Repository: AnnulusGames/UnityCodeGen
Branch: main
Commit: f938d8a010a3
Files: 65
Total size: 95.6 KB
Directory structure:
gitextract_y2n4sr48/
├── .gitattributes
├── .gitignore
├── Assets/
│ ├── UnityCodeGen/
│ │ ├── Editor/
│ │ │ ├── AnnulusGames.UnityCodeGen.Editor.asmdef
│ │ │ ├── AnnulusGames.UnityCodeGen.Editor.asmdef.meta
│ │ │ ├── Core/
│ │ │ │ ├── CodeText.cs
│ │ │ │ ├── CodeText.cs.meta
│ │ │ │ ├── GeneratorAttribute.cs
│ │ │ │ ├── GeneratorAttribute.cs.meta
│ │ │ │ ├── GeneratorContext.cs
│ │ │ │ ├── GeneratorContext.cs.meta
│ │ │ │ ├── ICodeGenerator.cs
│ │ │ │ ├── ICodeGenerator.cs.meta
│ │ │ │ ├── UnityCodeGenUtility.cs
│ │ │ │ └── UnityCodeGenUtility.cs.meta
│ │ │ ├── Core.meta
│ │ │ ├── MenuItems.cs
│ │ │ ├── MenuItems.cs.meta
│ │ │ ├── Settings/
│ │ │ │ ├── UnityCodeGenSettings.cs
│ │ │ │ └── UnityCodeGenSettings.cs.meta
│ │ │ ├── Settings.meta
│ │ │ ├── Utils/
│ │ │ │ ├── ScriptFileGenerator.cs
│ │ │ │ └── ScriptFileGenerator.cs.meta
│ │ │ └── Utils.meta
│ │ ├── Editor.meta
│ │ ├── Samples~/
│ │ │ └── Tags & Layers/
│ │ │ ├── Editor/
│ │ │ │ ├── AnnulusGames.UnityCodeGen.Samples.TagsAndLayers.Editor.asmdef
│ │ │ │ ├── AnnulusGames.UnityCodeGen.Samples.TagsAndLayers.Editor.asmdef.meta
│ │ │ │ ├── LayersGenerator.cs
│ │ │ │ ├── LayersGenerator.cs.meta
│ │ │ │ ├── SortingLayersGenerator.cs
│ │ │ │ ├── SortingLayersGenerator.cs.meta
│ │ │ │ ├── TagsGenerator.cs
│ │ │ │ └── TagsGenerator.cs.meta
│ │ │ └── Editor.meta
│ │ ├── package.json
│ │ └── package.json.meta
│ └── UnityCodeGen.meta
├── LICENSE
├── Packages/
│ ├── manifest.json
│ └── packages-lock.json
├── ProjectSettings/
│ ├── AudioManager.asset
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── MemorySettings.asset
│ ├── NavMeshAreas.asset
│ ├── PackageManagerSettings.asset
│ ├── Packages/
│ │ └── com.unity.testtools.codecoverage/
│ │ └── Settings.json
│ ├── Physics2DSettings.asset
│ ├── PresetManager.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── SceneTemplateSettings.json
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ ├── TimelineSettings.asset
│ ├── UnityConnectSettings.asset
│ ├── VFXManager.asset
│ ├── VersionControlSettings.asset
│ └── XRSettings.asset
├── README.md
└── README_JP.md
================================================
FILE CONTENTS
================================================
================================================
FILE: .gitattributes
================================================
# Auto detect text files and perform LF normalization
* text=auto
================================================
FILE: .gitignore
================================================
# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/
# Recordings can get excessive in size
/[Rr]ecordings/
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
/[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.aab
*.unitypackage
*.app
# Crashlytics generated file
crashlytics-build.properties
# Packed Addressables
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
# Temporary auto-generated Android Assets
/[Aa]ssets/[Ss]treamingAssets/aa.meta
/[Aa]ssets/[Ss]treamingAssets/aa/*
# DS Store
.DS_Store
# VSCode
.vscode
================================================
FILE: Assets/UnityCodeGen/Editor/AnnulusGames.UnityCodeGen.Editor.asmdef
================================================
{
"name": "AnnulusGames.UnityCodeGen.Editor",
"rootNamespace": "",
"references": [],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
================================================
FILE: Assets/UnityCodeGen/Editor/AnnulusGames.UnityCodeGen.Editor.asmdef.meta
================================================
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================================================
FILE: Assets/UnityCodeGen/Editor/Core/CodeText.cs
================================================
namespace UnityCodeGen
{
internal class CodeText
{
public string fileName;
public string text;
}
}
================================================
FILE: Assets/UnityCodeGen/Editor/Core/CodeText.cs.meta
================================================
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================================================
FILE: Assets/UnityCodeGen/Editor/Core/GeneratorAttribute.cs
================================================
using System;
namespace UnityCodeGen
{
[AttributeUsage(AttributeTargets.Class)]
public sealed class GeneratorAttribute : Attribute { }
}
================================================
FILE: Assets/UnityCodeGen/Editor/Core/GeneratorAttribute.cs.meta
================================================
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FILE: Assets/UnityCodeGen/Editor/Core/GeneratorContext.cs
