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@jonHuffman
Last active September 3, 2018 20:53
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A utility script for Unity that generates a constants file for the scenes listed in the build settings. Can be accessed under Tools/Code Generation/Create Scene Constants
// ------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version: 15.0.0.0
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
// ------------------------------------------------------------------------------
namespace CodeGeneration.Constants
{
using System;
/// <summary>
/// Class to produce the template output
/// </summary>
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.TextTemplating", "15.0.0.0")]
public partial class SceneConstantsGenerator : SceneConstantsGeneratorBase
{
/// <summary>
/// Create the template output
/// </summary>
public virtual string TransformText()
{
// The output generated by this file is automatically copied into the Core project via a post-build step in the project file.
// The namespace of the generated code is custom defined in the properties of this file.
this.Write("namespace Utils.Constants\r\n{\r\n\tpublic static class ");
this.Write(this.ToStringHelper.ToStringWithCulture(className));
this.Write("\r\n\t{\r\n");
for(int i = 0; i < scenes.Length; i++)
{
this.Write("\t\tpublic const int ");
this.Write(this.ToStringHelper.ToStringWithCulture(scenes[i]));
this.Write(" = ");
this.Write(this.ToStringHelper.ToStringWithCulture(i));
this.Write(";\r\n");
}
this.Write("\t}\r\n}");
return this.GenerationEnvironment.ToString();
}
private string _classNameField;
/// <summary>
/// Access the className parameter of the template.
/// </summary>
private string className
{
get
{
return this._classNameField;
}
}
private string[] _scenesField;
/// <summary>
/// Access the scenes parameter of the template.
/// </summary>
private string[] scenes
{
get
{
return this._scenesField;
}
}
/// <summary>
/// Initialize the template
/// </summary>
public virtual void Initialize()
{
if ((this.Errors.HasErrors == false))
{
bool classNameValueAcquired = false;
if (this.Session.ContainsKey("className"))
{
this._classNameField = ((string)(this.Session["className"]));
classNameValueAcquired = true;
}
if ((classNameValueAcquired == false))
{
object data = global::System.Runtime.Remoting.Messaging.CallContext.LogicalGetData("className");
if ((data != null))
{
this._classNameField = ((string)(data));
}
}
bool scenesValueAcquired = false;
if (this.Session.ContainsKey("scenes"))
{
this._scenesField = ((string[])(this.Session["scenes"]));
scenesValueAcquired = true;
}
if ((scenesValueAcquired == false))
{
object data = global::System.Runtime.Remoting.Messaging.CallContext.LogicalGetData("scenes");
if ((data != null))
{
this._scenesField = ((string[])(data));
}
}
}
}
}
#region Base class
/// <summary>
/// Base class for this transformation
/// </summary>
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.TextTemplating", "15.0.0.0")]
public class SceneConstantsGeneratorBase
{
#region Fields
private global::System.Text.StringBuilder generationEnvironmentField;
private global::System.CodeDom.Compiler.CompilerErrorCollection errorsField;
private global::System.Collections.Generic.List<int> indentLengthsField;
private string currentIndentField = "";
private bool endsWithNewline;
private global::System.Collections.Generic.IDictionary<string, object> sessionField;
#endregion
#region Properties
/// <summary>
/// The string builder that generation-time code is using to assemble generated output
/// </summary>
protected System.Text.StringBuilder GenerationEnvironment
{
get
{
if ((this.generationEnvironmentField == null))
{
this.generationEnvironmentField = new global::System.Text.StringBuilder();
}
return this.generationEnvironmentField;
}
set
{
this.generationEnvironmentField = value;
}
}
/// <summary>
/// The error collection for the generation process
/// </summary>
public System.CodeDom.Compiler.CompilerErrorCollection Errors
{
get
{
if ((this.errorsField == null))
{
this.errorsField = new global::System.CodeDom.Compiler.CompilerErrorCollection();
}
return this.errorsField;
}
}
/// <summary>
/// A list of the lengths of each indent that was added with PushIndent
/// </summary>
private System.Collections.Generic.List<int> indentLengths
{
get
{
if ((this.indentLengthsField == null))
{
this.indentLengthsField = new global::System.Collections.Generic.List<int>();
}
return this.indentLengthsField;
}
}
/// <summary>
/// Gets the current indent we use when adding lines to the output
/// </summary>
public string CurrentIndent
{
get
{
return this.currentIndentField;
}
}
/// <summary>
/// Current transformation session
/// </summary>
public virtual global::System.Collections.Generic.IDictionary<string, object> Session
{
get
{
return this.sessionField;
}
set
{
this.sessionField = value;
}
}
#endregion
#region Transform-time helpers
/// <summary>
/// Write text directly into the generated output
/// </summary>
public void Write(string textToAppend)
{
if (string.IsNullOrEmpty(textToAppend))
{
return;
}
// If we're starting off, or if the previous text ended with a newline,
// we have to append the current indent first.
if (((this.GenerationEnvironment.Length == 0)
|| this.endsWithNewline))
{
this.GenerationEnvironment.Append(this.currentIndentField);
this.endsWithNewline = false;
}
// Check if the current text ends with a newline
if (textToAppend.EndsWith(global::System.Environment.NewLine, global::System.StringComparison.CurrentCulture))
{
this.endsWithNewline = true;
}
// This is an optimization. If the current indent is "", then we don't have to do any
// of the more complex stuff further down.
