res-avatar-unity/Assets/_PoiyomiShaders/Scripts/ThryEditor/Editor/ThryFileBuilder.cs

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C#
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2023-07-16 02:51:23 +00:00
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEngine;
namespace Thry {
public class ThryFileCreator {
[MenuItem("Thry/ShaderUI/UI Creator Helper/Create Label Boiler", false, priority = 40)]
public static void CreateLabel()
{
string[] names = GetProperties();
string data = names.Aggregate("", (n1, n2) => n1 + n2 + ":=" + n2 + "--{tooltip:}\n");
Save(data, "_label.txt");
}
[MenuItem("Thry/ShaderUI/UI Creator Helper/Create Label Boiler", true, priority = 40)]
static bool CreateLabelVaildate()
{
return ValidateSelection();
}
[MenuItem("Thry/ShaderUI/UI Creator Helper/Create Label Boiler + Locale Boiler", false, priority = 40)]
public static void CreateLabelLocale()
{
string[] names = GetProperties();
string label_data = names.Aggregate("", (n1, n2) => n1 +
n2 + ":=locale::" + n2 + "_text--{tooltip:locale::" + n2 + "_tooltip}\n");
string locale_data = names.Aggregate(",English\n", (n1, n2) => n1 +
n2 + "_text," + n2 + "\n"+
n2 + "_tooltip,\n");
Save(label_data, "_label.txt");
Save(locale_data, "_locale.txt");
}
[MenuItem("Thry/ShaderUI Creator Helper/Create Label Boiler + Locale Boiler", true, priority = 40)]
static bool CreateLabelLocaleValidate()
{
return ValidateSelection();
}
private static bool ValidateSelection()
{
if (Selection.activeObject == null)
return false;
string path = AssetDatabase.GetAssetPath(Selection.activeObject).ToLower();
return path.EndsWith(".shader");
}
private static string[] GetProperties()
{
Shader shader = (Shader)Selection.activeObject;
return MaterialEditor.GetMaterialProperties(new Material[] { new Material(shader) }).Select(p => p.name).ToArray();
}
private static void Save(string data, string add_string)
{
string path = AssetDatabase.GetAssetPath(Selection.activeObject);
path = Path.GetDirectoryName(path)+ "/"+ Path.GetFileNameWithoutExtension(path) + add_string;
FileHelper.WriteStringToFile(data, path);
AssetDatabase.Refresh();
EditorGUIUtility.PingObject(AssetDatabase.LoadMainAssetAtPath(path));
}
}
}