修改 Unity C#腳本模板
腳本模板的路徑:
Window
Unity安裝目錄\Editor\Data\Resources\ScriptTemplates\81-C# Script-NewBehaviourScript.cs.txt
Mac
Unity.app/Contents/Resources/ScriptTemplates/81-C# Script-NewBehaviourScript.cs.txt
C#模板
81-C# Script-NewBehaviourScript.cs.txt
/*************************************************************************
* Copyright ? 2018-2020 #AUTHORNAME#. All rights reserved.
*------------------------------------------------------------------------
* File : #SCRIPTNAME#.cs
* Author : #AUTHORNAME#
* Date : #CREATETIME#
* Description :
*************************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Tackor(修改為你的命名空間) {
public class #SCRIPTNAME# : MonoBehaviour {
// Use this for initialization
void Start () {
#NOTRIM#
}
// Update is called once per frame
void Update () {
#NOTRIM#
}
}
}
并在項(xiàng)目的Editor文件夾下創(chuàng)建以下腳本
TKCodeEditor.cs
using System.IO;
namespace Tackor.Editor.Code {
public class TKCodeEditor : UnityEditor.AssetModificationProcessor {
public const string authorName = "tackor(修改為你自己的名稱即可)";
public static void OnWillCreateAsset(string path) {
path = path.Replace(".meta", "");
if (path.ToLower().EndsWith(".cs")) {
string content = File.ReadAllText(path);
content = content.Replace("#AUTHORNAME#", authorName);
content = content.Replace("#CREATETIME#", System.DateTime.Now.ToShortDateString());
File.WriteAllText(path, content);
}
}
}
}
注意:
在創(chuàng)建新腳本之前,需要先將腳本
TKCodeEditor.cs拖入到工程目錄下的Editor(如果沒(méi)有就自己創(chuàng)建一個(gè)命名為Editor的文件夾)目錄中去