using System.Collections; using System.Collections.Generic; using UnityEngine; namespace ETEditor { public class ScriptTemplate { public const string Entity = @"using System; using 另一个命名空间; namespace 当前命名空间 { public class 类名AwakeSystem : AwakeSystem<类名> { public override void Awake(类名 self) { self.Awake(); } } public class 类名StartSystem : StartSystem<类名> { public override void Start(类名 self) { self.Start(); } } public class 类名UpdateSystem : UpdateSystem<类名> { public override void Update(类名 self) { self.Update(); } } public class 类名DestroySystem : DestroySystem<类名> { public override void Destroy(类名 self) { self.Destroy(); } } public class 类名: Entity { public void Awake() { } public void Start() { } public void Update() { } public void Destroy() { } } }"; public const string UnitEntity = @"using System; using 另一个命名空间; using UnityEngine; namespace 当前命名空间 { public class 类名AwakeSystem : AwakeSystem<类名, GameObject> { public override void Awake(类名 self, GameObject go) { self.Awake(go); } } public class 类名StartSystem : StartSystem<类名> { public override void Start(类名 self) { self.Start(); } } public class 类名UpdateSystem : UpdateSystem<类名> { public override void Update(类名 self) { self.Update(); } } public class 类名DestroySystem : DestroySystem<类名> { public override void Destroy(类名 self) { self.Destroy(); } } [HideInHierarchy] public class 类名: Entity { public void Awake(GameObject go) { ViewGO = go; ViewGO.AddComponent().Component = this; } public void Start() { } public void Update() { } public void Destroy() { } } }"; public const string Normal = @"using System; using 另一个命名空间; namespace 当前命名空间 { public class 类名 { } }"; public const string UIScript = @"using System; using ET; using UnityEngine; using UnityEngine.UI; namespace ET { public class 类名AwakeSystem : AwakeSystem<类名> { public override void Awake(类名 self) { self.Awake(); } } public class 类名StartSystem : StartSystem<类名> { public override void Start(类名 self) { self.Start(); } } public class 类名UpdateSystem : UpdateSystem<类名> { public override void Update(类名 self) { self.Update(); } } public class 类名DestroySystem : DestroySystem<类名> { public override void Destroy(类名 self) { self.Destroy(); } } public partial class 类名: Entity { public void Awake() { GetReference(); } public void Start() { } public void Update() { } public void Destroy() { } } }"; public const string UIReference = @"using System; using ET; using UnityEngine; using UnityEngine.UI; namespace ET { public partial class 类名 { public ReferenceCollector Collector; 组件 public void GetReference() { Collector = GetParent().ViewGO.GetComponent(); 获取引用 } } }"; public const string UIType = @"using System; namespace ET { public static class UIType { 面板 } }"; public const string AEvent = @"using 另一个命名空间; namespace 当前命名空间 { [OldEvent(EventIdType.事件类型)] public class 脚本名: AEvent { public override void Run() { } } }"; public const string EventIdType = @"namespace 命名空间 { public static class EventIdType { 事件类型 } }"; public const string AMRpcHanler = @"using System; using System.Net; using ET; namespace ET { [MessageHandler] public class 请求Handler : AMRpcHandler<请求, 响应> { protected override async ETTask Run(Session session, 请求 request, 响应 response, Action reply) { reply(); } } }"; public const string AMHandler = @"using ET; namespace ET { [MessageHandler] public class 消息类型Handler : AMHandler<消息类型> { protected override async ETTask Run(ET.Session session, 消息类型 message) { await ETTask.CompletedTask; } } }"; public const string ET6AMRpcHanler = @"using System; namespace ET { [ActorMessageHandler] public class 请求Handler : AMActorLocationRpcHandler { protected override async ETTask Run(Unit unit, 请求 request, 响应 response, Action reply) { reply(); await ETTask.CompletedTask; } } }"; public const string ET6AMHandler = @" namespace ET { [ActorMessageHandler] public class 消息类型Handler : AMActorHandler<消息类型> { protected override async ETTask Run(Session session, 消息类型 message) { await ETTask.CompletedTask; } } }"; } }