├── .gitignore ├── Assets ├── Editor.meta ├── Editor │ ├── CodeGenerator.meta │ └── CodeGenerator │ │ ├── AnimParamCodeGenerator.cs │ │ ├── AnimParamCodeGenerator.cs.meta │ │ ├── AnimStatesCodeGenerator.cs │ │ ├── AnimStatesCodeGenerator.cs.meta │ │ ├── CodeGeneratorCommon.cs │ │ ├── CodeGeneratorCommon.cs.meta │ │ ├── InputPropCodeGenerator.cs │ │ ├── InputPropCodeGenerator.cs.meta │ │ ├── LayerCodeGenerator.cs │ │ ├── LayerCodeGenerator.cs.meta │ │ ├── SceneNameCodeGenerator.cs │ │ ├── SceneNameCodeGenerator.cs.meta │ │ ├── ShaderPropIdCodeGenerator.cs │ │ ├── ShaderPropIdCodeGenerator.cs.meta │ │ ├── SortingLayerCodeGenerator.cs │ │ ├── SortingLayerCodeGenerator.cs.meta │ │ ├── TagCodeGenerator.cs │ │ └── TagCodeGenerator.cs.meta ├── Scripts.meta └── Scripts │ ├── AutoGenerated.meta │ ├── AutoGenerated │ ├── AnimParam.gen.cs │ ├── AnimParam.gen.cs.meta │ ├── AnimStates.gen.cs │ ├── AnimStates.gen.cs.meta │ ├── InputProp.gen.cs │ ├── InputProp.gen.cs.meta │ ├── Layers.gen.cs │ ├── Layers.gen.cs.meta │ ├── SceneNames.gen.cs │ ├── SceneNames.gen.cs.meta │ ├── ShaderPropId.gen.cs │ ├── ShaderPropId.gen.cs.meta │ ├── SortingLayerNames.gen.cs │ ├── SortingLayerNames.gen.cs.meta │ ├── Tags.gen.cs │ └── Tags.gen.cs.meta │ ├── Common.meta │ └── Common │ ├── CurlyIndent.cs │ ├── CurlyIndent.cs.meta │ ├── StringBuilderExtensionMethods.cs │ └── StringBuilderExtensionMethods.cs.meta ├── LICENSE ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset └── UnityConnectSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | /Assets/AssetStoreTools* 7 | 8 | # Visual Studio 2015 cache directory 9 | /.vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | 26 | # Unity3D generated meta files 27 | *.pidb.meta 28 | 29 | # Unity3D Generated File On Crash Reports 30 | sysinfo.txt 31 | 32 | # Builds 33 | *.apk 34 | *.unitypackage 35 | -------------------------------------------------------------------------------- /Assets/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ba149c71016500a4fb783bbcac1adf7a 3 | folderAsset: yes 4 | timeCreated: 1481815256 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Editor/CodeGenerator.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: da77e9162395edf4eb71ad22f5d11db2 3 | folderAsset: yes 4 | timeCreated: 1495517801 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Editor/CodeGenerator/AnimParamCodeGenerator.cs: -------------------------------------------------------------------------------- 1 | using System.IO; 2 | using System.Text; 3 | using UnityEditor; 4 | using UnityEngine; 5 | using UnityEditorInternal; 6 | using System; 7 | using System.Collections.Generic; 8 | using System.Linq; 9 | 10 | namespace DefaultCompany.Test 11 | { 12 | // classes dont need to be static when you are using InitializeOnLoad 13 | [InitializeOnLoad] 14 | public class AnimParamCodeGenerator 15 | { 16 | private static AnimParamCodeGenerator instance; 17 | private CodeGeneratorCommon common = new CodeGeneratorCommon(); 18 | private static CodeGeneratorCommon Com { get { return instance.common; } } 19 | 20 | private const string FileName = "AnimParam"; 21 | private static string FilePath { get { return string.Format(CodeGeneratorCommon.FilePathFormat, CodeGeneratorCommon.DirPath, FileName); } } 22 | 23 | // static constructor 24 | static AnimParamCodeGenerator() 25 | { 26 | if (instance != null) return; 27 | instance = new AnimParamCodeGenerator(); 28 | instance.common = new CodeGeneratorCommon(); 29 | 30 | EditorApplication.update += UpdateAnimParams; 31 | Com.names = GetNewName(); 32 | 33 | // first time creation 34 | if (!File.Exists(FilePath)) 35 | { 36 | WriteCodeFile(); 37 | } 38 | } 39 | 40 | static List GetNewName() 41 | { 42 | var names = new List(); 43 | var anims = AssetDatabase.FindAssets("t:animatorcontroller"); 44 | foreach (var anim in anims) 45 | { 46 | var path = AssetDatabase.GUIDToAssetPath(anim); 47 | var item = AssetDatabase.LoadAssetAtPath(path); 48 | if (item == null) continue; 49 | 50 | item.parameters.ToList().ForEach(x => names.Add(x.name)); 51 | } 52 | 53 | names = names.Distinct().ToList(); 54 | 55 | return names; 56 | } 57 | 58 | // update method that has to be called every frame in the editor 59 | private static void UpdateAnimParams() 60 | { 61 | if (Application.isPlaying) return; 62 | 63 | if (EditorApplication.timeSinceStartup < Com.nextCheckTime) return; 64 | Com.nextCheckTime = EditorApplication.timeSinceStartup + CodeGeneratorCommon.CheckIntervalSec; 65 | 66 | var newNames = GetNewName(); 67 | if (Com.SomethingHasChanged(Com.names, newNames)) 68 | { 69 | Com.names = newNames; 70 | WriteCodeFile(); 71 | } 72 | } 73 | 74 | // writes a file to the project folder 75 | private static void WriteCodeFile() 76 | { 77 | Com.WriteCodeFile(FilePath, builder => 78 | { 79 | WrappedInt indentCount = 0; 80 | builder.AppendIndentLine(indentCount, Com.AutoGenTemplate); 81 | builder.AppendIndentLine(indentCount, "using UnityEngine;"); 82 | builder.Append(Environment.NewLine); 83 | builder.AppendIndentLine(indentCount, Com.NameSpaceTemplate); 84 | using (new CurlyIndent(builder, indentCount)) 85 | { 86 | builder.AppendIndentFormatLine(indentCount, "public static class {0}", FileName); 87 | using (new CurlyIndent(builder, indentCount)) 88 | { 89 | // string 90 | foreach (string name in Com.names) 91 | { 92 | builder.AppendIndentFormatLine(indentCount, "public const string {0}{1} = @\"{2}\";", CodeGeneratorCommon.StringPrefix, Com.MakeIdentifier(name), Com.EscapeDoubleQuote(name)); 93 | } 94 | builder.Append(Environment.NewLine); 95 | // hash storage 96 | foreach (string name in Com.names) 97 | { 98 | builder.AppendIndentFormatLine(indentCount, "public const int {0} = {1};", Com.MakeIdentifier(name), Animator.StringToHash(name)); 99 | } 100 | } 101 | } 102 | }); 103 | } 104 | } 105 | } 106 | -------------------------------------------------------------------------------- /Assets/Editor/CodeGenerator/AnimParamCodeGenerator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 42d931ecf7233bb47ad5b19a488702d5 3 | timeCreated: 1495502542 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Editor/CodeGenerator/AnimStatesCodeGenerator.cs: -------------------------------------------------------------------------------- 1 | using System.IO; 2 | using System.Text; 3 | using UnityEditor; 4 | using UnityEngine; 5 | using UnityEditorInternal; 6 | using System; 7 | using System.Collections.Generic; 8 | using System.Linq; 