Files
Fishing2/Assets/Scripts/NBC/Editor/Runtime/LinkXmlGenerator.cs
2025-10-29 22:41:47 +08:00

52 lines
2.0 KiB
C#

using System.IO;
using UnityEditor;
using UnityEngine;
namespace NBC
{
public class LinkXmlGenerator
{
private const string LinkPath = "Assets/link.xml";
// 在Unity编辑器中运行该方法来生成link.xml文件
[UnityEditor.MenuItem("Fantasy/Generate link.xml")]
public static void GenerateLinkXml()
{
using (var writer = new StreamWriter("Assets/link.xml"))
{
writer.WriteLine("<linker>");
foreach (var assembly in FantasySettingsScriptableObject.Instance.includeAssembly)
{
GenerateLinkXml(writer, assembly, LinkPath);
Debug.Log($"{assembly} Link generation completed");
}
if (FantasySettingsScriptableObject.Instance?.linkAssemblyDefinitions != null)
{
foreach (var linkAssembly in FantasySettingsScriptableObject.Instance.linkAssemblyDefinitions)
{
GenerateLinkXml(writer, linkAssembly.name, LinkPath);
Debug.Log($"{linkAssembly.name} Link generation completed");
}
}
writer.WriteLine("</linker>");
}
AssetDatabase.Refresh();
Debug.Log("link.xml generated successfully!");
}
private static void GenerateLinkXml(StreamWriter writer, string assemblyName, string outputPath)
{
var assembly = System.Reflection.Assembly.Load(assemblyName);
var types = assembly.GetTypes();
writer.WriteLine($" <assembly fullname=\"{assembly.GetName().Name}\">");
foreach (var type in types)
{
var typeName = type.FullName.Replace('<', '+').Replace('>', '+');
writer.WriteLine($" <type fullname=\"{typeName}\" preserve=\"all\"/>");
}
writer.WriteLine(" </assembly>");
}
}
}