if ((this.currentIndentField.Length == 0))
{
this.GenerationEnvironment.Append(textToAppend);
return;
}
// Everywhere there is a newline in the text, add an indent after it
textToAppend = textToAppend.Replace(global::System.Environment.NewLine, (global::System.Environment.NewLine + this.currentIndentField));
// If the text ends with a newline, then we should strip off the indent added at the very end
// because the appropriate indent will be added when the next time Write() is called
if (this.endsWithNewline)
{
this.GenerationEnvironment.Append(textToAppend, 0, (textToAppend.Length - this.currentIndentField.Length));
}
else
{
this.GenerationEnvironment.Append(textToAppend);
}
}
/// <summary>
/// Write text directly into the generated output
/// </summary>
public void WriteLine(string textToAppend)
{
this.Write(textToAppend);
this.GenerationEnvironment.AppendLine();
this.endsWithNewline = true;
}
/// <summary>
/// Write formatted text directly into the generated output
/// </summary>
public void Write(string format, params object[] args)
{
this.Write(string.Format(global::System.Globalization.CultureInfo.CurrentCulture, format, args));
}
/// <summary>
/// Write formatted text directly into the generated output
/// </summary>
public void WriteLine(string format, params object[] args)
{
this.WriteLine(string.Format(global::System.Globalization.CultureInfo.CurrentCulture, format, args));
}
/// <summary>
/// Raise an error
/// </summary>
public void Error(string message)
{
System.CodeDom.Compiler.CompilerError error = new global::System.CodeDom.Compiler.CompilerError();
error.ErrorText = message;
this.Errors.Add(error);
}
/// <summary>
/// Raise a warning
/// </summary>
public void Warning(string message)
{
System.CodeDom.Compiler.CompilerError error = new global::System.CodeDom.Compiler.CompilerError();
error.ErrorText = message;
error.IsWarning = true;
this.Errors.Add(error);
}
/// <summary>
/// Increase the indent
/// </summary>
public void PushIndent(string indent)
{
if ((indent == null))
{
throw new global::System.ArgumentNullException("indent");
}
this.currentIndentField = (this.currentIndentField + indent);
this.indentLengths.Add(indent.Length);
}
/// <summary>
/// Remove the last indent that was added with PushIndent
/// </summary>
public string PopIndent()
{
string returnValue = "";
if ((this.indentLengths.Count > 0))
{
int indentLength = this.indentLengths[(this.indentLengths.Count - 1)];
this.indentLengths.RemoveAt((this.indentLengths.Count - 1));
if ((indentLength > 0))
{
returnValue = this.currentIndentField.Substring((this.currentIndentField.Length - indentLength));
this.currentIndentField = this.currentIndentField.Remove((this.currentIndentField.Length - indentLength));
}
}
return returnValue;
}
/// <summary>
/// Remove any indentation
/// </summary>
public void ClearIndent()
{
this.indentLengths.Clear();
this.currentIndentField = "";
}
#endregion
#region ToString Helpers
/// <summary>
/// Utility class to produce culture-oriented representation of an object as a string.
/// </summary>
public class ToStringInstanceHelper
{
private System.IFormatProvider formatProviderField = global::System.Globalization.CultureInfo.InvariantCulture;
/// <summary>
/// Gets or sets format provider to be used by ToStringWithCulture method.
/// </summary>
public System.IFormatProvider FormatProvider
{
get
{
return this.formatProviderField ;
}
set
{
if ((value != null))
{
this.formatProviderField = value;
}
}
}
/// <summary>
/// This is called from the compile/run appdomain to convert objects within an expression block to a string
/// </summary>
public string ToStringWithCulture(object objectToConvert)
{
if ((objectToConvert == null))
{
throw new global::System.ArgumentNullException("objectToConvert");
}
System.Type t = objectToConvert.GetType();
System.Reflection.MethodInfo method = t.GetMethod("ToString", new System.Type[] {
typeof(System.IFormatProvider)});
if ((method == null))
{
return objectToConvert.ToString();
}
else
{
return ((string)(method.Invoke(objectToConvert, new object[] {
this.formatProviderField })));
}
}
}
private ToStringInstanceHelper toStringHelperField = new ToStringInstanceHelper();
/// <summary>
/// Helper to produce culture-oriented representation of an object as a string
/// </summary>
public ToStringInstanceHelper ToStringHelper
{
get
{
return this.toStringHelperField;
}
}
#endregion
}
#endregion
}
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
namespace CodeGeneration.Constants
{
public partial class SceneConstantsGenerator
{
private static string title = "Save Location";
private static string filename = "GameScene";
private static string extension = "cs";
private static string message = "Where do you want to save this constants file?";
private static string path = string.Format("{0}", Application.dataPath);
[MenuItem("Tools/Code Generation/Create Scene Constants")]
public static void GenerateStatics()
{
string outputPath = RequestOutputPathWithFilename();
SceneConstantsGenerator generator = new SceneConstantsGenerator();
generator.Session = BuildSessionParameters();
generator.Initialize();
string generatedClassContents = generator.TransformText();
File.WriteAllText(outputPath, generatedClassContents);
AssetDatabase.Refresh();
}
private static string RequestOutputPathWithFilename()
{
return EditorUtility.SaveFilePanelInProject(title, filename, extension, message, path);
}
private static Dictionary<string, object> BuildSessionParameters()
{
Dictionary<string, object> sessionParameters = new Dictionary<string, object>();
sessionParameters["className"] = filename;
sessionParameters = SetSceneParameter(sessionParameters);
return sessionParameters;
}
private static Dictionary<string, object> SetSceneParameter(Dictionary<string, object> sessionParameters)
{
List<string> sceneData = new List<string>();
EditorBuildSettingsScene[] scenes = EditorBuildSettings.scenes;
foreach(EditorBuildSettingsScene scene in scenes)
{
string sceneName = Path.GetFileNameWithoutExtension(scene.path);
sceneData.Add(sceneName);
}
sessionParameters["scenes"] = sceneData.ToArray();
return sessionParameters;
}
}
}
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