================================================
using System.Collections.Generic;
namespace UnityCodeGen
{
public sealed class GeneratorContext
{
private List<CodeText> _codeList = new List<CodeText>();
internal IReadOnlyList<CodeText> codeList => _codeList;
private string _overrideFolderPath = null;
internal string overrideFolderPath => _overrideFolderPath;
public void AddCode(string fileName, string text)
{
_codeList.Add(new CodeText() { fileName = fileName, text = text });
}
public void OverrideFolderPath(string path)
{
_overrideFolderPath = path;
}
}
}
================================================
FILE: Assets/UnityCodeGen/Editor/Core/GeneratorContext.cs.meta
================================================
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================================================
FILE: Assets/UnityCodeGen/Editor/Core/ICodeGenerator.cs
================================================
namespace UnityCodeGen
{
public interface ICodeGenerator
{
public void Execute(GeneratorContext context);
}
}
================================================
FILE: Assets/UnityCodeGen/Editor/Core/ICodeGenerator.cs.meta
================================================
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================================================
FILE: Assets/UnityCodeGen/Editor/Core/UnityCodeGenUtility.cs
================================================
namespace UnityCodeGen
{
public static class UnityCodeGenUtility
{
public const string defaultFolderPath = "Assets/UnityCodeGen.Generated";
public static void Generate()
{
ScriptFileGenerator.Generate();
}
}
}
================================================
FILE: Assets/UnityCodeGen/Editor/Core/UnityCodeGenUtility.cs.meta
================================================
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FILE: Assets/UnityCodeGen/Editor/Core.meta
================================================
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folderAsset: yes
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================================================
FILE: Assets/UnityCodeGen/Editor/MenuItems.cs
================================================
using UnityEditor;
namespace UnityCodeGen
{
static class MenuItems
{
const string MENU_GENERATE = "Tools/UnityCodeGen/Generate";
const string MENU_TOGGLE_AUTO_GENERATE = "Tools/UnityCodeGen/Auto-generate on Compile";
[InitializeOnLoadMethod]
static void Init()
{
Menu.SetChecked(MENU_TOGGLE_AUTO_GENERATE, UnityCodeGenSettings.autoGenerateOnCompile);
}
[MenuItem(MENU_GENERATE)]
static void Generate()
{
ScriptFileGenerator.Generate();
}
[MenuItem(MENU_TOGGLE_AUTO_GENERATE)]
static void ToggleAutoGenerate()
{
UnityCodeGenSettings.autoGenerateOnCompile = !UnityCodeGenSettings.autoGenerateOnCompile;
Menu.SetChecked(MENU_TOGGLE_AUTO_GENERATE, UnityCodeGenSettings.autoGenerateOnCompile);
}
}
}
================================================
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================================================
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================================================
FILE: Assets/UnityCodeGen/Editor/Settings/UnityCodeGenSettings.cs
================================================
using UnityEditor;
namespace UnityCodeGen
{
public static class UnityCodeGenSettings
{
const string KEY_GENERATE_ON_COMPILE = "UnityCodeGen-AutoGenerateOnCompile";
public static bool autoGenerateOnCompile
{
get
{
if (bool.TryParse(EditorUserSettings.GetConfigValue(KEY_GENERATE_ON_COMPILE), out var result))
{
return result;
}
return false;
}
set
{
EditorUserSettings.SetConfigValue(KEY_GENERATE_ON_COMPILE, value.ToString());
}
}
}
}
================================================
FILE: Assets/UnityCodeGen/Editor/Settings/UnityCodeGenSettings.cs.meta
================================================
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FILE: Assets/UnityCodeGen/Editor/Settings.meta
================================================
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================================================
FILE: Assets/UnityCodeGen/Editor/Utils/ScriptFileGenerator.cs
================================================
using System;
using System.Linq;
using System.Reflection;
using System.IO;
using UnityEditor;
namespace UnityCodeGen
{
internal static class ScriptFileGenerator
{
const string KEY_ISGENERATING = "UnityCodeGen-IsGenerating";
const string EXTENSION_META = ".meta";
static bool isGenerating
{
get
{
if (bool.TryParse(EditorUserSettings.GetConfigValue(KEY_ISGENERATING), out var result))
{
return result;
