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Unityでフォルダ階層にしたがってnamespaceをシンボル置換してくれるスクリプト
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using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; | |
public class SymbolReplacer : UnityEditor.AssetModificationProcessor { | |
public static void OnWillCreateAsset (string path) { | |
// メタファイルからファイルパスを | |
path = path.Replace(".meta", ""); | |
// 拡張子チェック | |
int index = path.LastIndexOf("."); | |
// フォルダなどの場合は拡張子なし | |
if (index < 0) { | |
return; | |
} | |
string ext = path.Substring(index); | |
if (ext != ".cs" && ext != ".js" && ext != ".boo") { | |
return; | |
} | |
// 対象ファイルの読み込み | |
index = Application.dataPath.LastIndexOf("Assets"); | |
string fullPath = Application.dataPath.Substring(0, index) + path; | |
string file = System.IO.File.ReadAllText(fullPath); | |
// カスタム置換シンボルを走査して変換 | |
file = file.Replace("#CREATED#", System.DateTime.Now.ToString("yyy-MM-dd")); | |
file = file.Replace("#PROJECT_NAME#", PlayerSettings.productName); | |
List<string> array = path.Split('/').ToList(); | |
index = array.LastIndexOf("Scripts"); | |
if (index >= 0) { // 見つかった場合 | |
array[index] = "App"; // namespace用にScriptsをAppに(これは好み) | |
array.RemoveRange(0, index); // App(Scripsts)上位を削除 | |
array.Remove(array.Last()); // ファイル名部分を削除 | |
string pathBelowScripts = string.Join(".", array.ToArray()); // ドットでつなげる | |
file = file.Replace( "#NAMESPACE#", pathBelowScripts); | |
} | |
// ファイル上書きで作成完了 | |
System.IO.File.WriteAllText(fullPath, file); | |
AssetDatabase.Refresh(); | |
} | |
} |
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