开发目标:实现小红帽所挂脚本的自动生成
下图为生成的最终目标
本项目是从json中读取角色场景等信息,因此为了更好地判断所用属性是否需要,设置为bool类型,False表示在c#代码中注释掉该类属性,True代表使用该属性(属性暂时设置为)
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Timer = True # 计时器 speed = False # 速度 IsTrigger = True # 触发器 start_point = True # 起始位置 localScale = True # 起始大小 |
主程序具体python代码如下:
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from string import Template class BuildData: def Init( self ): # 初始化各类$ Timer = True speed = False IsTrigger = True start_point = True localScale = True # 输出a.cs文件 filePath = 'a.cs' class_file = open (filePath, 'w' ) # mycode用来存放生成的代码 mycode = [] # 加载模板文件 template_file = open ( 'TMPL1.tmpl' , 'rb' ) template_file = template_file.read().decode( 'utf-8' ) tmpl = Template(template_file) ## 模板替换 # 1.需要判断是否使用的模板,不使用的给他注释掉 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' )) # 将代码写入文件 class_file.writelines(mycode) class_file.close() print ( '代码已生成' ) if __name__ = = '__main__' : build = BuildData() build.Init() |
所设置的TMPL文件如下:
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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 );} } } |
自动生成的c#代码展示如下:
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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);} } } |
仔细观察生成的结果,代码与目标生成的代码基本一致,(注释暂时只能使用英文编辑。) 随即把生成的代码放在unity中,观察运行情况。
运行前:
运行后:
可见,小红帽的控制器实现基本无误。 具体视频已放在b站:
unity的2d的animation纯代码实现,场景切换。
以上就是Python实现C#代码生成器应用服务于Unity示例解析的详细内容,更多关于Python实现C#代码生成器应用Unity的资料请关注服务器之家其它相关文章!
原文链接:https://blog.csdn.net/weixin_43795683/article/details/109545051