9 | 10 | namespace DefaultCompany.Test 11 | { 12 | // classes dont need to be static when you are using InitializeOnLoad 13 | [InitializeOnLoad] 14 | public class AnimStatesCodeGenerator 15 | { 16 | private static AnimStatesCodeGenerator instance; 17 | private CodeGeneratorCommon common = new CodeGeneratorCommon(); 18 | private static CodeGeneratorCommon Com { get { return instance.common; } } 19 | 20 | private const string FileName = "AnimStates"; 21 | private static string FilePath { get { return string.Format(CodeGeneratorCommon.FilePathFormat, CodeGeneratorCommon.DirPath, FileName); } } 22 | 23 | // static constructor 24 | static AnimStatesCodeGenerator() 25 | { 26 | if (instance != null) return; 27 | instance = new AnimStatesCodeGenerator(); 28 | instance.common = new CodeGeneratorCommon(); 29 | //subscripe to event 30 | EditorApplication.update += Update; 31 | // get tags 32 | Com.names = GetNewName(); 33 | // write file 34 | if (!File.Exists(FilePath)) 35 | { 36 | WriteCodeFile(); 37 | } 38 | } 39 | 40 | static List GetNewName() 41 | { 42 | var names = new List(); 43 | var anims = AssetDatabase.FindAssets("t:animatorcontroller"); 44 | foreach (var anim in anims) 45 | { 46 | var path = AssetDatabase.GUIDToAssetPath(anim); 47 | var item = AssetDatabase.LoadAssetAtPath(path); 48 | if (item == null) continue; 49 | 50 | item.layers.ToList().ForEach(x => x.stateMachine.states.ToList().ForEach(y => names.Add(y.state.name))); 51 | } 52 | 53 | names = names.Distinct().ToList(); 54 | 55 | return names; 56 | } 57 | 58 | // update method that has to be called every frame in the editor 59 | private static void Update() 60 | { 61 | if (Application.isPlaying) return; 62 | 63 | if (EditorApplication.timeSinceStartup < Com.nextCheckTime) return; 64 | Com.nextCheckTime = EditorApplication.timeSinceStartup + CodeGeneratorCommon.CheckIntervalSec; 65 | 66 | var newNames = GetNewName(); 67 | if (Com.SomethingHasChanged(Com.names, newNames)) 68 | { 69 | Com.names = newNames; 70 | WriteCodeFile(); 71 | } 72 | } 73 | 74 | // writes a file to the project folder 75 | private static void WriteCodeFile() 76 | { 77 | Com.WriteCodeFile(FilePath, builder => 78 | { 79 | WrappedInt indentCount = 0; 80 | builder.AppendIndentLine(indentCount, Com.AutoGenTemplate); 81 | builder.AppendIndentLine(indentCount, "using UnityEngine;"); 82 | builder.Append(Environment.NewLine); 83 | builder.AppendIndentLine(indentCount, Com.NameSpaceTemplate); 84 | using (new CurlyIndent(builder, indentCount)) 85 | { 86 | builder.AppendIndentFormatLine(indentCount, "public static class {0}", FileName); 87 | using (new CurlyIndent(builder, indentCount)) 88 | { 89 | // string 90 | foreach (var name in Com.names) 91 | { 92 | builder.AppendIndentFormatLine(indentCount, "public const string {0}{1} = @\"{2}\";", CodeGeneratorCommon.StringPrefix, Com.MakeIdentifier(name), Com.EscapeDoubleQuote(name)); 93 | } 94 | builder.Append(Environment.NewLine); 95 | // hash storage 96 | foreach (var name in Com.names) 97 | { 98 | builder.AppendIndentFormatLine(indentCount, "public const int {0} = {1};", Com.MakeIdentifier(name), Animator.StringToHash(name)); 99 | } 100 | } 101 | } 102 | }); 103 | } 104 | } 105 | } 106 | -------------------------------------------------------------------------------- /Assets/Editor/CodeGenerator/AnimStatesCodeGenerator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 60466d95a64d7d140977b1cf6ba6d427 3 | timeCreated: 1495502542 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Editor/CodeGenerator/CodeGeneratorCommon.cs: -------------------------------------------------------------------------------- 1 | using System.IO; 2 | using System.Text; 3 | using UnityEditor; 4 | using UnityEngine; 5 | using UnityEditorInternal; 6 | using System; 7 | using System.Collections.Generic; 8 | using System.Linq; 9 | using System.Text.RegularExpressions; 10 | 11 | namespace DefaultCompany.Test 12 | { 13 | public class CodeGeneratorCommon 14 | { 15 | public List names = new List(); 16 | 17 | public double nextCheckTime = 0.0; 18 | 19 | 20 | // directory at witch auto-generated scripts are placed 21 | public const string DirPath = "Assets/Scripts/AutoGenerated"; 22 | 23 | // file header format 24 | public const string AutoGenFormat = 25 | @"//----------------------------------------------------------------------- 26 | // This file is AUTO-GENERATED. 27 | // Changes for this script by hand might be lost when auto-generation is run. 28 | // (Generated date: {0}) 29 | //----------------------------------------------------------------------- 30 | "; 31 | public const string FilePathFormat = "{0}/{1}.gen.cs"; 32 | 33 | public const float CheckIntervalSec = 3f; 34 | 35 | public const string StringPrefix = "Str"; 36 | 37 | // header 38 | public string AutoGenTemplate { get { return string.Format(AutoGenFormat, DateTime.Now.ToString("yyyy/MM/dd HH:mm:ss")); } } 39 | 40 | // namespace 41 | public string NameSpaceTemplate { get { return string.Format("namespace {0}.{1}", PlayerSettings.companyName, PlayerSettings.productName); } } 42 | 43 | 44 | // writes a file to the project folder 45 | public void WriteCodeFile(string path, System.Action callback) 46 | { 47 | Debug.Assert(callback != null); 48 | 49 | if (!Directory.Exists(DirPath)) 50 | { 51 | Directory.CreateDirectory(DirPath); 52 | } 53 | 54 | try 55 | { 56 | // Always create a new file because overwriting to existing file may generate mal-formatted script. 57 | // for instance, when the number of tags is reduced, last tag will be remain after the last curly brace in the file. 58 | using (FileStream stream = File.Open(path, FileMode.Create, FileAccess.Write)) 59 | { 60 | using (StreamWriter writer = new StreamWriter(stream)) 61 | { 62 | StringBuilder builder = new StringBuilder(); 63 | callback(builder); 64 | writer.Write(builder.ToString()); 65 | } 66 | } 67 | } 68 | catch (System.Exception e) 69 | { 70 | Debug.LogException(e); 71 | 72 | // if we have an error, it is certainly that the file is screwed up. Delete to be save 73 | //if (File.Exists(path)) 74 | //{ 75 | // File.Delete(path); 76 | //} 77 | } 78 | 79 | AssetDatabase.Refresh(); 80 | } 81 | 82 | // check if names are changed 83 | public bool SomethingHasChanged(List a, List b) 84 | { 85 | if (a.Count != b.Count) 86 | { 87 | return true; 88 | } 89 | else 90 | { 91 | // loop thru all new tags and compare them to the old ones 92 | for (int i = 0; i < a.Count; i++) 93 | { 94 | if (!string.Equals(a[i], b[i])) 95 | { 96 | return true; 97 | } 98 | } 99 | } 100 | return false; 101 | } 102 | 103 | public string MakeIdentifier(string str) 104 | { 105 | var result = Regex.Replace(str, "[^a-zA-Z0-9]", "_"); 106 | if ('0' <= result[0] && result[0] <= '9') 107 | { 108 | result = result.Insert(0, "_"); 109 | } 110 | 111 | return result; 112 | } 113 | 114 | public string EscapeDoubleQuote(string str) 115 | { 116 | return str.Replace("\"", "\"\""); 117 | } 118 | } 119 | } 120 | -------------------------------------------------------------------------------- /Assets/Editor/CodeGenerator/CodeGeneratorCommon.