天天看點

Lua IDE - IntelliJ IDEA+EmmyLua插件(2)

Unity API代碼提示

現在Unity API代碼提示是沒有的,因為我們還沒導入API描述的library。這個library根據你選擇的Lua中間件不同而不同,是以建議是自己導出。我的Lua中間件是SLua。這裡以SLua為例。

1.打開SLua官方自帶的Unity項目,在Slua-Editor下面,建立一個SLuaApiExporter.cs腳本:

2.輸入如下代碼:

using System;
using System.Reflection;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEditor;
using SLua;
using System.IO;
using UnityEngine;
 
namespace Slua
{
    public static class EmmyLuaApiExporter
    {
        [MenuItem("SLua/導出EmmyLuaApi", false, 14)]
        static void Gen()
        {
            string path = "./EmmyApi/";
            if (Directory.Exists(path))
            {
                Directory.Delete(path, true);
            }
            Directory.CreateDirectory(path);
            //UnityEngine
            GenAssembly("UnityEngine", path);
            //GenAssembly("UnityEngine.UI", path);
            GenCustom(path);
        }
 
        public static void GenAssembly(string name, string path)
        {
            List<string> excludeList;
            List<string> includeList;
            CustomExport.OnGetNoUseList(out excludeList);
            CustomExport.OnGetUseList(out includeList);
            Type[] types = Assembly.Load(name).GetTypes();
            foreach (Type t in types)
            {
                if (LuaCodeGen.filterType(t, excludeList, includeList))
                {
                    GenType(t, false, path);
                }
            }
        }
 
        public static void GenCustom(string path)
        {
            Type[] types = Assembly.Load("Assembly-CSharp-firstpass").GetTypes();
            foreach (Type t in types)
            {
                if (t.IsDefined(typeof(CustomLuaClassAttribute), false))
                {
                    GenType(t, true, path);
                }
            }
 
            types = Assembly.Load("Assembly-CSharp").GetTypes();
            foreach (Type t in types)
            {
                if (t.IsDefined(typeof(CustomLuaClassAttribute), false))
                {
                    GenType(t, true, path);
                }
            }
        }
        public static void GenType(Type t, bool custom, string path)
        {
            if (!CheckType(t, custom))
                return;
            //TODO System.MulticastDelegate
            var sb = new StringBuilder();
            if (!CheckType(t.BaseType, custom))
                sb.AppendFormat("---@class {0}\n", t.Name);
            else
                sb.AppendFormat("---@class {0} : {1}\n", t.Name, t.BaseType.Name);
            GenTypeField(t, sb);
            sb.AppendFormat("local {0}={{ }}\n", t.Name);
 
            GenTypeMehod(t, sb);
 
            sb.AppendFormat("{0}.{1} = {2}", t.Namespace, t.Name, t.Name);
 
            File.WriteAllText(path + t.FullName + ".lua", sb.ToString(), Encoding.UTF8);
        }
 
        static bool CheckType(Type t, bool custom)
        {
            if (t == null)
                return false;
            if (t == typeof(System.Object))
                return false;
            if (t.IsGenericTypeDefinition)
                return false;
            if (t.IsDefined(typeof(ObsoleteAttribute), false))
                return false;
            if (t == typeof(YieldInstruction))
                return false;
            if (t == typeof(Coroutine))
                return false;
            if (t.IsNested)
                return false;
            if (custom && !t.IsDefined(typeof(CustomLuaClassAttribute), false))
                return false;
            return true;
        }
 
        public static void GenTypeField(Type t, StringBuilder sb)
        {
            FieldInfo[] fields = t.GetFields(BindingFlags.Public | BindingFlags.Static | BindingFlags.Instance | BindingFlags.DeclaredOnly);
            foreach(var field in fields)
            {
                if (field.IsDefined(typeof(DoNotToLuaAttribute), false))
                    continue;
                sb.AppendFormat("---@field public {0} {1}\n", field.Name, GetLuaType(field.FieldType));
            }
            PropertyInfo[] properties = t.GetProperties(BindingFlags.Public | BindingFlags.Static | BindingFlags.Instance | BindingFlags.DeclaredOnly);
            foreach (var pro in properties)
            {
                if (pro.IsDefined(typeof(DoNotToLuaAttribute), false))
                    continue;
                sb.AppendFormat("---@field public {0} {1}\n", pro.Name, GetLuaType(pro.PropertyType));
            }
        }
 