}
return false;
}
set
{
EditorUserSettings.SetConfigValue(KEY_ISGENERATING, value.ToString());
}
}
// static List<string> fileNames = new List<string>();
[InitializeOnLoadMethod]
static void Initialize()
{
if (isGenerating)
{
isGenerating = false;
}
else if (UnityCodeGenSettings.autoGenerateOnCompile)
{
Generate();
}
}
internal static void Generate()
{
if (isGenerating) return;
isGenerating = true;
// fileNames.Clear();
var generatorTypes = TypeCache.GetTypesDerivedFrom<ICodeGenerator>()
.Where(x => !x.IsAbstract && x.GetCustomAttribute<GeneratorAttribute>() != null);
var changed = false;
foreach (var t in generatorTypes)
{
var generator = (ICodeGenerator)Activator.CreateInstance(t);
var context = new GeneratorContext();
generator.Execute(context);
if (GenerateScriptFromContext(context))
{
changed = true;
}
}
// foreach (var file in Directory.GetFiles(FOLDER_PATH))
// {
// var name = Path.GetFileName(file);
// if (Path.GetExtension(name) != EXTENSION_META && !fileNames.Contains(name))
// {
// AssetDatabase.DeleteAsset(file);
// changed = true;
// }
// }
if (changed)
{
AssetDatabase.Refresh();
AssetDatabase.SaveAssets();
}
}
static bool GenerateScriptFromContext(GeneratorContext context)
{
var changed = false;
var folderPath = context.overrideFolderPath ?? UnityCodeGenUtility.defaultFolderPath;
if (!Directory.Exists(folderPath))
{
Directory.CreateDirectory(folderPath);
}
foreach (var code in context.codeList)
{
var hierarchy = code.fileName.Split('/');
var fileName = hierarchy[hierarchy.Length - 1];
var path = folderPath;
for (int i = 0; i < hierarchy.Length; i++)
{
path += "/" + hierarchy[i];
if (i == hierarchy.Length - 1) break;
if (!Directory.Exists(path))
{
Directory.CreateDirectory(path);
}
}
if (File.Exists(path))
{
var text = File.ReadAllText(path);
if (text == code.text)
{
// fileNames.Add(code.fileName);
continue;
}
}
File.WriteAllText(path, code.text);
// fileNames.Add(code.fileName);
changed = true;
}
return changed;
}
}
}
================================================
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================================================
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FILE: Assets/UnityCodeGen/Samples~/Tags & Layers/Editor/AnnulusGames.UnityCodeGen.Samples.TagsAndLayers.Editor.asmdef
================================================
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"name": "AnnulusGames.UnityCodeGen.Samples.TagsAndLayers.Editor",
"rootNamespace": "",
"references": [
"GUID:81d29a5e4682947dfa73ba6bd09fe0be"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
================================================
FILE: Assets/UnityCodeGen/Samples~/Tags & Layers/Editor/AnnulusGames.UnityCodeGen.Samples.TagsAndLayers.Editor.asmdef.meta
================================================
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================================================
FILE: Assets/UnityCodeGen/Samples~/Tags & Layers/Editor/LayersGenerator.cs
================================================
using System.Linq;
using UnityEngine;
using UnityEditorInternal;
namespace UnityCodeGen.Samples.TagsAndLayers
{
[Generator]
public class LayersGenerator : ICodeGenerator
{
public void Execute(GeneratorContext context)
{
var tags = InternalEditorUtility.layers
.Select(x => $"public const int {x.Replace(" ", string.Empty)} = {LayerMask.NameToLayer(x)};");
var fields = string.Join("\n\t", tags);
var code =
@$"//<auto-generated/>
public static class Layers
{{
{fields}
}}";
context.AddCode("Tags & Layers/Layers.Generated.cs", code);
}
}
}
================================================
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================================================
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================================================
FILE: Assets/UnityCodeGen/Samples~/Tags & Layers/Editor/SortingLayersGenerator.cs
================================================
using System.Linq;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEditorInternal;
namespace UnityCodeGen.Samples.TagsAndLayers
{
[Generator]
public class SortingLayersGenerator : ICodeGenerator
{
public void Execute(GeneratorContext context)
{
var tagManager = new SerializedObject(AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/TagManager.asset")[0]);
var sortingLayer = tagManager.FindProperty("m_SortingLayers");
var list = new List<string>();
for (int i = 0; i < sortingLayer.arraySize; ++i)
{
list.Add(sortingLayer.GetArrayElementAtIndex(i).displayName);
}
var layers = list
.Select(x => $"public const string {x.Replace(" ", string.Empty)} = \"{x}\";");
var fields = string.Join("\n\t", layers);
