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助力快速掌握 自定义Package 快速创建 为初学者节省宝贵的学习时间,避免困惑! |
前言:
在之前的文章从零开始创建Unity自定义包Package:一步一步实现您的功能,我已经详细的介绍了该如何一步一步的去创建自己的自定义Package包,但是我相信有的小伙伴还是觉得文章很长不想看,或者觉得创建一个自定义包很麻烦,又要创建包,又要导入包的。
今天小伙伴们可以轻松的去做这件事了,你可以直接一键的去生成包和导入包到Unity,真正的做到了省心、省时、省力,接下来就让我们一起来看怎么实现的吧。
TechX 教程效果:
文章目录
- 一、绘制package创建器面板
- 二、创建包
- 1、创建文件夹和Assembly Definition
- 2、创建包清单文件 (package.json)
- 3、创建CHANGELOG.md
- 4、创建README.md
- 三、安装包
- 四、项目地址
一、绘制package创建器面板
创建器面板的绘制基本上是package.json文件中的内容,包含大多数的包清单中的内容,包含:包名,包版本,包展示名,包描述,Unity版本,Unity发布版本号,文档地址,改变日志地址,证书地址,依赖列表,关键词列表,作者信息,案例列表等。
其中还包含了创建包时的选项,包含是否创建Scripts文件夹,是否创建Tests文件夹,是否创建CHANGELOG文件,是否创建ReadMe文件。
public class PackageCreatorWindow : EditorWindow
{private bool isCreteScriptsFolder = true;private bool isCreteTestsFolder = false;private bool isCreateChangeLog = true;private bool isCreateReadme = true;private string packageName = "";private string version = "";private string displayName = "";private string description = "";private string unity = "";private string unityRelease = "";private string documentationUrl = "";private string changelogUrl = "";private string licensesUrl = "";private List<Dependency> dependencies = new List<Dependency>();private List<string> keywords = new List<string>();private Author author = new Author();private List<Sample> samples = new List<Sample>();private ReorderableList keywordsReorderableList;private ReorderableList samplesReorderableList;private ReorderableList dependenciesReorderableList;private void OnGUI(){DrawGUI();}private void DrawGUI(){GUILayout.Space(5f);GUILayout.Label("Package Config", new GUIStyle { fontSize = 20, padding = new RectOffset() { left = 5 }, fontStyle = FontStyle.Bold, normal = { textColor = Color.white } }); ;GUILayout.Space(5f);scrollPos = EditorGUILayout.BeginScrollView(scrollPos,EditorStyles.helpBox);isCreteScriptsFolder = EditorGUILayout.ToggleLeft("Is Crete Scripts Folder", isCreteScriptsFolder);isCreteTestsFolder = EditorGUILayout.ToggleLeft("Is Crete Tests Folder", isCreteTestsFolder);isCreateChangeLog = EditorGUILayout.ToggleLeft("Is Create ChangeLog File", isCreateChangeLog);isCreateReadme = EditorGUILayout.ToggleLeft("Is Create ReadMe File", isCreateReadme);packageName = EditorGUILayout.TextField("Package Name *", packageName);version = EditorGUILayout.TextField("Version *", version);displayName = EditorGUILayout.TextField("Display Name *", displayName);description = EditorGUILayout.TextArea(description, GUILayout.Height(50));unity = EditorGUILayout.TextField("Unity Version *", unity);unityRelease = EditorGUILayout.TextField("Unity Release *", unityRelease);documentationUrl = EditorGUILayout.TextField("Documentation URL", documentationUrl);changelogUrl = EditorGUILayout.TextField("Changelog URL", changelogUrl);licensesUrl = EditorGUILayout.TextField("Licenses URL", licensesUrl);dependenciesReorderableList.DoLayoutList();keywordsReorderableList.DoLayoutList();autorToogleGroup = EditorGUILayout.BeginFoldoutHeaderGroup(autorToogleGroup, "Author");if (autorToogleGroup){EditorGUI.indentLevel += 1;author.name = EditorGUILayout.TextField("Name", author.name);author.email = EditorGUILayout.TextField("Email", author.email);author.url = EditorGUILayout.TextField("Url", author.url);EditorGUI.indentLevel -= 1;}EditorGUILayout.EndFoldoutHeaderGroup();samplesReorderableList.DoLayoutList();EditorGUILayout.EndScrollView();//创建之前要验证面板信息if (GUILayout.Button("Create Package")){string selectPath = EditorUtility.OpenFolderPanel("Select Folder for New Package", "", "");bool isSuccess = CreateNewPackage(selectPath, packageName, out string packagePath);if (isSuccess == false) return;InstallPackage(selectPath, packagePath);}}
}
二、创建包
1、创建文件夹和Assembly Definition
为创建的包创建一些需要的文件夹,比如Scripts/Editor、Scripts/Runtime、Tests/Editor、Tests/Runtime文件夹。
Scripts/Editor文件夹包含编辑器使用的功能,放置的脚本只在编辑器环境中使用。
Scripts/Runtime文件夹包含游戏运行时使用的功能,放置的脚本将在游戏运行时执行。