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 45e5222fce11464468db355c199073ca 3 | timeCreated: 1495502542 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Editor/CodeGenerator/InputPropCodeGenerator.cs: -------------------------------------------------------------------------------- 1 | using System.IO; 2 | using System.Text; 3 | using UnityEditor; 4 | using UnityEngine; 5 | using UnityEditorInternal; 6 | using System; 7 | using System.Collections.Generic; 8 | using System.Linq; 9 | using System.Text.RegularExpressions; 10 | 11 | namespace DefaultCompany.Test 12 | { 13 | // classes dont need to be static when you are using InitializeOnLoad 14 | [InitializeOnLoad] 15 | public class InputPropCodeGenerator 16 | { 17 | private static InputPropCodeGenerator instance; 18 | private CodeGeneratorCommon common; 19 | private static CodeGeneratorCommon Com { get { return instance.common; } } 20 | 21 | private const string FileName = "InputProp"; 22 | private static string FilePath { get { return string.Format(CodeGeneratorCommon.FilePathFormat, CodeGeneratorCommon.DirPath, FileName); } } 23 | 24 | // static constructor 25 | static InputPropCodeGenerator() 26 | { 27 | if (instance != null) return; 28 | instance = new InputPropCodeGenerator(); 29 | instance.common = new CodeGeneratorCommon(); 30 | 31 | // force text to make this code work 32 | //EditorSettings.serializationMode = SerializationMode.ForceText; 33 | 34 | //subscripe to event 35 | EditorApplication.update += UpdateTags; 36 | // get tags 37 | Com.names = GetNewName(); 38 | // write file 39 | if (!File.Exists(FilePath)) 40 | { 41 | WriteCodeFile(); 42 | } 43 | } 44 | 45 | static List GetNewName() 46 | { 47 | // Edit > Project Settings > Editor > Asset Serialization must be `Force Text` this code to work 48 | var basePath = Application.dataPath.Substring(0, Application.dataPath.LastIndexOf('/')); 49 | var path = string.Format("{0}/ProjectSettings/InputManager.asset", basePath); 50 | if (IsWindows(Environment.OSVersion.Platform)) 51 | { 52 | path = path.Replace('/', '\\'); 53 | } 54 | 55 | var entireString = File.ReadAllText(path); 56 | if (string.IsNullOrEmpty(entireString)) 57 | { 58 | Debug.LogErrorFormat("Failed to load `{0}`. Make sure Edit > Project Settings > Editor > Asset Serialization is `Force Text`", path); 59 | return new List(); 60 | } 61 | var matches = Regex.Matches(entireString, "m_Name: (.+)\\r?\\n"); 62 | if (matches.Count == 0) 63 | { 64 | Debug.LogErrorFormat("Failed to find input name from `{0}`. Make sure Edit > Project Settings > Editor > Asset Serialization is `Force Text`, and it also could be internal system of Unity has been changed.", path); 65 | return new List(); 66 | } 67 | 68 | var names = new List(); 69 | for (int i = 0; i < matches.Count; i++) 70 | { 71 | names.Add(matches[i].Groups[1].Value); 72 | } 73 | names = names.Distinct().ToList(); 74 | return names; 75 | 76 | //return matches.Cast().ToList().Select(x => x.Groups[1].Value).Distinct().ToList(); 77 | } 78 | 79 | static bool IsWindows(PlatformID id) 80 | { 81 | switch (id) 82 | { 83 | case PlatformID.Win32S: 84 | return true; 85 | case PlatformID.Win32Windows: 86 | return true; 87 | case PlatformID.Win32NT: 88 | return true; 89 | case PlatformID.WinCE: 90 | return true; 91 | case PlatformID.Unix: 92 | return false; 93 | case PlatformID.Xbox: 94 | return false; 95 | case PlatformID.MacOSX: 96 | return false; 97 | default: 98 | Debug.Assert(false, "Unknown platform detected: " + id.ToString()); 99 | return false; 100 | } 101 | } 102 | 103 | // update method that has to be called every frame in the editor 104 | private static void UpdateTags() 105 | { 106 | if (Application.isPlaying) return; 107 | 108 | if (EditorApplication.timeSinceStartup < Com.nextCheckTime) return; 109 | Com.nextCheckTime = EditorApplication.timeSinceStartup + CodeGeneratorCommon.CheckIntervalSec; 110 | 111 | var newNames = GetNewName(); 112 | if (Com.SomethingHasChanged(Com.names, newNames)) 113 | { 114 | Com.names = newNames; 115 | WriteCodeFile(); 116 | } 117 | } 118 | 119 | 120 | // writes a file to the project folder 121 | private static void WriteCodeFile() 122 | { 123 | Com.WriteCodeFile(FilePath, builder => 124 | { 125 | WrappedInt indentCount = 0; 126 | builder.AppendIndentLine(indentCount, Com.AutoGenTemplate); 127 | builder.AppendIndentLine(indentCount, Com.NameSpaceTemplate); 128 | using (new CurlyIndent(builder, indentCount)) 129 | { 130 | builder.AppendIndentFormatLine(indentCount, "public static class {0}", FileName); 131 | using (new CurlyIndent(builder, indentCount)) 132 | { 133 | foreach (string name in Com.names) 134 | { 135 | builder.AppendIndentFormatLine(indentCount, "public const string {0} = @\"{1}\";", Com.MakeIdentifier(name), Com.EscapeDoubleQuote(name)); 136 | } 137 | } 138 | } 139 | }); 140 | } 141 | } 142 | } 143 | -------------------------------------------------------------------------------- /Assets/Editor/CodeGenerator/InputPropCodeGenerator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9e9bc9349bb329747824da4f6532eb61 3 | timeCreated: 1495502542 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Editor/CodeGenerator/LayerCodeGenerator.cs: -------------------------------------------------------------------------------- 1 | using System.IO; 2 | using System.Text; 3 | using UnityEditor; 4 | using UnityEngine; 5 | using UnityEditorInternal; 6 | using System; 7 | using System.Collections.Generic; 8 | using System.Linq; 9 | 10 | namespace DefaultCompany.Test 11 | { 12 | // classes dont need to be static when you are using InitializeOnLoad 13 | [InitializeOnLoad] 14 | public class LayerCodeGenerator 15 | { 16 | private static LayerCodeGenerator instance; 17 | private CodeGeneratorCommon common = new CodeGeneratorCommon(); 18 | private static CodeGeneratorCommon