public UIExportData[] ExportData = null;    //所有要导出的数据

        /// <summary>
        /// 遍历指定物体节点下的所有UIProgramData,然后根据回调进行引用赋值
        /// </summary>
        /// <param name="thisObjRoot">物体根节点</param>
        /// <param name="handle">赋值回调</param>
        public static void ForEachDataByCode(GameObject thisObjRoot, SetUIProgramDataCompReference handle)
        {
            if (handle == null || thisObjRoot == null)
            {
                return;
            }

            UIProgramData[] allData = thisObjRoot.GetComponentsInChildren <UIProgramData>(true);
            if (null == allData || allData.Length == 0)
            {
                return;
            }

            for (int iLoop = 0; iLoop < allData.Length; iLoop++)
            {
                UIProgramData programData = allData[iLoop];
                if (null != programData.ExportData && programData.ExportData.Length > 0)
                {
                    for (int iIndex = 0; iIndex < programData.ExportData.Length; iIndex++)
                    {
                        UIExportData exportData = programData.ExportData[iIndex];
                        handle(programData, exportData);
                    }
                }
            }
        }
        /// <summary>
        /// 检测变量数据是否合法
        /// </summary>
        private void CheckVariableData(UIProgramData pData)
        {
            for (int i = 0; i < pData.ExportData.Length; i++)
            {
                UIExportData data = pData.ExportData[i];
                if (data == null)
                {
                    continue;
                }

                //检测数据
                if (data.isArrayData)
                {
                    //检测数组是否为Null或者数组内有Null
                    bool isErrorData = false;
                    if (data.CompReferenceArray == null)
                    {
                        isErrorData = true;
                    }
                    else
                    {
                        foreach (var item in data.CompReferenceArray)
                        {
                            if (item == null)
                            {
                                isErrorData = true;
                                break;
                            }
                        }
                    }
                    if (isErrorData)
                    {
                        throw new UIExportDataException(string.Format("Variable data error.It is array data,but array is null or element is null. Variable name is {0} !",
                                                                      data.VariableName), pData);
                    }
                }
                else
                {
                    //非数组,检测引用是否为Null
                    if (data.CompReference == null)
                    {
                        throw new UIExportDataException(string.Format("Variable data error.It is null. Variable name is {0} !",
                                                                      data.VariableName), pData);
                    }
                }

                //检测变量名
                if (!CheckVariableOrClassName(data.VariableName))
                {
                    throw new UIExportDataException(string.Format("Variable name error.It is null or has blank space and variable name is {0} !",
                                                                  data.VariableName), pData);
                }
            }
        }
示例#3
0
        /// <summary>
        /// 获取变量的简称类型
        /// </summary>
        private string GetVariableType(UIExportData data)
        {
            string type = "";

            if (data.CompReference == null)
            {
                type = "GameObject";
            }
            else
            {
                type = data.CompReference.GetType().Name;
            }
            return(type);
        }
        private static void SetFieldValue(object uiData, System.Reflection.FieldInfo field, UIDataAttribute dataAtt)
        {
            for (int x = 0, xMax = dataList.Count; x < xMax; x++)
            {
                UIExportData exportData = dataList[x];
                if (exportData != null && exportData.VariableName.Equals(dataAtt.FieldName))
                {
                    if (exportData.isArrayData)
                    {
                        System.Array dataArr = null;
                        if (exportData.isGameObjectRef)
                        {
                            dataArr = System.Array.CreateInstance(typeof(GameObject), exportData.CompReferenceArray.Length);
                        }
                        else
                        {
                            dataArr = System.Array.CreateInstance(exportData.CompReferenceArray[0].GetType(), exportData.CompReferenceArray.Length);
                        }

                        for (int y = 0; y < exportData.CompReferenceArray.Length; y++)
                        {
                            if (exportData.isGameObjectRef)
                            {
                                dataArr.SetValue(exportData.CompReferenceArray[y].gameObject, y);
                            }
                            else
                            {
                                dataArr.SetValue(exportData.CompReferenceArray[y], y);
                            }
                        }
                        field.SetValue(uiData, dataArr);
                    }
                    else
                    {
                        if (exportData.isGameObjectRef)
                        {
                            field.SetValue(uiData, exportData.CompReference.gameObject);
                        }
                        else
                        {
                            field.SetValue(uiData, exportData.CompReference);
                        }
                    }
                    dataList[x] = null;
                    break;
                }
            }
        }
        /// <summary>
        /// 遍历指定物体节点下的所有UIProgramData,然后根据字段名反射赋值
        /// </summary>
        /// <param name="rootObj">物体根节点</param>
        /// <param name="uiData">UIData对象</param>
        public static void ForEachDataByAttribute(GameObject rootObj, object uiData)
        {
            dataList.Clear();
            if (rootObj == null || uiData == null)
            {
                return;
            }

