Files
daluandou/.codely.packages/cn.tuanjie.codely.bridge@1.0.85-785dea6a/Editor/Bridge/Tools/ScriptFix/ScriptSyntaxUtils.cs
T
huadexuan 53d95802e5 ```
feat(gameplay): 更新单位属性和材质配置

- 调整多个单位的基础生命值和攻击力数值平衡
- 修改CoreBattleGround材质的纹理缩放比例
- 更新地砖材质颜色为白色
- 优化纹理资源设置,调整最大纹理尺寸并添加PlayableAds平台支持
- 修复弓箭手技能目标查找逻辑,改用统一的敌人检测方法
- 为水晶矿添加中立阵营设置和光球视觉效果同步
- 调整预制体中的全局缩放参数
- 为狼人和石巨人添加NavMeshAgent组件支持
- 优化水晶矿血条显示位置计算方式
```
2026-09-20 21:52:31 +08:00

42 lines
1.7 KiB
C#

using System.Linq;
using Codely.Microsoft.CodeAnalysis;
using Codely.Microsoft.CodeAnalysis.CSharp;
using Codely.Microsoft.CodeAnalysis.CSharp.Syntax;
using Codely.Microsoft.CodeAnalysis.Text;
using SyntaxTree = Codely.Microsoft.CodeAnalysis.SyntaxTree;
namespace UnityTcp.Editor.Tools
{
internal static class ScriptSyntaxUtils
{
internal static SyntaxTree InsertTextAtLocation(this SyntaxTree tree, Location location, string text)
{
var lineSpan = location.GetLineSpan().Span;
var sourceText = SourceText.From(tree.ToString());
var position = sourceText.Lines.GetPosition(lineSpan.Start);
var newSource = tree.ToString().Insert(position, text);
return SyntaxFactory.ParseSyntaxTree(newSource);
}
internal static SyntaxTree AddUsingAliasDirective(this SyntaxTree tree, string namespaceName, string aliasName)
{
if (!(tree.GetRoot() is CompilationUnitSyntax root))
return tree;
bool exists = root.Usings.Any(u =>
u.Name.ToString() == namespaceName && u.Alias?.Name.ToString() == aliasName);
if (exists)
return tree;
var usingDirective = SyntaxFactory
.UsingDirective(SyntaxFactory.ParseName(namespaceName))
.WithAlias(SyntaxFactory.NameEquals(SyntaxFactory.IdentifierName(aliasName)))
.NormalizeWhitespace()
.WithTrailingTrivia(SyntaxFactory.CarriageReturnLineFeed);
var newRoot = root.AddUsings(usingDirective).NormalizeWhitespace();
return CSharpSyntaxTree.Create(newRoot);
}
}
}