var code =
@$"//<auto-generated/>
public static class SortingLayers
{{
{fields}
}}";
context.AddCode("Tags & Layers/SortingLayers.Generated.cs", code);
}
}
}
================================================
FILE: Assets/UnityCodeGen/Samples~/Tags & Layers/Editor/SortingLayersGenerator.cs.meta
================================================
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FILE: Assets/UnityCodeGen/Samples~/Tags & Layers/Editor/TagsGenerator.cs
================================================
using System.Linq;
using UnityEditorInternal;
namespace UnityCodeGen.Samples.TagsAndLayers
{
[Generator]
public class TagsGenerator : ICodeGenerator
{
public void Execute(GeneratorContext context)
{
var tags = InternalEditorUtility.tags
.Select(x => $"public const string {x.Replace(" ", string.Empty)} = \"{x}\";");
var fields = string.Join("\n\t", tags);
var code =
@$"//<auto-generated/>
public static class Tags
{{
{fields}
}}";
context.AddCode("Tags & Layers/Tags.Generated.cs", code);
}
}
}
================================================
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================================================
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================================================
FILE: Assets/UnityCodeGen/package.json
================================================
{
"name": "com.annulusgames.unity-codegen",
"displayName": "Unity CodeGen",
"version": "1.0.0",
"unity": "2020.1",
"license": "MIT",
"author": {
"name": "Annulus Games",
"url": "https://github.com/AnnulusGames"
},
"description": "Code Generation Library for Unity Editor",
"dependencies": {
},
"samples": [
{
"displayName": "Tags & Layers",
"description": "A sample that generates a class that manages Tags, Layers and Sorting Layers with constants.",
"path": "Samples~/Tags & Layers"
}
]
}
================================================
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================================================
FILE: LICENSE
================================================
MIT License
Copyright (c) 2023 Annulus Games
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
================================================
FILE: Packages/manifest.json
================================================
{
"dependencies": {
"com.unity.collab-proxy": "1.17.7",
"com.unity.feature.development": "1.0.1",
"com.unity.textmeshpro": "3.0.6",
"com.unity.timeline": "1.7.2",
"com.unity.ugui": "1.0.0",
"com.unity.visualscripting": "1.8.0",
"com.unity.modules.ai": "1.0.0",
"com.unity.modules.androidjni": "1.0.0",
"com.unity.modules.animation": "1.0.0",
"com.unity.modules.assetbundle": "1.0.0",
"com.unity.modules.audio": "1.0.0",
"com.unity.modules.cloth": "1.0.0",
"com.unity.modules.director": "1.0.0",
"com.unity.modules.imageconversion": "1.0.0",
"com.unity.modules.imgui": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0",
"com.unity.modules.particlesystem": "1.0.0",
"com.unity.modules.physics": "1.0.0",
"com.unity.modules.physics2d": "1.0.0",
"com.unity.modules.screencapture": "1.0.0",
"com.unity.modules.terrain": "1.0.0",
"com.unity.modules.terrainphysics": "1.0.0",
"com.unity.modules.tilemap": "1.0.0",
"com.unity.modules.ui": "1.0.0",
"com.unity.modules.uielements": "1.0.0",
"com.unity.modules.umbra": "1.0.0",
"com.unity.modules.unityanalytics": "1.0.0",
"com.unity.modules.unitywebrequest": "1.0.0",
"com.unity.modules.unitywebrequestassetbundle": "1.0.0",
"com.unity.modules.unitywebrequestaudio": "1.0.0",
"com.unity.modules.unitywebrequesttexture": "1.0.0",
"com.unity.modules.unitywebrequestwww": "1.0.0",
"com.unity.modules.vehicles": "1.0.0",
"com.unity.modules.video": "1.0.0",
"com.unity.modules.vr": "1.0.0",
"com.unity.modules.wind": "1.0.0",
"com.unity.modules.xr": "1.0.0"
}
}
================================================
FILE: Packages/packages-lock.json
================================================
{
"dependencies": {
"com.unity.collab-proxy": {
"version": "1.17.7",
"depth": 0,
"source": "registry",
"dependencies": {
"com.unity.services.core": "1.0.1"
},
"url": "https://packages.unity.com"
},
"com.unity.editorcoroutines": {
"version": "1.0.0",
"depth": 1,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.com"
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FILE: README.md
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# Unity CodeGen
Code Generation Library for Unity Editor
<img src="https://github.com/AnnulusGames/UnityCodeGen/blob/main/Assets/UnityCodeGen/Documentation~/Header.png" width="800">
[](LICENSE)
[日本語版READMEはこちら](README_JP.md)
## Overview
Unity CodeGen is a library that streamlines code generation on the Unity editor.
