自动生成剧本的插件[Script Create Dialog],大概是名字起的和剧本生成器相差太多,如今的开发工具又太壮大,所以被埋没了。所支撑的Unity版本 3.4.2及以上,太古时代遗留的资本。试用了一下,觉得假如刚学Unity剧本的时刻有这个插件,能省下许多读API的时候。

近来写代码又犯懒了…
觉得每次新建剧本都要写一堆简朴反复的东西好无聊,所以搜刮了一下有无自动生成剧本的插件。

插件结果

运用体式格局

1.下载我修正后的插件
链接:https://pan.baidu.com/s/1oa8r… 暗码:6zln

2.下载官方插件并修复剧本毛病
官方下载地点:https://assetstore.unity.com/…

假如导入插件后涌现以下毛病:
Assets/CreateScriptDialog/Editor/NewScriptWindow.cs(454,47): error CS0117: UnityEditorInternal.InternalEditorUtility' does not contain a definition for AddScriptComponentUnchecked’

把毛病部份代码改成:

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.右键运用
Assets窗口下右键>Create>Script…翻开窗口运用。

4.能够自定义新的剧本模板
运用说明在ReadMe.html中能够看到。
要领模板在MonoBehaviour.functions.txt中能够看到。能够依据划定规矩增加自定义模板。

BASECLASS=MonoBehaviour
using 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 Physics
void 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 Mouse
void 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 Playback
void 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 Rendering
void 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 image
HEADER Gizmos
void 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 Network
void 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.Instantiate
void OnSerializeNetworkView(BitStream stream, NetworkMessageInfo info) Used to customize synchronization of variables in a script watched by a network view.

自定义功用

修正后的插件:链接:https://pan.baidu.com/s/1oa8r… 暗码:6zln
修正或增加了以下功用:
1.修复了”UnityEditorInternal.InternalEditorUtility”的毛病。
2.新增模板MyMono(拷贝C#的MonoBehaviour模板)。
3.默许挑选自定义模板MyMono。
4.增加了当前建立日期。
5.能够删除解释(之前删除解释还会有//)。
6.增加了对接见修饰符的支撑。
7.从新排序API。
8.打包版本Unity5.3.4。

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