Python實現C#代碼生成器應用服務於Unity示例解析
開發目標:實現小紅帽所掛腳本的自動生成
下圖為生成的最終目標
本項目是從json中讀取角色場景等信息,因此為瞭更好地判斷所用屬性是否需要,設置為bool類型,False表示在c#代碼中註釋掉該類屬性,True代表使用該屬性(屬性暫時設置為)
Timer = True # 計時器 speed = False # 速度 IsTrigger = True # 觸發器 start_point = True # 起始位置 localScale = True # 起始大小
主程序具體python代碼如下:
from string import Template class BuildData: def Init(self): # 初始化各類$ Timer = True speed = False IsTrigger = True start_point = True localScale = True # 輸出a.cs文件 filePath = 'a.cs' class_file = open(filePath, 'w') # mycode用來存放生成的代碼 mycode = [] # 加載模板文件 template_file = open('TMPL1.tmpl', 'rb') template_file = template_file.read().decode('utf-8') tmpl = Template(template_file) ## 模板替換 # 1.需要判斷是否使用的模板,不使用的給他註釋掉 if(Timer): TimerContent = ' ' else: TimerContent = '///' if (speed): speedContent = ' ' else: speedContent = '///' if (IsTrigger): IsTriggerContent =' ' else: IsTriggerContent ='///' if (start_point): start_pointcontent= ' ' else: start_pointcontent= '///' if (localScale): localScalecontent = ' ' else: localScalecontent='///' # 2.固定的模板值更替 mycode.append(tmpl.safe_substitute( TimerContent=TimerContent, speedContent=speedContent, IsTriggerContent=IsTriggerContent, start_pointcontent=start_pointcontent, localScalecontent=localScalecontent, role='Small_red_hat', x_start_point='12', y_start_point='-2', z_start_point='0', x_scale='0.45f', y_scale='0.5f', z_scale='1' )) # 將代碼寫入文件 class_file.writelines(mycode) class_file.close() print('代碼已生成') if __name__ == '__main__': build = BuildData() build.Init()
所設置的TMPL文件如下:
using System.Collections; using System.Collections.Generic; using UnityEngine; public class ${role} : MonoBehaviour { ${TimerContent} public float Timer; //set a Timer ${speedContent} public float speed; //speed ${IsTriggerContent} public bool IsTrigger; //set a trigger void Start() { //the start_point of ${role} ${start_pointcontent}transform.position = new Vector3(${x_start_point}, ${y_start_point}, ${z_start_point}); //the scale of ${role} ${localScalecontent}transform.localScale = new Vector3(${x_scale},${y_scale}, ${z_scale}); } void Update() { //Timer countdown ${TimerContent} Timer += Time.deltaTime; //when to move ${TimerContent} if (Timer >= 2f && Timer <= 4f) { IsTrigger = true;} //when to stop ${TimerContent} else if (Timer > 3.5f){ IsTrigger = false;} //the speed of ${role} ${IsTriggerContent}if(IsTrigger){ transform.Translate(-0.04f, 0, 0);} } }
自動生成的c#代碼展示如下:
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Small_red_hat : MonoBehaviour { public float Timer; //set a Timer /// public float speed; //speed public bool IsTrigger; //set a trigger void Start() { //the start_point of Small_red_hat transform.position = new Vector3(12, -2, 0); //the scale of Small_red_hat transform.localScale = new Vector3(0.45f,0.5f, 1); } void Update() { //Timer countdown Timer += Time.deltaTime; //when to move if (Timer >= 2f && Timer <= 4f) { IsTrigger = true;} //when to stop else if (Timer > 3.5f){ IsTrigger = false;} //the speed of Small_red_hat if (IsTrigger){ transform.Translate(-0.04f, 0, 0);} } }
仔細觀察生成的結果,代碼與目標生成的代碼基本一致,(註釋暫時隻能使用英文編輯。) 隨即把生成的代碼放在unity中,觀察運行情況。
運行前:
運行後:
可見,小紅帽的控制器實現基本無誤。 具體視頻已放在b站:
unity的2d的animation純代碼實現,場景切換。
以上就是Python實現C#代碼生成器應用服務於Unity示例解析的詳細內容,更多關於Python實現C#代碼生成器應用Unity的資料請關註WalkonNet其它相關文章!
推薦閱讀:
- Unity EasyTouch搖桿插件使用示例詳解
- 利用vue組件實現圖片的拖拽和縮放功能
- vue實現氣泡運動撞擊效果
- Unity 從UI中拖拽對象放置並拖動效果 附demo
- 利用C#實現繪制出地球旋轉效果