/// <summary>
        /// 创建脚本,受自定义命名空间
        /// </summary>
        /// <param name="name"></param>
        /// <param name="folderPath"></param>
        private static void GenerateScript(string name, string folderPath)
        {
            string     fullPath = folderPath + "/" + name + ".cs";
            FileStream fs       = new FileStream(fullPath, FileMode.Create, FileAccess.ReadWrite, FileShare.ReadWrite);

            fs.Close();
            //写入作者名、日期时间、命名空间、类名
            string content = EditScriptTemplate.EditScriptInfo(name) + EditScriptTemplate.EditCodeTemplate(ScriptTemplateData.CustomNamespace, name);

            //写入文件
            File.WriteAllText(fullPath, content);
        }
Exemple #2
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 /// <summary>
 /// 在创建资源的时候会调用此方法
 /// path为资源所在路径
 /// </summary>
 private static void OnWillCreateAsset(string path)
 {
     if (ScriptTemplateData.IsEditScriptTemplate == false)
     {
         return;
     }
     //1.获取新建的脚本的路径
     path = path.Replace(".meta", "");
     //2.安全检验脚本路径
     if (path.EndsWith(".cs"))
     {
         //3.读取所有内容为一个字符串
         string content = File.ReadAllText(path);
         //4.获取脚本类名
         string className = EditScriptTemplate.GetClassName(content);
         //5.更改  写入作者名、日期时间、命名空间、类名
         content = EditScriptTemplate.EditScriptInfo(className) + EditScriptTemplate.EditCodeTemplate(ScriptTemplateData.CustomNamespace, className);
         //6.写入文件
         File.WriteAllText(path, content);
         UnityEditor.AssetDatabase.Refresh();
     }
 }