Tests/Editor用于编辑器测试,Tests/Runtime用于运行时测试。
/// <summary>
/// 创建包文件夹
/// </summary>
private void CreatePackageFolder(string pacakgePath, string packageName)
{//TODO 创建Scripts文件夹。。。。string scriptsFolderPath = Path.Combine(pacakgePath, "Scripts");Directory.CreateDirectory(scriptsFolderPath);//创建Editor和Runtime文件夹string editorFolderPath = Path.Combine(scriptsFolderPath, "Editor");string runtimeFolderPath = Path.Combine(scriptsFolderPath, "Runtime");Directory.CreateDirectory(editorFolderPath);Directory.CreateDirectory(runtimeFolderPath);// Create .asmdef files//这里的asmdef的文件的包名是否首字母大写??string editorAsmdefPath = Path.Combine(editorFolderPath, $"{packageName}.Editor.asmdef");string runtimeAsmdefPath = Path.Combine(runtimeFolderPath, $"{packageName}.Runtime.asmdef");AsmdefConfigProcess.CreateAsmdefContent(editorAsmdefPath, true);AsmdefConfigProcess.CreateAsmdefContent(runtimeAsmdefPath, false);//TODO 创建Tests文件夹。。。。string testsFolderPath = Path.Combine(pacakgePath, "Tests");Directory.CreateDirectory(testsFolderPath);string testseEditorFolderPath = Path.Combine(testsFolderPath, "Editor");string testseRuntimeFolderPath = Path.Combine(testsFolderPath, "Runtime");Directory.CreateDirectory(testseEditorFolderPath);Directory.CreateDirectory(testseRuntimeFolderPath);string testseEditorAsmdefPath = Path.Combine(testseEditorFolderPath, $"{packageName}.Editor.Tests.asmdef");string testseRuntimeAsmdefPath = Path.Combine(testseRuntimeFolderPath, $"{packageName}.Runtime.Tests.asmdef");AsmdefConfigProcess.CreateAsmdefContent(testseEditorAsmdefPath, true);AsmdefConfigProcess.CreateAsmdefContent(testseRuntimeAsmdefPath, false);
}
在每个文件夹创建完成之后,我们都需要在文件夹中定义一个程序集文件,注意在不同的文件夹中,程序集文件的名称是不一样的,同时也要注意,对于运行时和编辑器下的程序集平台也是不一样的,运行时的平台一般是Any Platform,而编辑器的平台是Editor。
public class AsmdefConfig
{public string name;public string rootNamespace;public List<string> references;public List<string> includePlatforms;public List<string> excludePlatforms;public bool allowUnsafeCode;public bool overrideReferences;public List<string> precompiledReferences;public bool autoReferenced;public List<string> defineConstraints;public List<string> versionDefines;public bool noEngineReferences;
}public class AsmdefConfigProcess
{/// <summary>/// 创建.asmdef/// </summary>/// <param name="path">创建的位置</param>/// <param name="isEditor">适用于运行时还是编辑器下</param>public static void CreateAsmdefContent(string filePath, bool isEditor){string fileName = Path.GetFileNameWithoutExtension(filePath) ;AsmdefConfig asmdefClass = new AsmdefConfig();asmdefClass.name = fileName;asmdefClass.rootNamespace = "";asmdefClass.references = new List<string>();asmdefClass.includePlatforms = isEditor ? new List<string> { "Editor" } : new List<string>();asmdefClass.excludePlatforms = new List<string>();asmdefClass.allowUnsafeCode = false;asmdefClass.overrideReferences = false;asmdefClass.precompiledReferences = new List<string>();asmdefClass.autoReferenced = true;asmdefClass.defineConstraints = new List<string>();asmdefClass.versionDefines = new List<string>();asmdefClass.noEngineReferences = false;JObject asmdefJson = JObject.FromObject(asmdefClass);File.WriteAllText(filePath, asmdefJson.ToString());}
}
2、创建包清单文件 (package.json)
每个Unity Package都必须包含一个名为package.json的清单文件。这个文件包含了有关包的元信息,如名称、版本、依赖项等。
/// <summary>
/// 创建package.json文件
/// </summary>
private void CreatePackageFile(string pacakgePath)
{// Create package.jsonPackageConfigProcess.CreatePackageJson(pacakgePath, GetPackageJsonContent());
}
这里定义了包清单的一些相关类型,当需要创建package.json文件时,从面板上获取到包相关信息,并生成PackageConfig实例,将该实例转换成JSON字符串写入到json文件中。
[System.Serializable]
public class Author
{public string name = "";public string email = "";public string url = "";
}[System.Serializable]
public class Dependency
{ public string packageName;public string version;
}[System.Serializable]
public class Sample
{public string displayName;public string description;public string path;