            UIProgramData[] allData = rootObj.GetComponentsInChildren <UIProgramData>(true);
            if (null == allData || allData.Length == 0)
            {
                return;
            }

            for (int iLoop = 0; iLoop < allData.Length; iLoop++)
            {
                UIProgramData programData = allData[iLoop];
                if (null != programData.ExportData && programData.ExportData.Length > 0)
                {
                    for (int iIndex = 0; iIndex < programData.ExportData.Length; iIndex++)
                    {
                        UIExportData exportData = programData.ExportData[iIndex];
                        dataList.Add(exportData);
                    }
                }
            }

            System.Reflection.FieldInfo[] fieldInfoArr = uiData.GetType().GetFields(System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Public);
            foreach (var field in fieldInfoArr)
            {
                object[] objAtts = field.GetCustomAttributes(typeof(UIDataAttribute), false);
                if (objAtts != null && objAtts.Length > 0)
                {
                    for (int j = 0, jMax = objAtts.Length; j < jMax; j++)
                    {
                        if (objAtts[j] == null)
                        {
                            continue;
                        }
                        UIDataAttribute dataAtt = objAtts[j] as UIDataAttribute;

                        SetFieldValue(uiData, field, dataAtt);
                    }
                }
            }
        }
        /// <summary>
        /// 将UIProgramData中的变量添加到数组中
        /// </summary>
        private void AddContainerToVariablesList(string key, UIProgramData pData, UIProgramData[] ProgramDatas, Dictionary <string, List <UIExportData> > dic_ClassAndVariables)
        {
            //1:检测变量数据是否合法
            CheckVariableData(pData);

            if (dic_ClassAndVariables.ContainsKey(key))
            {
                List <UIExportData> dataList = dic_ClassAndVariables[key];
                foreach (var data in pData.ExportData)
                {
                    UIExportData sameData = dataList.Find(d => d.VariableName.Equals(data.VariableName));
                    if (sameData != null)
                    {
                        //证明已存在相同变量名,那就找出这个物体,抛异常
                        UIProgramData hasObj = null;
                        foreach (var item in ProgramDatas)
                        {
                            if (item == pData)
                            {
                                continue;
                            }
                            foreach (var exportData in item.ExportData)
                            {
                                if (exportData == sameData)
                                {
                                    hasObj = item;
                                    goto throwLine;
                                }
                            }
                        }
throwLine:
                        throw new UIExportDataException(string.Format("The variables has same and variable name is {0} !",
                                                                      data.VariableName), pData, hasObj);
                    }
                    dataList.Add(data);
                }
            }
            else
            {
                throw new UIExportDataException(string.Format("Don't has this class and class name is {0}", key), pData);
            }
        }
示例#7
0
        /// <summary>
        /// 生成一个变量(变量标识名,变量字段,变量属性)
        /// </summary>
        private void WriteVariable(UIExportData data, string className)
        {
            string type = GetVariableType(data);
            string constStrVaiableName = JointString("_", data.VariableName, "_Name");
            string privateVariableName = JointString("_", data.VariableName);

            classWriter.WriteLine();

            classWriter.WriteLine("#region ", type, " ", data.VariableName);

            //物体的引用变量名
            classWriter.WriteLine("private const string ", constStrVaiableName, " = \"", data.VariableName, "\";");
            //物体的引用
            classWriter.WriteLine("private ", type, " ", privateVariableName, ";");
            //物体的Get属性
            classWriter.WriteLine("public ", type, " ", data.VariableName);
            classWriter.WriteBraceLeft();
            {
                classWriter.WriteLine("get");
                classWriter.WriteBraceLeft();
                {
                    classWriter.WriteLine("if (null == ", privateVariableName, ")");
                    if (data.CompReference == null)
                    {
                        //证明是GameObject
                        classWriter.WriteLine(1, privateVariableName, " = DefaultObjForUI.DefaultGameObject(this, \"ClassName_",
                                              className, " VariableName_", data.VariableName, "\");");
                    }
                    else
                    {
                        //证明是组件
                        classWriter.WriteLine(1, privateVariableName, " = DefaultObjForUI.DefaultComponent<", type,
                                              ">(this, \"ClassName_", className, " VariableName_", data.VariableName, "\");");
                    }
                    classWriter.WriteLine("return ", privateVariableName, ";");
                }
                classWriter.WriteLineBraceRight();
            }
            classWriter.WriteLineBraceRight();

            classWriter.WriteLine("#endregion");
        }
示例#8
0
        /// <summary>
        /// 生成单个类模块
        /// </summary>
        private void CreateClass(string className, List <UIExportData> datas)
        {
            classWriter.WriteLine("public partial class ", className);
            classWriter.WriteBraceLeft();