By defining your own Generator that inherits from ICodeGenerator, you can generate codeautomatically.
### Features
* Code generation can be implemented smoothly
* Code can be generated automatically when compiling
## Setup
### Requirement
* Unity 2020.1 or higher
### Install
1. Open the Package Manager from Window > Package Manager
2. "+" button > Add package from git URL
3. Enter the following to install
* https://github.com/AnnulusGames/UnityCodeGen.git?path=/Assets/UnityCodeGen
or open Packages/manifest.json and add the following to the dependencies block.
```json
{
"dependencies": {
"com.annulusgames.unity-codegen": "https://github.com/AnnulusGames/UnityCodeGen.git?path=/Assets/UnityCodeGen"
}
}
```
## Usage
Create a .cs file under any Editor folder and implement a class that inherits ICodeGenerator.
Below is a Generator that generates an empty Sample class.
```cs
using UnityCodeGen;
[Generator] // Add GeneratorAttribute
public class SampleGenerator : ICodeGenerator // Inherits ICodeGenerator
{
public void Execute(GeneratorContext context) // Implement Execute method
{
context.AddCode("Sample.Generated.cs", // File name
@"// <auto-generated/>
namespace SampleNamespace.Generated
{
public class Sample
{
}
}"
);
}
}
```
Back in the editor, select Tools/UnityCodeGen/Generate to generate code.
<img src="https://github.com/AnnulusGames/UnityCodeGen/blob/main/Assets/UnityCodeGen/Documentation~/img1.png" width="400">
Generated code is placed in Assets/UnityCodeGen.Generated.
```cs
// <auto-generated/>
namespace SampleNamespace.Generated
{
public class Sample
{
}
}
```
## Specify Output Path
By using GeneratorContext.OverrideFolderPath, you can specify the output folder path.
```cs
public void Execute(GeneratorContext context)
{
context.OverrideFolderPath("Assets/YourFolder/Generated");
...
}
```
## Auto-generate on Compile
It is possible to automate code generation by checking Tools/UnityCodeGen/Auto-generate on Compile.
<img src="https://github.com/AnnulusGames/UnityCodeGen/blob/main/Assets/UnityCodeGen/Documentation~/img2.png" width="400">
When Auto-generate on Compile is on, it will be automatically generated at the end of compilation and will be recompiled only if there is any change in the generated code.
## Unity Code Gen Utility
By using the UnityCodeGenUtility class, it is also possible to operate from your script.
``` cs
// get default output folder path
var path = UnityCodeGenUtility.defaultFolderPath;
// run generation
UnityCodeGenUtility.Generate();
```
## Advanced
### Perform processing on classes with specific attributes added
By using Unity's TypeCache, classes with specific attributes can be retrieved all at once.
This allows you to generate code for classes with specific attributes.
As an example, let's generate code that overrides ToString to display all public fields for a class with the AddToStringAttribute.
First, define the attributes used to identify the Generator.
```cs
using System;
public class AddToStringAttribute : Attribute { }
```
Next, create a Generator. Note that this file should be placed under any Editor folder.
```cs
using System.Linq;
using UnityEditor;
using UnityCodeGen;
[Generator]
public class AddToStringGenerator : ICodeGenerator
{
public void Execute(GeneratorContext context)
{
var types = TypeCache.GetTypesWithAttribute<AddToStringAttribute>();
foreach (var t in types)
{
var publicFields = t.GetFields()
.Where(x => x.IsPublic && !x.IsStatic)
.Select(x => $"{x.Name}:{{{x.Name}}}");
var toString = string.Join(", ", publicFields);
var code =
$@"// <auto-generated/>
partial class {t.Name}
{{
public override string ToString()
{{
return $""{toString}"";
}}
}}";
context.AddCode($"{t.FullName}.AddToString.Generated.cs", code);
}
}
}
```
You are now ready to generate.