}public class PackageConfig
{public string name = "";public string version = "";public string displayName = "";public string description = "";public string unity = "";public string unityRelease = "";public string documentationUrl = "";public string changelogUrl = "";public string licensesUrl = "";public JObject dependencies = new JObject();public List<string> keywords = new List<string>();public Author author = new Author();public List<Sample> samples = new List<Sample>();
}public class PackageConfigProcess
{public static void CreatePackageJson(string path, PackageConfig packageConfig){JObject packageConfigJson = JObject.FromObject(packageConfig);string fullPath = Path.Combine(path, $"package.json");File.WriteAllText(fullPath, packageConfigJson.ToString());}
}
3、创建CHANGELOG.md
CHANGELOG.md文件是版本信息改变的日志文件,建议在每次发布新版本时更新CHANGELOG.md文件。在文件中记录新增功能、改进和错误修复。
/// <summary>
/// 创建CHANGELOG.md文件
/// </summary>
private void CreateChangeLogFile(string pacakgePath)
{// Create CHANGELOG.mdstring changeLogPath = Path.Combine(pacakgePath, "CHANGELOG.md");File.WriteAllText(changeLogPath, "# Changelog\nAll notable changes to this package will be documented in this file.\n\n");
}
4、创建README.md
README.md文件是关于该插件的介绍和如何使用的。
/// <summary>
/// 创建README.md文件
/// </summary>
private void CreateReadMeFile(string pacakgePath)
{// Create README.mdstring readmePath = Path.Combine(pacakgePath, "README.md");File.WriteAllText(readmePath, $"# {Path.GetFileName(pacakgePath)}\n\n");
}
三、安装包
在包创建完成后,会把包创建到本地的某个文件夹中,但是这个时候并没有把包安装到Unity中,按照一般的方法,在创建完成包后,可以通过Package Manager中的Add package form disk选项去文件夹中选择包的package.json文件来安装本地包。
但是在这里我们在创建完成包后,直接根据包的路径来,直接使用代码来模拟Add package form disk选择package.json文件来安装包。
注意:当我们把包直接创建到工程的Packages文件中时,那么我们就不需要通过代码来添加包到工程中,因为Unity会自动完成这一步。
/// <summary>
/// 安装包
/// </summary>
/// <param name="creteResult"></param>
/// <param name="selectPath"></param>
/// <param name="packagePath"></param>
private void InstallPackage(string selectPath, string packagePath)
{//如果直接创建到了Packages文件加中,那么就不需要手动添加到工程中,Unity会自动添加if (File.Exists(Path.Combine(selectPath, "manifest.json"))) return;//TODO 添加包到工程中PackageInstaller.InstallPackageFromDisk(packagePath);
}
从本地安装包的方式有两种,一种是从文件夹安装,要求包含package.json文件,并且符合包清单的条件,一种是通过.tgz压缩包的方式安装包。
这两种包在安装时都需要在路径前"file:"才能正确的安装包。
public class PackageInstaller
{/// <summary>/// 从本地路径安装包/// 1、可以通过本地文件夹安装包,格式file:pathtopackagefolder,如file:E:/UPMProject/UPM/com.fxb.test/// 2、从.tgz文件安装包,格式file:pathtopackage.tgz,如file:E:/UPMProject/UPM/com.fxb.test.tgz/// </summary>/// <param name="packagePath"></param>public static void InstallPackageFromDisk(string packagePath){//从本地文件夹安装包if (Directory.Exists(packagePath)){// 构造package.json文件的完整路径string packageJsonPath = Path.Combine(packagePath, "package.json");// 检查package.json文件是否存在if (!File.Exists(packageJsonPath)){Debug.LogError("The provided folder does not contain a valid 'package.json' file and is not a valid Unity package.");return;}}//从.tgz文件安装包else if (File.Exists(packagePath)){if (!packagePath.EndsWith(".tgz")){Debug.LogError($"{packagePath} file is not a valid Unity package.");return;}}else{Debug.LogError($"The package at path {packagePath} does not exist.");return;}// 构建正确的标识符string identifier = $"file:{packagePath}";// 如果存在package.json,那么这是一个有效的包,可以继续安装AddRequest request = Client.Add(identifier);CallbackFunction onAddUpdate = null;onAddUpdate = () =>{if (request.IsCompleted){if (request.Status == StatusCode.Success)Debug.Log($"Package from {packagePath} installed successfully.");elseDebug.LogError($"Failed to install package from {packagePath}: {request.Error.message}");// 移除更新回调EditorApplication.update -= onAddUpdate;}};// 注册更新事件EditorApplication.update += onAddUpdate;}
}
四、项目地址
以下是项目地址,已经整理成了Package包,有需要的小伙伴门可以自取:
https://gitcode.com/CTLittleNewbie/com.fxb.unitypackagecreator_v1.0.0/overview
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