
孙广东 2015.7.30
就是把程序制定好的模板(不论什么人能够更改并同步git)放到,unity项目的Editor 目录下, 当程序新建一个C#脚本后就是这个模板了。
“81-C# Script-NewBehaviourScript.cs.txt” 文件
using UnityEngine;
using System.Collections.Generic; namespace DajiaGame.Px
{
/// <summary>
/// 描写叙述:
/// author:
/// </summary>
[AddComponentMenu("DajiaGame/Px/ #SCRIPTNAME# ")]
public class #SCRIPTNAME# : MonoBehaviour
{ // 初始化函数
private void Start()
{ } // 每帧更新
private void Update()
{ }
}
} /* ===============提示: 特性相关=================
* [SerializeField]
* [HideInInspector]
* [RequireComponent(typeof(Rigidbody))]
* [SerializeField, Range(0,5)] int[] counts;
* [SerializeField,TooltipAttribute("说明")]
* [SerializeField,HeaderAttribute ("Title")]
* [SerializeField,TextAreaAttribute(2, 5)] string message2;
* [DisallowMultipleComponent] // 不能反复加入脚本
* [AddComponentMenu("DajiaGame/Px")]
* [ExecuteInEditMode]
*/
//-----------------------------------------------------------------------
// <copyright file="ComAnimation.cs" company="Game Development Laboratory">
// Copyright (c) Sprocket Enterprises. All rights reserved.
// </copyright>
// <author> SunGuangDong </author>
//
// <summary>
// This is the Widget class.
// </summary>
//----------------------------------------------------------------------- using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO; namespace DajiaGame.Px
{
/// <summary>
/// 对定制的 C# 脚本模板拷贝。从 项目Editor到 Unity的安装路径
/// sunguangdong
/// </summary>
public class CopyCSharpScriptTemplates : MonoBehaviour
{
[InitializeOnLoad]
public class Startup
{
// D:/Program Files/Unity5/Editor/Unity.exe
// D:\Program Files\Unity5\Editor\Data\Resources\ScriptTemplates
static Startup()
{
string strOriPath = Path.Combine(Application.dataPath, "Editor/81-C# Script-NewBehaviourScript.cs.txt");
string strDesPath = Path.Combine(Path.GetDirectoryName(EditorApplication.applicationPath),
"Data/Resources/ScriptTemplates/81-C# Script-NewBehaviourScript.cs.txt"); File.Copy(strOriPath, strDesPath, true);
}
}
}
}
依据使用git 或者 svn 上面两个文件会被同步。 然后每次 成员 重新启动 unity 编辑器就会触发 模板文件的拷贝了