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[英]How can I take all the elements / fields from a Listbox (in C#) and put them into a DataTable?
[英]UNITY, How can I get all properties from another C# class and put them into an enum
我有兩節課:
public class Stats : MonoBehaviour
{
// Primary Stats
public int strength;
public int agility;
public int intellect;
public int stamina;
public int spirit;
}
和
public class EquipmentProperties : ItemProperties
{
public Stats stats;
}
public enum Stats
{//variables from "Stats" class to be in this enum
}
我正在嘗試從 Stats class 中獲取所有變量,而無需手動輸入它們。
“我正在嘗試從 Stats class 中獲取所有變量,而無需手動輸入它們”
枚舉必須在編譯時指定,您不能在運行時動態添加枚舉。 如果您想使用 class 變量動態建立枚舉字段,請猜測因為Stats
class 可能會隨着應用程序的開發而改變,您需要將該枚舉存儲在某處,因為如果不是,您需要訪問以下字段動態枚舉根據設置枚舉的通用方式,以一種沒有多大意義的元編程模板方式。
因此,隨着您的問題而來的是我猜如何存儲該枚舉以供以后使用的問題。 為此,您可以檢查EnumBuilder class 。
擴展該示例,您可以根據特定的Stats
class 構建枚舉,如下所示:
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Reflection.Emit;
public class Stats
{
// Primary Stats
public int strength;
public int agility;
public int intellect;
public int stamina;
public int spirit;
}
class Example
{
public static List<string> getFields(Type type) {
var propertyValues = type.GetFields();
var result = new Stats[propertyValues.Length];
var retStr = new List<string>();
for (int i = 0; i < propertyValues.Length; i++) {
retStr.Add(propertyValues[i].Name);
}
return retStr;
}
public static void Main() {
// Get the current application domain for the current thread.
AppDomain currentDomain = AppDomain.CurrentDomain;
// Create a dynamic assembly in the current application domain,
// and allow it to be executed and saved to disk.
AssemblyName aName = new AssemblyName("TempAssembly");
AssemblyBuilder ab = currentDomain.DefineDynamicAssembly(
aName, AssemblyBuilderAccess.RunAndSave);
// Define a dynamic module in "TempAssembly" assembly. For a single-
// module assembly, the module has the same name as the assembly.
ModuleBuilder mb = ab.DefineDynamicModule(aName.Name, aName.Name + ".dll");
// Define a public enumeration with the name "Elevation" and an
// underlying type of Integer.
EnumBuilder eb = mb.DefineEnum("Stats", TypeAttributes.Public, typeof(int));
int fieldCount = 0;
getProperties(typeof(Stats)).ForEach(field => {
eb.DefineLiteral(field, fieldCount);
fieldCount++;
});
// Define two members, "High" and "Low".
//eb.DefineLiteral("Low", 0);
//eb.DefineLiteral("High", 1);
// Create the type and save the assembly.
Type finished = eb.CreateType();
ab.Save(aName.Name + ".dll");
foreach (object o in Enum.GetValues(finished)) {
Console.WriteLine("{0}.{1} = {2}", finished, o, ((int)o));
}
Console.ReadLine();
}
}
Output:
Stats.strength = 0
Stats.agility = 1
Stats.intellect = 2
Stats.stamina = 3
Stats.spirit = 4
這當然不是您直接要求的,因為它不是自動的,但我建議使用Dictionary<Stats, int>
並執行例如
public class StatsComponent : MonoBehaviour
{
// Make these only assignable via the Inspector
[SerializeField] private int strength;
[SerializeField] private int agility;
[SerializeField] private int intellect;
[SerializeField] private int stamina;
[SerializeField] private int spirit;
public readonly Dictionary<Stats, int> stats = new Dictionary<Stats, int>();
private void Awake ()
{
// Initialize once with values from the Inspector
stats.Add(Stats.Strength, strength);
stats.Add(Stats.Agility, agility);
stats.Add(Stats.Intellect, intellect);
stats.Add(Stats.Stamina, stamina);
stats.Add(Stats.Spirit, spirit);
}
}
public enum Stats
{
Strength,
Agility,
Intellect,
Stamina,
Spirit
}
當然,有一些方法可以通過反射實現自動化,但我相信它會給你帶來更多的頭痛和問題,然后它正在解決——這當然只是一種觀點。
如果您不想輸入兩次內容,則可以通過索引或字符串代替枚舉而不是 go,例如使用SerializedDictionary
您可以簡單地擁有一個
public SerializedDictionary<string, int> stats;
並將其填寫在 Inspector 中,並且根本沒有您的字段。
但是,如果您仍然希望在此答案之上以最少的努力實現自動化,我將其作為一個工具 EditorWindow,您可以直接在 Unity 中使用。
只需將此腳本放在項目中的任何位置即可。
#if UNITY_EDITOR
using System;
using System.IO;
using System.Linq;
using System.Text;
using UnityEditor;
using UnityEngine;