Com { get { return instance.common; } } 19 | 20 | private const string FileName = "Layers"; 21 | private static string FilePath { get { return string.Format(CodeGeneratorCommon.FilePathFormat, CodeGeneratorCommon.DirPath, FileName); } } 22 | 23 | // static constructor 24 | static LayerCodeGenerator() 25 | { 26 | if (instance != null) return; 27 | instance = new LayerCodeGenerator(); 28 | instance.common = new CodeGeneratorCommon(); 29 | //subscripe to event 30 | EditorApplication.update += UpdateLayers; 31 | // get tags 32 | Com.names = GetNewName(); 33 | // write file 34 | if (!File.Exists(FilePath)) 35 | { 36 | WriteCodeFile(); 37 | } 38 | } 39 | 40 | static List GetNewName() 41 | { 42 | return Enumerable.Range(0, 32).Select(x => LayerMask.LayerToName(x)).Where(y => y.Length > 0).ToList(); 43 | 44 | //var layers = new List(); 45 | //for (int i = 0; i < 32; i++) 46 | //{ 47 | // var name = LayerMask.LayerToName(i); 48 | // if (name.Length > 0) 49 | // { 50 | // layers.Add(name); 51 | // } 52 | //} 53 | //return layers; 54 | } 55 | 56 | // update method that has to be called every frame in the editor 57 | private static void UpdateLayers() 58 | { 59 | if (Application.isPlaying) return; 60 | 61 | if (EditorApplication.timeSinceStartup < Com.nextCheckTime) return; 62 | Com.nextCheckTime = EditorApplication.timeSinceStartup + CodeGeneratorCommon.CheckIntervalSec; 63 | 64 | var newNames = GetNewName(); 65 | if (Com.SomethingHasChanged(Com.names, newNames)) 66 | { 67 | Com.names = newNames; 68 | WriteCodeFile(); 69 | } 70 | } 71 | 72 | // writes a file to the project folder 73 | private static void WriteCodeFile() 74 | { 75 | Com.WriteCodeFile(FilePath, builder => 76 | { 77 | WrappedInt indentCount = 0; 78 | builder.AppendIndentLine(indentCount, Com.AutoGenTemplate); 79 | builder.AppendIndentLine(indentCount, Com.NameSpaceTemplate); 80 | using (new CurlyIndent(builder, indentCount)) 81 | { 82 | builder.AppendIndentFormatLine(indentCount, "public static class {0}", FileName); 83 | using (new CurlyIndent(builder, indentCount)) 84 | { 85 | foreach (string name in Com.names) 86 | { 87 | builder.AppendIndentFormatLine(indentCount, "public const string {0} = @\"{1}\";", Com.MakeIdentifier(name), Com.EscapeDoubleQuote(name)); 88 | } 89 | } 90 | } 91 | }); 92 | } 93 | } 94 | } 95 | -------------------------------------------------------------------------------- /Assets/Editor/CodeGenerator/LayerCodeGenerator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 730c96ca4cdb2d24a8622e29e64aed54 3 | timeCreated: 1495502542 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Editor/CodeGenerator/SceneNameCodeGenerator.cs: -------------------------------------------------------------------------------- 1 | using System.IO; 2 | using System.Text; 3 | using UnityEditor; 4 | using UnityEngine; 5 | using UnityEditorInternal; 6 | using System; 7 | using System.Linq; 8 | using System.Collections.Generic; 9 | using System.Text.RegularExpressions; 10 | 11 | namespace DefaultCompany.Test 12 | { 13 | // classes dont need to be static when you are using InitializeOnLoad 14 | [InitializeOnLoad] 15 | public class SceneNameCodeGenerator 16 | { 17 | private static SceneNameCodeGenerator instance; 18 | private CodeGeneratorCommon common = new CodeGeneratorCommon(); 19 | private static CodeGeneratorCommon Com { get { return instance.common; } } 20 | 21 | private const string FileName = "SceneNames"; 22 | private static string FilePath { get { return string.Format(CodeGeneratorCommon.FilePathFormat, CodeGeneratorCommon.DirPath, FileName); } } 23 | 24 | // static constructor 25 | static SceneNameCodeGenerator() 26 | { 27 | if (instance != null) return; 28 | instance = new SceneNameCodeGenerator(); 29 | instance.common = new CodeGeneratorCommon(); 30 | //subscripe to event 31 | EditorApplication.update += UpdateSceneNames; 32 | // get tags 33 | Com.names = GetNewName(); 34 | // write file 35 | if (!File.Exists(FilePath)) 36 | { 37 | WriteCodeFile(); 38 | } 39 | } 40 | 41 | static List GetNewName() 42 | { 43 | return EditorBuildSettings.scenes.Select(x => x.path).ToList(); 44 | } 45 | 46 | // update method that has to be called every frame in the editor 47 | private static void UpdateSceneNames() 48 | { 49 | if (Application.isPlaying) return; 50 | 51 | if (EditorApplication.timeSinceStartup < Com.nextCheckTime) return; 52 | Com.nextCheckTime = EditorApplication.timeSinceStartup + CodeGeneratorCommon.CheckIntervalSec; 53 | 54 | var newNames = GetNewName(); 55 | if (Com.SomethingHasChanged(Com.names, newNames)) 56 | { 57 | Com.names = newNames; 58 | WriteCodeFile(); 59 | } 60 | } 61 | 62 | // writes a file to the project folder 63 | private static void WriteCodeFile() 64 | { 65 | Com.WriteCodeFile(FilePath, builder => 66 | { 67 | WrappedInt indentCount = 0; 68 | builder.AppendIndentLine(indentCount, Com.AutoGenTemplate); 69 | builder.AppendIndentLine(indentCount, Com.NameSpaceTemplate); 70 | using (new CurlyIndent(builder, indentCount)) 71 | { 72 | builder.AppendIndentFormatLine(indentCount, "public static class {0}", FileName); 73 | using (new CurlyIndent(builder, indentCount)) 74 | { 75 | foreach (string name in Com.names) 76 | { 77 | // ex) assets/scenes/menu.unity -> menu 78 | var tail = name.Substring(name.LastIndexOf('/') + 1); 79 | var result = tail.Substring(0, tail.LastIndexOf('.')); 80 | builder.AppendIndentFormatLine(indentCount, "public const string {0} = @\"{1}\";", Com.MakeIdentifier(result), Com.EscapeDoubleQuote(name)); 81 | } 82 | } 83 | } 84 | }); 85 | } 86 | } 87 | } 88 | -------------------------------------------------------------------------------- /Assets/Editor/CodeGenerator/SceneNameCodeGenerator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 80b7f224cf84a0d44bf27245d6206f1f 3 | timeCreated: 1495502542 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Editor/CodeGenerator/ShaderPropIdCodeGenerator.cs: -------------------------------------------------------------------------------- 1 | using System.IO; 2 | using System.Text; 3 | using UnityEditor; 4 | using UnityEngine; 5 | using UnityEditorInternal; 6 | using System; 7 | using System.Collections.Generic; 8 | using System.Linq; 9 | 10 | namespace DefaultCompany.Test 11 | { 12 | // classes dont need to be static when you are using InitializeOnLoad 13 | [InitializeOnLoad] 14 | public class ShaderPropIdCodeGenerator 15 | { 16 | private static ShaderPropIdCodeGenerator instance; 17 | private CodeGeneratorCommon common = new CodeGeneratorCommon(); 18 | private static CodeGeneratorCommon Com { get { return instance.common; } } 19 | 20 | private const string FileName = "ShaderPropId"; 21 | private static string FilePath { get { return string.Format(CodeGeneratorCommon.FilePathFormat, CodeGeneratorCommon.DirPath, FileName); } } 22 | 23 | // static constructor 24 | static ShaderPropIdCodeGenerator() 25 | { 26 | if (instance != null) return; 27 | instance = new ShaderPropIdCodeGenerator(); 28 | instance.common = new CodeGeneratorCommon(); 29 | //subscripe to event 30 | EditorApplication.update += UpdateAnimParams; 31 | // get tags 32 | Com.names = GetNewName(); 33 | // write file 34 | if (!File.Exists(FilePath)) 35 | { 36 | WriteCodeFile(); 37 | } 38 | } 39 | 40 | static List GetNewName() 41 | { 42 | var names = new List(); 43 | var shaders = AssetDatabase.FindAssets("t:shader"); 44 | foreach (var shader in shaders) 45 | { 46 | var path = AssetDatabase.GUIDToAssetPath(shader); 47 | var item = AssetDatabase.LoadAssetAtPath(path); 48 | if (item == null) continue; 49 | 50 | var count = ShaderUtil.GetPropertyCount(item); 51 | for (int i = 0; i < count; i++) 52 | { 53 | var name = ShaderUtil.GetPropertyName(item, i); 54 | names.Add(name); 55 | } 56 | } 57 | 58 | names = names.Distinct().ToList(); 59 | 60 | return names; 61 | } 62 | 63 | // update method that has to be called every frame in the editor 64 | private static void UpdateAnimParams() 65 | { 66 | if (Application.isPlaying) return; 67 | 68 | if (EditorApplication.timeSinceStartup < Com.nextCheckTime) return; 69 | Com.nextCheckTime = EditorApplication.timeSinceStartup + CodeGeneratorCommon.CheckIntervalSec; 70 | 71 | var newNames = GetNewName(); 72 | if (Com.SomethingHasChanged(Com.names, newNames)) 73 | { 74 | Com.names = newNames; 75 | WriteCodeFile(); 76 | } 77 | } 78 | 79 | // writes a file to the project folder 80 | private static void WriteCodeFile() 81 | { 82 | Com.WriteCodeFile(FilePath, builder => 83 | { 84 | WrappedInt indentCount = 0; 85 | builder.AppendIndentLine(indentCount, Com.AutoGenTemplate); 86 | builder.AppendIndentLine(indentCount, "using UnityEngine;"); 87 | builder.Append(Environment.NewLine); 88 | builder.AppendIndentLine(indentCount, Com.NameSpaceTemplate); 89 | using (new CurlyIndent(builder, indentCount)) 90 | { 91 | builder.AppendIndentFormatLine(indentCount, "public static class {0}", FileName); 92 | using (new CurlyIndent(builder, indentCount)) 93 | { 94 | // string 95 | foreach (string name in Com.names) 96 | { 97 | builder.AppendIndentFormatLine(indentCount, "public const string {0}{1} = \"{2}\";", CodeGeneratorCommon.StringPrefix, Com.MakeIdentifier(name), Com.EscapeDoubleQuote(name)); 98 | } 99 | builder.Append(Environment.NewLine); 100 | // hash storage 101 | foreach (string name in Com.names) 102 | { 103 | builder.AppendIndentFormatLine(indentCount, "public const int {0} = {1};", Com.MakeIdentifier(name), Shader.PropertyToID(name)); 104 | } 105 | } 106 | } 107 | }); 108 | } 109 | } 110 | } 111 | -------------------------------------------------------------------------------- /Assets/Editor/CodeGenerator/ShaderPropIdCodeGenerator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c11bb77b09b769f4289de3297ed0f341 3 | timeCreated: 1495502542 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Editor/CodeGenerator/SortingLayerCodeGenerator.cs: -------------------------------------------------------------------------------- 1 | using System.IO; 2 | using System.Text; 3 | using UnityEditor; 4 | using UnityEngine; 5 | using UnityEditorInternal; 6 | using System; 7 | using System.Collections.Generic; 8 | using System.Linq; 9 | 10 | namespace DefaultCompany.Test 11 | { 12 | // classes dont need to be static when you are using InitializeOnLoad 13 | [InitializeOnLoad] 14 | public class SortingLayerCodeGenerator 15 | { 16 | private static SortingLayerCodeGenerator instance; 17 | private CodeGeneratorCommon common; 18 | private static CodeGeneratorCommon Com { get { return instance.common; } } 19 | 20 | private const string FileName = "SortingLayerNames"; 21 | private static string FilePath { get { return string.Format(CodeGeneratorCommon.FilePathFormat, CodeGeneratorCommon.DirPath, FileName); } } 22 | 23 | // static constructor 24 | static SortingLayerCodeGenerator() 25 | { 26 | if (instance != null) return; 27 | instance = new SortingLayerCodeGenerator(); 28 | instance.common = new CodeGeneratorCommon(); 29 | //subscripe to event 30 | EditorApplication.update += Update; 31 | // get tags 32 | Com.names = GetNewName(); 33 | // write file 34 | if (!File.Exists(FilePath)) 35 | { 36 | WriteCodeFile(); 37 | } 38 | 39 | } 40 | 41 | static List GetNewName() 42 | { 43 | return SortingLayer.layers.ToList().Select(x => x.name).ToList(); 44 | } 45 | 46 | // update method that has to be called every frame in the editor 47 | private static void Update() 48 | { 49 | if (Application.isPlaying) return; 50 | 51 | if (EditorApplication.timeSinceStartup < Com.nextCheckTime) return; 52 | Com.nextCheckTime = EditorApplication.timeSinceStartup + CodeGeneratorCommon.CheckIntervalSec; 53 | 54 | var newNames = GetNewName(); 55 | if (Com.SomethingHasChanged(Com.names, newNames)) 56 | { 57 | Com.names = newNames; 58 | WriteCodeFile(); 59 | } 60 | } 61 | 62 | 63 | // writes a file to the project folder 64 | private static void WriteCodeFile() 65 | { 66 | Com.WriteCodeFile(FilePath, builder => 67 | { 68 | WrappedInt indentCount = 0; 69 | builder.AppendIndentLine(indentCount, Com.AutoGenTemplate); 70 | builder.AppendIndentLine(indentCount, Com.NameSpaceTemplate); 71 | using (new CurlyIndent(builder, indentCount)) 72 | { 73 | builder.AppendIndentFormatLine(indentCount, "public static class {0}", FileName); 74 | using (new CurlyIndent(builder, indentCount)) 75 | { 76 | // name 77 | foreach (string name in Com.names) 78 | { 79 | builder.AppendIndentFormatLine(indentCount, "public const string {0} = @\"{1}\";", Com.MakeIdentifier(name), Com.EscapeDoubleQuote(name)); 80 | } 81 | } 82 | } 83 | }); 84 | } 85 | } 86 | } 87 | -------------------------------------------------------------------------------- /Assets/Editor/CodeGenerator/SortingLayerCodeGenerator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a3ffb41fbb00f2b4e9a05708116e6f22 3 | timeCreated: 1495502542 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Editor/CodeGenerator/TagCodeGenerator.cs: -------------------------------------------------------------------------------- 1 | using System.IO; 2 | using System.Text; 3 | using UnityEditor; 4 | using UnityEngine; 5 | using UnityEditorInternal; 6 | using System; 7 | using System.Collections.Generic; 8 | using System.Linq; 9 | 10 | namespace DefaultCompany.Test 11 | { 12 | // classes dont need to be static when you are using InitializeOnLoad 13 | [InitializeOnLoad] 14 | public class TagCodeGenerator 15 | { 16 | private static TagCodeGenerator instance; 17 | public CodeGeneratorCommon common; 18 | public static CodeGeneratorCommon Com { get { return instance.common; } } 19 | 20 | private const string FileName = "Tags"; 21 | protected static string FilePath { get { return string.Format(CodeGeneratorCommon.FilePathFormat, CodeGeneratorCommon.DirPath, FileName); } } 22 | 23 | // static constructor 24 | static TagCodeGenerator() 25 | { 26 | if (instance != null) return; 27 | instance = new TagCodeGenerator(); 28 | instance.common = new CodeGeneratorCommon(); 29 | //subscripe to event 30 | EditorApplication.update += UpdateTags; 31 | // get tags 32 | Com.names = GetNewName(); 33 | // write file 34 | if (!File.Exists(FilePath)) 35 | { 36 | WriteCodeFile(); 37 | } 38 | } 39 | 40 | static List GetNewName() 41 | { 42 | return InternalEditorUtility.tags.ToList(); 43 | } 44 | 45 | // update method that has to be called every frame in the editor 46 | private static void UpdateTags() 47 | { 48 | if (Application.isPlaying) return; 49 | 50 | if (EditorApplication.timeSinceStartup < Com.nextCheckTime) return; 51 | Com.nextCheckTime = EditorApplication.timeSinceStartup + CodeGeneratorCommon.CheckIntervalSec; 52 | 53 | var newNames = GetNewName(); 54 | if (Com.SomethingHasChanged(Com.names, newNames)) 55 | { 56 | Com.names = newNames; 57 | WriteCodeFile(); 58 | } 59 | } 60 | 61 | 62 | // writes a file to the project folder 63 | private static void WriteCodeFile() 64 | { 65 | Com.WriteCodeFile(FilePath, builder => 66 | { 67 | WrappedInt indentCount = 0; 68 | builder.AppendIndentLine(indentCount, Com.AutoGenTemplate); 69 | builder.AppendIndentLine(indentCount, Com.NameSpaceTemplate); 70 | using (new CurlyIndent(builder, indentCount)) 71 | { 72 | builder.AppendIndentFormatLine(indentCount, "public static class {0}", FileName); 73 | using (new CurlyIndent(builder, indentCount)) 74 | { 75 | foreach (string name in Com.names) 76 | { 77 | builder.AppendIndentFormatLine(indentCount, "public const string {0} = @\"{1}\";", Com.MakeIdentifier(name), Com.EscapeDoubleQuote(name)); 78 | } 79 | } 80 | } 81 | }); 82 | } 83 | } 84 | } 85 | -------------------------------------------------------------------------------- /Assets/Editor/CodeGenerator/TagCodeGenerator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 91f35dcd599bf4044b7f6a5701bdf604 3 | timeCreated: 1495502542 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5a064119da684a74685d52fa11132e0f 3 | folderAsset: yes 4 | timeCreated: 1495548120 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/AutoGenerated.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6f1a16baf9cae29428fea8133fd3aa11 3 | folderAsset: yes 4 | timeCreated: 1495806601 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/AutoGenerated/AnimParam.gen.cs: -------------------------------------------------------------------------------- 1 | //----------------------------------------------------------------------- 2 | // This file is AUTO-GENERATED. 3 | // Changes for this script by hand might be lost when auto-generation is run. 4 | // (Generated date: 2017/05/29 21:46:55) 5 | //----------------------------------------------------------------------- 6 | 7 | using UnityEngine; 8 | 9 | namespace DefaultCompany.Test 10 | { 11 | public static class AnimParam 12 | { 13 | 14 | } 15 | } 16 | -------------------------------------------------------------------------------- /Assets/Scripts/AutoGenerated/AnimParam.gen.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a70fb9e0cf5ef3c46bd9b6d0df475324 3 | timeCreated: 1495806601 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/AutoGenerated/AnimStates.gen.cs: -------------------------------------------------------------------------------- 1 | //----------------------------------------------------------------------- 2 | // This file is AUTO-GENERATED. 3 | // Changes for this script by hand might be lost when auto-generation is run. 4 | // (Generated date: 2017/05/29 21:46:55) 5 | //----------------------------------------------------------------------- 6 | 7 | using UnityEngine; 8 | 9 | namespace DefaultCompany.Test 10 | { 11 | public static class AnimStates 12 | { 13 | 14 | } 15 | } 16 | -------------------------------------------------------------------------------- /Assets/Scripts/AutoGenerated/AnimStates.gen.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c8f9c320c75477c4cb68167a410652e5 3 | timeCreated: 1495812290 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/AutoGenerated/InputProp.gen.cs: -------------------------------------------------------------------------------- 1 | //----------------------------------------------------------------------- 2 | // This file is AUTO-GENERATED. 3 | // Changes for this script by hand may lost when auto-generation is run. 4 | // (Generated date: 2017/05/27 00:24:33) 5 | //----------------------------------------------------------------------- 6 | 7 | namespace DefaultCompany.Test 8 | { 9 | public static class InputProp 10 | { 11 | public const string Horizontal = @"Horizontal"; 12 | public const string Vertical = @"Vertical"; 13 | public const string Fire1 = @"Fire1"; 14 | public const string Fire2 = @"Fire2"; 15 | public const string Fire3 = @"Fire3"; 16 | public const string Jump = @"Jump"; 17 | public const string Mouse_X = @"Mouse X"; 18 | public const string Mouse_Y = @"Mouse Y"; 19 | public const string Mouse_ScrollWheel = @"Mouse ScrollWheel"; 20 | public const string Submit = @"Submit"; 21 | public const string Cancel_________________________________ = @"Cancel-^\@[;:],./\=~|`{+*}<>?_!""#$%&'()"; 22 | } 23 | } 24 | -------------------------------------------------------------------------------- /Assets/Scripts/AutoGenerated/InputProp.gen.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9d3eb407553c4514dbf20dae0ec5d5b0 3 | timeCreated: 1495806601 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/AutoGenerated/Layers.gen.cs: -------------------------------------------------------------------------------- 1 | //----------------------------------------------------------------------- 2 | // This file is AUTO-GENERATED. 