        public static void GenTypeMehod(Type t, StringBuilder sb)
        {
            MethodInfo[] methods = t.GetMethods(BindingFlags.Public | BindingFlags.Static | BindingFlags.Instance | BindingFlags.DeclaredOnly);
            foreach (var method in methods)
            {
                if (method.IsGenericMethod)
                    continue;
                if (method.IsDefined(typeof(DoNotToLuaAttribute), false))
                    continue;
                if(method.Name.StartsWith("get_") || method.Name.StartsWith("set_"))
                    continue;
                sb.AppendLine("---@public");
                var paramstr = new StringBuilder();
                foreach (var param in method.GetParameters())
                {
                    sb.AppendFormat("---@param {0} {1}\n", param.Name, GetLuaType(param.ParameterType));
                    if (paramstr.Length != 0)
                    {
                        paramstr.Append(", ");
                    }
                    paramstr.Append(param.Name);
                }
                sb.AppendFormat("---@return {0}\n", method.ReturnType == null ? "void" : GetLuaType(method.ReturnType));
                if( method.IsStatic)
                {
                    sb.AppendFormat("function {0}.{1}({2}) end\n", t.Name, method.Name, paramstr);
                }
                else
                {
                    sb.AppendFormat("function {0}:{1}({2}) end\n", t.Name, method.Name, paramstr);
                }
            }
        }
 
        static string GetLuaType(Type t)
        {
            if (t.IsEnum
                //|| t == typeof(ulong)
                //|| t == typeof(long)
                //|| t == typeof(int)
                //|| t == typeof(uint)
                //|| t == typeof(float)
                || t == typeof(double)
                //|| t == typeof(byte)
                //|| t == typeof(ushort)
                //|| t == typeof(short)
                )
                return "number";
            if (t == typeof(bool))
                return "bool";
            if (t == typeof(string))
                return "string";
            if (t == typeof(void))
                return "void";
 
            return t.Name;
        }
    }
}

      

3.在Unity編輯器中點選SLua-導出EmmyLuaApi

Lua IDE - IntelliJ IDEA+EmmyLua插件(2)

4.看到Unity工程項目會多出一個EmmyApi檔案夾

5.将其打包成zip檔案(注意不能是rar、7z其它壓縮格式!)

Lua IDE - IntelliJ IDEA+EmmyLua插件(2)

6.在IDEA中點選File-Project Structure,Modules-選擇我們的Modules-Dependencies,+号-Library-Lua Zip Library,選擇我們剛才打包的zip檔案。然後一直OK儲存就行了。

Lua IDE - IntelliJ IDEA+EmmyLua插件(2)

7.測試Unity API提示功能:

Lua IDE - IntelliJ IDEA+EmmyLua插件(2)

成功!

其它功能

代碼跳轉:

Lua IDE - IntelliJ IDEA+EmmyLua插件(2)

智能重命名:

Lua IDE - IntelliJ IDEA+EmmyLua插件(2)

後續

本教程就到這裡結束了,但是該插件還有許多有用的功能,可以自行探索,也可以加入EmmyLua的官方QQ群:29850775。群裡面有許多教程,本文所用的API導出代碼也是從群檔案裡拿出來改的。

github:

https://github.com/tangzx/IntelliJ-EmmyLua

oschina:

http://git.oschina.net/tangzx/IntelliJ-Lua

IDEA Plugins :

https://plugins.jetbrains.com/plugin/9768-emmylua

最後感謝EmmyLua的作者們無私開源編寫了這個強大的插件。