public class EnumGeneratorWindow : EditorWindow
{
// This is of course optional but I thought it makes sense to filer for a specific field type
private enum FieldType
{
Int,
Float,
Bool,
// more could of course be added
}
private MonoScript sourceScript;
private MonoScript targetScript;
private FieldType fieldType;
private Type GetFieldType()
{
return fieldType switch
{
FieldType.Int => typeof(int),
FieldType.Float => typeof(float),
FieldType.Bool => typeof(bool),
// according to the enum add more cases
_ => null
};
}
[MenuItem("Window/ENUM GENERATOR")]
private static void Init()
{
var window = GetWindow<EnumGeneratorWindow>();
window.Show();
}
private void OnGUI()
{
EditorGUILayout.LabelField("ENUM GENERATOR", EditorStyles.boldLabel);
sourceScript = EditorGUILayout.ObjectField("Source", sourceScript, typeof(MonoScript), false) as MonoScript;
if (!sourceScript)
{
EditorGUILayout.HelpBox("Reference the script where to fetch the fields from", MessageType.None, true);
return;
}
var sourceType = sourceScript.GetClass();
if (sourceType == null)
{
EditorGUILayout.HelpBox("Could not get Type from source file!", MessageType.Error, true);
return;
}
targetScript = EditorGUILayout.ObjectField("Target", targetScript, typeof(MonoScript), false) as MonoScript;
if (!targetScript)
{
EditorGUILayout.HelpBox("Reference the script where write the generated enum to", MessageType.None, true);
return;
}
if (targetScript == sourceScript)
{
EditorGUILayout.HelpBox("The source and target script should probably rather not be the same file ;)", MessageType.Error, true);
return;
}
var targetType = targetScript.GetClass();
if (targetType == null)
{
EditorGUILayout.HelpBox("Could not get Type from target file!", MessageType.Error, true);
return;
}
fieldType = (FieldType)EditorGUILayout.EnumPopup("Field Type", fieldType);
EditorGUILayout.Space();
EditorGUILayout.LabelField("Preview", EditorStyles.boldLabel);
var fields = sourceType.GetFields().Where(f => f.FieldType == GetFieldType()).Select(f => f.Name).ToArray();
var fileContent = new StringBuilder("public enum ").Append(targetType.Name).Append(" { ");
for (var i = 0; i < fields.Length; i++)
{
if (i != 0)
{
fileContent.Append(", ");
}
fileContent.Append(fields[i]);
}
fileContent.Append(" }");
EditorGUILayout.LabelField(fileContent.ToString());
var color = GUI.color;
GUI.color = Color.red;
GUILayout.BeginVertical();
{
EditorGUILayout.LabelField("! DANGER ZONE !", EditorStyles.boldLabel);
EditorGUILayout.Space();
if (GUILayout.Button("GENERATE ENUM"))
{
var targetID = targetScript.GetInstanceID();
// e.g. Assets/SomeFolder/MyStats.cs
var targetAssetPath = AssetDatabase.GetAssetPath(targetID);
// just as a safety net
if (EditorUtility.DisplayDialog("Generate and overwrite with enum?", $"Attention\n\nThis will overwrite any content of {targetAssetPath} with the new content.\n\nAre you sure?", "Yes generate", "OMG NO! Cancel this!"))
{
// a bit of a hack but we need to convert the Unity asset path into a valid system path by erasing one duplicate "Assets"
var pathParts = targetAssetPath.Split('/').ToArray();
// overwrite the "Assets" with the full path to Assets
pathParts[0] = Application.dataPath;
// re-combine all path parts but this time use the according system file path separator char
var targetSystemPath = Path.Combine(pathParts);
// Write the content into the file via the normal file IO
File.WriteAllText(targetSystemPath, fileContent.ToString());
// trigger a refresh so unity re-loads and re-compiles
AssetDatabase.Refresh();
}
}
}
GUILayout.EndVertical();
GUI.color = color;
}
}
#endif
這個怎么運作:
MonoBehaviour
腳本拖入“Source”這是一個小演示;)
我剛開始使用Example.cs
public class Example : MonoBehaviour
{
public int someInt, anotherInt;
public float someFloat, anotherFloat, andOnMore;
public bool someBool, yetAnotherBool;
}
和ExampleEnum.cs
public enum ExampleEnum
{
}
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