Create a class and add AddToStringAttribute.
```cs
using UnityEngine;
[AddToString]
public partial class FooClass
{
public int foo;
public string bar;
public Vector3 baz;
}
```
Executing Generate will generate FooClass.AddToString.Generated.cs under the UnityCodeGen.Generated folder.
```cs
// <auto-generated/>
partial class FooClass
{
public override string ToString()
{
return $"foo:{foo}, bar:{bar}, baz:{baz}";
}
}
```
## Samples
<img src="https://github.com/AnnulusGames/UnityCodeGen/blob/main/Assets/UnityCodeGen/Documentation~/img3.png" width="400">
Unity CodeGen samples are available from the Package Manager.
Below is a list of samples included in the package.
| Sample Name | Description |
| ---------- | ------ |
| Tags & Layers | A sample that generates a class that manages Tags, Layers and Sorting Layers with constants. |
## License
[MIT License](LICENSE)
================================================
FILE: README_JP.md
================================================
# Unity CodeGen
Code Generation Library for Unity Editor
<img src="https://github.com/AnnulusGames/UnityCodeGen/blob/main/Assets/UnityCodeGen/Documentation~/Header.png" width="800">
[](LICENSE)
[English README](README.md)
## 概要
Unity CodeGenは、Unityエディタ上でのコード生成を効率化するライブラリです。
ICodeGeneratorを継承した独自のGeneratorを定義することで、コードの生成を自動的に行うことができます。
### 特徴
* エディタ上でのコード生成をスムーズに実装可能
* コンパイル時に自動で生成が可能
## セットアップ
### 要件
* Unity 2020.1 以上
### インストール
1. Window > Package ManagerからPackage Managerを開く
2. 「+」ボタン > Add package from git URL
3. 以下を入力する
* https://github.com/AnnulusGames/UnityCodeGen.git?path=/Assets/UnityCodeGen
あるいはPackages/manifest.jsonを開き、dependenciesブロックに以下を追記
```json
{
"dependencies": {
"com.annulusgames.unity-codegen": "https://github.com/AnnulusGames/UnityCodeGen.git?path=/Assets/UnityCodeGen"
}
}
```
## 使い方
任意のEditorフォルダ以下にcsファイルを作成し、ICodeGeneratorを継承したクラスを実装します。
以下は、空のSampleクラスを生成するGeneratorです。
```cs
using UnityCodeGen;
[Generator] // Generator属性を追加
public class SampleGenerator : ICodeGenerator // ICodeGeneratorを継承
{
public void Execute(GeneratorContext context) // Executeメソッドを実装
{
context.AddCode("Sample.Generated.cs", // ファイル名
@"// <auto-generated/>
namespace SampleNamespace.Generated
{
public class Sample
{
}
}"
);
}
}
```
エディタに戻り、Tools/UnityCodeGen/Generateを選択してコードを生成します。
<img src="https://github.com/AnnulusGames/UnityCodeGen/blob/main/Assets/UnityCodeGen/Documentation~/img1.png" width="400">
生成されたコードは指定がない限りAssets/UnityCodeGen.Generatedに配置されます。
```cs
// <auto-generated/>
namespace SampleNamespace.Generated
{
public class Sample
{
}
}
```
## 出力するパスを変更
GeneratorContext.OverrideFolderPathを利用することで、出力先のフォルダを指定することができます。
```cs
public void Execute(GeneratorContext context)
{
context.OverrideFolderPath("Assets/YourFolder/Generated");
...