3 | // Changes for this script by hand may lost when auto-generation is run. 4 | // (Generated date: 2017/05/27 00:07:12) 5 | //----------------------------------------------------------------------- 6 | 7 | namespace DefaultCompany.Test 8 | { 9 | public static class Layers 10 | { 11 | public const string Default = @"Default"; 12 | public const string TransparentFX = @"TransparentFX"; 13 | public const string Ignore_Raycast = @"Ignore Raycast"; 14 | public const string Water = @"Water"; 15 | public const string UI = @"UI"; 16 | public const string Ground = @"Ground"; 17 | public const string Player = @"Player"; 18 | public const string _________________________________ = @"-^\@[;:],./\=~|`{+*}<>""?_!#$%&'()"; 19 | } 20 | } 21 | -------------------------------------------------------------------------------- /Assets/Scripts/AutoGenerated/Layers.gen.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 28e3668fbeb53fe458d4c93f193159cb 3 | timeCreated: 1495806601 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/AutoGenerated/SceneNames.gen.cs: -------------------------------------------------------------------------------- 1 | //----------------------------------------------------------------------- 2 | // This file is AUTO-GENERATED. 3 | // Changes for this script by hand may lost when auto-generation is run. 4 | // (Generated date: 2017/05/26 23:25:59) 5 | //----------------------------------------------------------------------- 6 | 7 | namespace DefaultCompany.Test 8 | { 9 | public static class SceneNames 10 | { 11 | public const string Start = "Assets/UnityChan2D/Demo/Scenes/Start.unity"; 12 | public const string Loading_1_1 = "Assets/UnityChan2D/Demo/Scenes/Loading 1-1.unity"; 13 | public const string Intro_1_1 = "Assets/UnityChan2D/Demo/Scenes/Intro 1-1.unity"; 14 | public const string World_1_1 = "Assets/UnityChan2D/Demo/Scenes/World 1-1.unity"; 15 | } 16 | } 17 | -------------------------------------------------------------------------------- /Assets/Scripts/AutoGenerated/SceneNames.gen.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 524f66ddc061d444ba4f917a4f255040 3 | timeCreated: 1495808759 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/AutoGenerated/ShaderPropId.gen.cs: -------------------------------------------------------------------------------- 1 | //----------------------------------------------------------------------- 2 | // This file is AUTO-GENERATED. 3 | // Changes for this script by hand might be lost when auto-generation is run. 4 | // (Generated date: 2017/05/29 21:46:56) 5 | //----------------------------------------------------------------------- 6 | 7 | using UnityEngine; 8 | 9 | namespace DefaultCompany.Test 10 | { 11 | public static class ShaderPropId 12 | { 13 | 14 | } 15 | } 16 | -------------------------------------------------------------------------------- /Assets/Scripts/AutoGenerated/ShaderPropId.gen.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 13cb4c220cc7834459ab7509615707cc 3 | timeCreated: 1495806601 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/AutoGenerated/SortingLayerNames.gen.cs: -------------------------------------------------------------------------------- 1 | //----------------------------------------------------------------------- 2 | // This file is AUTO-GENERATED. 3 | // Changes for this script by hand may lost when auto-generation is run. 4 | // (Generated date: 2017/05/27 00:02:34) 5 | //----------------------------------------------------------------------- 6 | 7 | namespace DefaultCompany.Test 8 | { 9 | public static class SortingLayerNames 10 | { 11 | public const string Default = @"Default"; 12 | public const string Coin = @"Coin"; 13 | public const string Block = @"Block"; 14 | public const string UI = @"UI"; 15 | public const string ________________________________ = @"-^\@[;:],./\=~|`{+*}<>?_!#$%&'()"; 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Scripts/AutoGenerated/SortingLayerNames.gen.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4b9c6b42a4700734f93c0f6355b5b047 3 | timeCreated: 1495810954 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/AutoGenerated/Tags.gen.cs: -------------------------------------------------------------------------------- 1 | //----------------------------------------------------------------------- 2 | // This file is AUTO-GENERATED. 3 | // Changes for this script by hand may lost when auto-generation is run. 4 | // (Generated date: 2017/05/27 00:25:48) 5 | //----------------------------------------------------------------------- 6 | 7 | namespace DefaultCompany.Test 8 | { 9 | public static class Tags 10 | { 11 | public const string Untagged = @"Untagged"; 12 | public const string Respawn = @"Respawn"; 13 | public const string Finish = @"Finish"; 14 | public const string EditorOnly = @"EditorOnly"; 15 | public const string MainCamera = @"MainCamera"; 16 | public const string Player = @"Player"; 17 | public const string GameController = @"GameController"; 18 | public const string DamageObject = @"DamageObject"; 19 | public const string ________________________ = @"-^\@[;:],./\=~|`{+*}<>?_"; 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /Assets/Scripts/AutoGenerated/Tags.gen.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: babf2c8b31ed48642b9bc7fb0bd08af5 3 | timeCreated: 1495812348 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Common.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 970fe7bdbd43a574798425c40f21dfd3 3 | folderAsset: yes 4 | timeCreated: 1495760753 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/Common/CurlyIndent.