmosSelected if you want to draw gizmos only if the object is selected.void OnDrawGizmos() Implement this OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn.HEADER Networkvoid OnPlayerConnected(NetworkPlayer player) Called on the server whenever a new player has successfully connected.void OnServerInitialized() Called on the server whenever a Network.InitializeServer was invoked and has completed.void OnConnectedToServer() Called on the client when you have successfully connected to a server.void OnPlayerDisconnected(NetworkPlayer player) Called on the server whenever a player disconnected from the server.void OnDisconnectedFromServer(NetworkDisconnection info) Called on the client when the connection was lost or you disconnected from the server.void OnFailedToConnect(NetworkConnectionError error) Called on the client when a connection attempt fails for some reason.void OnFailedToConnectToMasterServer(NetworkConnectionError info) Called on clients or servers when there is a problem connecting to the MasterServer.void OnMasterServerEvent(MasterServerEvent msEvent) Called on clients or servers when reporting events from the MasterServer. void OnNetworkInstantiate(NetworkMessageInfo info) Called on objects which have been network instantiated with Network.Instantiatevoid OnSerializeNetworkView(BitStream stream, NetworkMessageInfo info) Used to customize synchronization of variables in a script watched by a network view.
自訂功能
修改後的外掛程式:連結:https://pan.baidu.com/s/1oa8r... 密碼:6zln
修改或增加了以下功能:
1.修複了"UnityEditorInternal.InternalEditorUtility"的錯誤。
2.新增模板MyMono(拷貝C#的MonoBehaviour模板)。
3.預設選擇自訂模板MyMono。
4.增加了當前建立日期。
5.可以刪除注釋(以前刪除注釋還會有//)。
6.增加了對存取修飾詞的支援。
7.重新排序API。
8.打包版本Unity5.3.4。