using System.Collections; using System.Collections.Generic; using UnityEngine; //UI脚本内容,包括内部填入参数 public class UIInfo { private string file1; private string body1; private string body2; public string File1 { get { return file1; } set { file1 = value; } } public string Body1 { get { return body1; } set { body1 = value; } } public string Body2 { get { return body2; } set { body2 = value; } } public UIInfo(string name, string contrastKey, string path) { string key = GetUIPath.typMap[contrastKey]; file1 = string.Format("public {0} {1}", key, name); //类名 body1 = string.Format("{0} = GetComponent<{1}>(\"{2}\")", name, key, path); //获取对象 body2 = string.Format("{0} = null", name); } } public class UIBinderInfo { private string _file1; private string _body1; private string _body2; public string File1 { get { return _file1; } set { _file1 = value; } } public string Body1 { get { return _body1; } set { _body1 = value; } } public string Body2 { get { return _body2; } set { _body2 = value; } } public UIBinderInfo(string name, string contrastKey, string path) { string key = GetUIPath.typMap[contrastKey]; _body1 = ""; _body2 = ""; _file1 = ""; //file1 = string.Format("public {0} {1}", key, name); //类名 _body1 = string.Format("_compMap.Add(\"{0}\", \"{1}\")", name, path); //获取对象 _body2 = string.Format("window.{0} = window.GetComponent<{1}>(\"{2}\")", name, key, path); //获取对象 _file1 = string.Format("public {0} {1}", key, name); //定义变量 } }