#if TOOLS using System.IO; using System.Linq; using System.Text.RegularExpressions; using Godot; using File = System.IO.File; [Tool] public partial class Automation : Control { //支持后缀 private string[] suffix = { ".png", ".jpg", ".txt", ".json", ".ini", ".tscn", ".tres", ".otf", ".gdshader", ".tmx", ".tsx", ".ogg", ".mp3", ".wav", ".svg" }; //排除第一层的文件夹 private string[] exclude = { ".vscode", ".idea", ".git", ".import", ".mono", "android", "addons", ".godot" }; private string currDir = System.Environment.CurrentDirectory; private string resultStr = ""; //更新 ResourcePath private void _on_Button_pressed() { resultStr = "/// <summary>\n" + "/// 编辑器下所有资源路径, 该类为 Automation 面板下自动生成的, 请不要手动编辑!\n" + "/// </summary>\n" + "public class ResourcePath\n" + "{\n"; GD.Print("更新 ResourcePath..."); var directoryInfo = new DirectoryInfo(currDir); var directories = directoryInfo.GetDirectories(); for (int i = 0; i < directories.Length; i++) { var directory = directories[i]; if (!exclude.Contains(directory.Name)) { EachDir(directory); } } var fileInfos = directoryInfo.GetFiles(); for (var i = 0; i < fileInfos.Length; i++) { HandleFile(fileInfos[i]); } resultStr += "}"; File.WriteAllText("src/game/manager/ResourcePath.cs", resultStr); GD.Print("ResourcePath.cs 写出完成!"); } private void EachDir(DirectoryInfo directoryInfos) { var fileInfos = directoryInfos.GetFiles(); for (var i = 0; i < fileInfos.Length; i++) { HandleFile(fileInfos[i]); } var directories = directoryInfos.GetDirectories(); for (var i = 0; i < directories.Length; i++) { EachDir(directories[i]); } } private void HandleFile(FileInfo fileInfo) { if (suffix.Contains(fileInfo.Extension)) { var field = fileInfo.FullName.Substring(currDir.Length + 1); field = field.Replace("\\", "/"); var resPath = "res://" + field; field = field.Replace(".", "_"); field = field.Replace("/", "_"); field = Regex.Replace(field, "[^\\w_]", ""); resultStr += $" public const string {field} = \"{resPath}\";\n"; } } } #endif