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using UnityEngine.UI; 4 | using System.Collections.Generic; 5 | using System.Linq; 6 | using System; 7 | using System.Text; 8 | 9 | /// 10 | /// ブリッジの名前空間 11 | /// 12 | namespace DefaultCompany.Test 13 | { 14 | /// 15 | /// {}でインデントを行う 16 | /// 17 | public class CurlyIndent : IDisposable 18 | { 19 | WrappedInt val; 20 | StringBuilder builder; 21 | 22 | public CurlyIndent(StringBuilder b, WrappedInt counter) 23 | { 24 | val = counter; 25 | builder = b; 26 | builder.AppendIndentLine(val, "{"); 27 | ++val; 28 | } 29 | 30 | public void Dispose() 31 | { 32 | --val; 33 | builder.AppendIndentLine(val, "}"); 34 | } 35 | } 36 | 37 | public class WrappedInt 38 | { 39 | int value; 40 | 41 | public WrappedInt Store(int num) 42 | { 43 | value = num; 44 | return this; 45 | } 46 | 47 | public int Load() 48 | { 49 | return value; 50 | } 51 | 52 | public static implicit operator WrappedInt(int val) 53 | { 54 | return new WrappedInt().Store(val); 55 | } 56 | 57 | public static implicit operator int(WrappedInt val) 58 | { 59 | return val.Load(); 60 | } 61 | 62 | public static WrappedInt operator ++(WrappedInt self) 63 | { 64 | self.value++; 65 | return self; 66 | } 67 | 68 | public static WrappedInt operator --(WrappedInt self) 69 | { 70 | self.value--; 71 | return self; 72 | } 73 | 74 | } 75 | } 76 | -------------------------------------------------------------------------------- /Assets/Scripts/Common/CurlyIndent.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4f669efa859d54e4087199f141bd391d 3 | timeCreated: 1495600844 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Common/StringBuilderExtensionMethods.cs: -------------------------------------------------------------------------------- 1 | using System.Text; 2 | using System; 3 | 4 | /// 5 | /// ブリッジの名前空間 6 | /// 7 | namespace DefaultCompany.Test 8 | { 9 | public static class StringBuilderExtensionMethods 10 | { 11 | /// tab == 4spaces 12 | public const string TabRepresentation = " "; 13 | 14 | public static void AppendIndent(this StringBuilder self, int indentCount, string text) 15 | { 16 | // j AppendIndentFormatで統一すると、文字列に{や}が含まれているときにパースに失敗するので分けるしかない 17 | // e if you use AppendFormat in this context, format will be broken if there is single '{' or '}' in the string. so implementations must be separated. 18 | for (int i = 0; i < indentCount; i++) 19 | { 20 | self.Append(TabRepresentation); 21 | } 22 | self.Append(text); 23 | } 24 | 25 | public static void AppendIndentLine(this StringBuilder self, int indentCount, string text) 26 | { 27 | self.AppendIndent(indentCount, text); 28 | self.Append(Environment.NewLine); 29 | } 30 | 31 | public static void AppendIndentFormat(this StringBuilder self, int indentCount, string text, params object[] param) 32 | { 33 | for (int i = 0; i < indentCount; i++) 34 | { 35 | self.Append(TabRepresentation); 36 | } 37 | self.AppendFormat(text, param); 38 | } 39 | 40 | public static void AppendIndentFormatLine(this StringBuilder self, int indentCount, string text, params object[] param) 41 | { 42 | self.AppendIndentFormat(indentCount, text, param); 43 | self.Append(Environment.NewLine); 44 | } 45 | } 46 | } 47 | -------------------------------------------------------------------------------- /Assets/Scripts/Common/StringBuilderExtensionMethods.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5ccf5b77760bbf6429e659d4485095cb 3 | timeCreated: 1495509969 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2017 srndpty 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | m_Volume: 1 7 | Rolloff Scale: 1 8 | Doppler Factor: 1 9 | Default Speaker Mode: 2 10 | m_SampleRate: 0 11 | m_DSPBufferSize: 0 12 | m_VirtualVoiceCount: 512 13 | m_RealVoiceCount: 32 14 | m_SpatializerPlugin: 15 | m_DisableAudio: 0 16 | m_VirtualizeEffects: 1 17 | -------------------------------------------------------------------------------- /ProjectSettings/ClusterInputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!236 &1 4 | ClusterInputManager: 5 | m_ObjectHideFlags: 0 6 | m_Inputs: [] 7 | -------------------------------------------------------------------------------- /ProjectSettings/DynamicsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!55 &1 4 | PhysicsManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Gravity: {x: 0, y: -9.81, z: 0} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_BounceThreshold: 2 10 | m_SleepThreshold: 0.005 11 | m_DefaultContactOffset: 0.01 12 | m_SolverIterationCount: 6 13 | m_SolverVelocityIterations: 1 14 | m_QueriesHitTriggers: 1 15 | m_EnableAdaptiveForce: 0 16 | m_LayerCollisionMatrix: 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180 | XboxOne: 5 181 | iPhone: 2 182 | tvOS: 5 183 | -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: 7 | - DamageObject 8 | - -^\@[;:],./\=~|`{+*}<>?_ 9 | layers: 10 | - Default 11 | - TransparentFX 12 | - Ignore Raycast 13 | - 14 | - Water 15 | - UI 16 | - 17 | - 18 | - Ground 19 | - Player 20 | - -^\@[;:],./\=~|`{+*}<>"?_!#$%&'() 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | - 41 | - 42 | m_SortingLayers: 43 | - name: Default 44 | uniqueID: 0 45 | locked: 0 46 | - name: Coin 47 | uniqueID: 3534837493 48 | locked: 0 49 | - name: Block 50 | uniqueID: 2494971979 51 | locked: 0 52 | - name: UI 53 | uniqueID: 4086813705 54 | locked: 0 55 | - name: -^\@[;:],./\=~|`{+*}<>?_!#$%&'() 56 | uniqueID: 2531839427 57 | locked: 0 58 | -------------------------------------------------------------------------------- /ProjectSettings/TimeManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: 0.02 7 | Maximum Allowed Timestep: 0.33333334 8 | m_TimeScale: 1 9 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | CrashReportingSettings: 11 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 12 | m_Enabled: 0 13 | m_CaptureEditorExceptions: 1 14 | UnityPurchasingSettings: 15 | m_Enabled: 0 16 | m_TestMode: 0 17 | UnityAnalyticsSettings: 18 | m_Enabled: 0 19 | m_InitializeOnStartup: 1 20 | m_TestMode: 0 21 | m_TestEventUrl: 22 | m_TestConfigUrl: 23 | UnityAdsSettings: 24 | m_Enabled: 0 25 | m_InitializeOnStartup: 1 26 | m_TestMode: 0 27 | m_EnabledPlatforms: 4294967295 28 | m_IosGameId: 29 | m_AndroidGameId: 30 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # CodeGen 2 | This is a Unity project that has a bunch of script which generates boilerplate string definitions like tags, layers, sortings layers, and so on. 3 | 4 | ## Setup 5 | * Open the folder as Unity project with Unity 5.6.0f3 or higher. 6 | 7 | ## What it covers 8 | * Tag names 9 | * Layer names 10 | * Sorting Layer names 11 | * Animator Parameter names 12 | * Animator State names 13 | * Scene names 14 | * Input Property names 15 | 16 | ## How to use 17 | Editor scripts poll modifications periodically, so you don't need to do work something for it. (auto-generated code will be stored at Assets/Scripts/AutoGenerated/* by default) 18 | 19 | If you want auto-generations to be triggered explicitly, you can do that by deleting auto-generated .cs script. 20 | 21 | ## License 22 | MIT. --------------------------------------------------------------------------------