}
```
## コンパイル時に自動生成
Tools/UnityCodeGen/Auto-generate on Compileにチェックを入れることでコード生成を自動化することが可能です。
<img src="https://github.com/AnnulusGames/UnityCodeGen/blob/main/Assets/UnityCodeGen/Documentation~/img2.png" width="400">
Auto-generate on CompileがOnの場合、コンパイル終了時にGenerateを自動で実行し、生成コードになんらかの変更があった場合のみ再コンパイルを行います。
## UnityCodeGenUtility
UnityCodeGenUtilityクラスを利用することで、スクリプトから操作することも可能です。
```cs
// デフォルトの出力フォルダのパスを取得
var path = UnityCodeGenUtility.defaultFolderPath;
// 生成を実行
UnityCodeGenUtility.Generate();
```
## 応用
### 特定の属性が付加されたクラスに対して処理を行う
UnityのTypeCacheを利用することで、特定の属性が付加されたクラスを一括で取得することができます。
これを使うことで、特定の属性が付加されたクラスに対してコードを生成することが可能になります。
例として、AddToStringAttributeが付加されたクラスに対し、全てのpublicなフィールドを表示するようにToStringをoverrideするコードを生成してみましょう。
まずは、Generatorの識別に用いる属性を定義します。
```cs
using System;
public class AddToStringAttribute : Attribute { }
```
次にGeneratorを作成します。このファイルは任意のEditorフォルダ以下に配置する必要があることに注意してください。
```cs
using System.Linq;
using UnityEditor;
using UnityCodeGen;
[Generator]
public class AddToStringGenerator : ICodeGenerator
{
public void Execute(GeneratorContext context)
{
var types = TypeCache.GetTypesWithAttribute<AddToStringAttribute>();
foreach (var t in types)
{
var publicFields = t.GetFields()
.Where(x => x.IsPublic && !x.IsStatic)
.Select(x => $"{x.Name}:{{{x.Name}}}");
var toString = string.Join(", ", publicFields);
var code =
$@"// <auto-generated/>
partial class {t.Name}
{{
public override string ToString()
{{
return $""{toString}"";
}}
}}";
context.AddCode($"{t.FullName}.AddToString.Generated.cs", code);
}
}
}
```
これで生成の準備は完了です。
適当なクラスを作成し、AddToStringAttributeを追加します。
```cs
using UnityEngine;
[AddToString]
public partial class FooClass
{
public int foo;
public string bar;
public Vector3 baz;
}
```
Generateを実行すると、UnityCodeGen.Generatedフォルダ以下にFooClass.AddToString.Generated.csが生成されます。
```cs
// <auto-generated/>
partial class FooClass
{
public override string ToString()
{
return $"foo:{foo}, bar:{bar}, baz:{baz}";
}
}
```
## サンプル
<img src="https://github.com/AnnulusGames/UnityCodeGen/blob/main/Assets/UnityCodeGen/Documentation~/img3.png" width="400">
Unity CodeGenのサンプルはPackage Managerから手に入れることができます。
以下は、パッケージに含まれるサンプルの一覧です。
| サンプル名 | 説明 |
| ---------- | ------ |
| Tags & Layers | Tags、Layers、Sorting Layersを定数として管理するクラスを生成するサンプル。 |
## ライセンス
[MIT License](LICENSE)
gitextract_y2n4sr48/ ├── .gitattributes ├── .gitignore ├── Assets/ │ ├── UnityCodeGen/ │ │ ├── Editor/ │ │ │ ├── AnnulusGames.UnityCodeGen.Editor.asmdef │ │ │ ├── AnnulusGames.UnityCodeGen.Editor.asmdef.meta │ │ │ ├── Core/ │ │ │ │ ├── CodeText.cs │ │ │ │ ├── CodeText.cs.meta │ │ │ │ ├── GeneratorAttribute.cs │ │ │ │ ├── GeneratorAttribute.cs.meta │ │ │ │ ├── GeneratorContext.cs │ │ │ │ ├── GeneratorContext.cs.meta │ │ │ │ ├── ICodeGenerator.cs │ │ │ │ ├── ICodeGenerator.cs.meta │ │ │ │ ├── UnityCodeGenUtility.cs │ │ │ │ └── UnityCodeGenUtility.cs.meta │ │ │ ├── Core.meta │ │ │ ├── MenuItems.cs │ │ │ ├── MenuItems.cs.meta │ │ │ ├── Settings/ │ │ │ │ ├── UnityCodeGenSettings.cs │ │ │ │ └── UnityCodeGenSettings.cs.meta │ │ │ ├── Settings.meta │ │ │ ├── Utils/ │ │ │ │ ├── ScriptFileGenerator.cs │ │ │ │ └── ScriptFileGenerator.cs.meta │ │ │ └── Utils.meta │ │ ├── Editor.meta │ │ ├── Samples~/ │ │ │ └── Tags & Layers/ │ │ │ ├── Editor/ │ │ │ │ ├── AnnulusGames.UnityCodeGen.Samples.TagsAndLayers.Editor.asmdef │ │ │ │ ├── AnnulusGames.UnityCodeGen.Samples.TagsAndLayers.Editor.asmdef.meta │ │ │ │ ├── LayersGenerator.cs │ │ │ │ ├── LayersGenerator.cs.meta │ │ │ │ ├── SortingLayersGenerator.cs │ │ │ │ ├── SortingLayersGenerator.cs.meta │ │ │ │ ├── TagsGenerator.cs │ │ │ │ └── TagsGenerator.cs.meta │ │ │ └── Editor.meta │ │ ├── package.json │ │ └── package.json.meta │ └── UnityCodeGen.meta ├── LICENSE ├── Packages/ │ ├── manifest.json │ └── packages-lock.json ├── ProjectSettings/ │ ├── AudioManager.asset │ ├── ClusterInputManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── MemorySettings.asset │ ├── NavMeshAreas.asset │ ├── PackageManagerSettings.asset │ ├── Packages/ │ │ └── com.unity.testtools.codecoverage/ │ │ └── Settings.json │ ├── Physics2DSettings.asset │ ├── PresetManager.asset │ ├── ProjectSettings.asset │ ├── ProjectVersion.txt │ ├── QualitySettings.asset │ ├── SceneTemplateSettings.json │ ├── TagManager.asset │ ├── TimeManager.asset │ ├── TimelineSettings.asset │ ├── UnityConnectSettings.asset │ ├── VFXManager.asset │ ├── VersionControlSettings.asset │ └── XRSettings.asset ├── README.md └── README_JP.md
SYMBOL INDEX (24 symbols across 11 files)
FILE: Assets/UnityCodeGen/Editor/Core/CodeText.cs
class CodeText (line 3) | internal class CodeText
FILE: Assets/UnityCodeGen/Editor/Core/GeneratorAttribute.cs
class GeneratorAttribute (line 5) | [AttributeUsage(AttributeTargets.Class)]
FILE: Assets/UnityCodeGen/Editor/Core/GeneratorContext.cs
class GeneratorContext (line 5) | public sealed class GeneratorContext
method AddCode (line 13) | public void AddCode(string fileName, string text)
method OverrideFolderPath (line 18) | public void OverrideFolderPath(string path)
FILE: Assets/UnityCodeGen/Editor/Core/ICodeGenerator.cs
type ICodeGenerator (line 3) | public interface ICodeGenerator
method Execute (line 5) | public void Execute(GeneratorContext context);
FILE: Assets/UnityCodeGen/Editor/Core/UnityCodeGenUtility.cs
class UnityCodeGenUtility (line 3) | public static class UnityCodeGenUtility
method Generate (line 7) | public static void Generate()
FILE: Assets/UnityCodeGen/Editor/MenuItems.cs
class MenuItems (line 5) | static class MenuItems
method Init (line 10) | [InitializeOnLoadMethod]
method Generate (line 16) | [MenuItem(MENU_GENERATE)]
method ToggleAutoGenerate (line 22) | [MenuItem(MENU_TOGGLE_AUTO_GENERATE)]
FILE: Assets/UnityCodeGen/Editor/Settings/UnityCodeGenSettings.cs
class UnityCodeGenSettings (line 5) | public static class UnityCodeGenSettings
FILE: Assets/UnityCodeGen/Editor/Utils/ScriptFileGenerator.cs
class ScriptFileGenerator (line 9) | internal static class ScriptFileGenerator
method Initialize (line 32) | [InitializeOnLoadMethod]
method Generate (line 45) | internal static void Generate()
method GenerateScriptFromContext (line 84) | static bool GenerateScriptFromContext(GeneratorContext context)
FILE: Assets/UnityCodeGen/Samples~/Tags & Layers/Editor/LayersGenerator.cs
class LayersGenerator (line 7) | [Generator]
method Execute (line 10) | public void Execute(GeneratorContext context)
FILE: Assets/UnityCodeGen/Samples~/Tags & Layers/Editor/SortingLayersGenerator.cs
class SortingLayersGenerator (line 9) | [Generator]
method Execute (line 12) | public void Execute(GeneratorContext context)
FILE: Assets/UnityCodeGen/Samples~/Tags & Layers/Editor/TagsGenerator.cs
class TagsGenerator (line 6) | [Generator]
method Execute (line 9) | public void Execute(GeneratorContext context)
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About this extraction
This page contains the full source code of the AnnulusGames/UnityCodeGen GitHub repository, extracted and formatted as plain text for AI agents and large language models (LLMs). The extraction includes 65 files (95.6 KB), approximately 32.8k tokens, and a symbol index with 24 extracted functions, classes, methods, constants, and types. Use this with OpenClaw, Claude, ChatGPT, Cursor, Windsurf, or any other AI tool that accepts text input. You can copy the full output to your clipboard or download it as a .txt file.
Extracted by GitExtract — free GitHub repo to text converter for AI. Built by Nikandr Surkov.