            #region 变量区

            classWriter.WriteLine("public GameObject thisObjRoot;");

            for (int i = 0; i < datas.Count; i++)
            {
                UIExportData data = datas[i];

                WriteVariable(data, className);
            }

            #endregion

            classWriter.WriteLine();

            #region 析构函数区

            classWriter.WriteLine("~", className, "()");
            classWriter.WriteBraceLeft();

            classWriter.WriteLine("Clear();");

            classWriter.WriteLineBraceRight();
            #endregion

            classWriter.WriteLine();

            #region Init方法区

            classWriter.WriteLine("public void Init(GameObject objRoot)");
            classWriter.WriteBraceLeft();//Start of init function
            {
                classWriter.WriteLine("if (objRoot == null)");
                classWriter.WriteLine(1, "return;");

                classWriter.WriteLine();

                classWriter.WriteLine("thisObjRoot = objRoot;");
                classWriter.WriteLine("thisObjRoot.SetActive(true);");

                classWriter.WriteLine();

                classWriter.WriteLine("UIProgramData[] allData = thisObjRoot.GetComponentsInChildren<UIProgramData>(true);");
                classWriter.WriteLine("if (null == allData || allData.Length <= 0)");
                classWriter.WriteLine(1, "return;");

                classWriter.WriteLine();

                #region 遍历UIProgramData,并为当前脚本的引用赋值

                classWriter.WriteLine("for (int iLoop = 0; iLoop < allData.Length; iLoop++)");
                classWriter.WriteBraceLeft();//Start of for UIProgramData
                {
                    classWriter.WriteLine("UIProgramData programData = allData[iLoop];");

                    classWriter.WriteLine("if (null != programData.ExportData && programData.ExportData.Length > 0)");
                    classWriter.WriteBraceLeft();//Start of if programData.ExportData
                    {
                        #region 遍历UIExportData

                        classWriter.WriteLine("for (int iIndex = 0; iIndex < programData.ExportData.Length; iIndex++)");
                        classWriter.WriteBraceLeft();
                        {
                            classWriter.WriteLine("UIExportData exportData = programData.ExportData[iIndex];");
                            classWriter.WriteLine("switch (exportData.VariableName)");
                            classWriter.WriteBraceLeft();
                            {
                                for (int i = 0; i < datas.Count; i++)
                                {
                                    UIExportData data = datas[i];
                                    classWriter.WriteLine("case ", "_", data.VariableName, "_Name", ":");
                                    classWriter.WriteLine(1, "_", data.VariableName, " = ", (data.CompReference == null ? "programData.gameObject;" : JointString("(", data.CompReference.GetType().Name, ")", "exportData.CompReference;")));
                                    classWriter.WriteLine(1, "break;");
                                }
                            }
                            classWriter.WriteLineBraceRight();
                        }
                        classWriter.WriteLineBraceRight();

                        #endregion
                    }
                    classWriter.WriteLineBraceRight(); //End of if programData.ExportData
                }
                classWriter.WriteLineBraceRight();     //End of for UIProgramData

                #endregion
            }
            classWriter.WriteLineBraceRight();//End of function

            #endregion

            classWriter.WriteLine();

            #region Clear方法区

            classWriter.WriteLine("public void Clear()");
            classWriter.WriteBraceLeft();//Start of clear function
            {
                //置空Root
                classWriter.WriteLine("thisObjRoot = null;");

                //置空变量
                for (int i = 0; i < datas.Count; i++)
                {
                    UIExportData data         = datas[i];
                    string       variableName = JointString("_", data.VariableName);
                    classWriter.WriteLine(variableName + " = null;");
                }

                //删除这个对象创建的GameObject
                classWriter.WriteLine("DefaultObjForUI.DestroyGameObjectByObjGen(this);");
            }
            classWriter.WriteLineBraceRight();//End of clear function
            #endregion

            classWriter.WriteLineBraceRight();
        }