uloop-execute-dynamic-code
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Chineseuloop execute-dynamic-code
uloop execute-dynamic-code
Execute C# code dynamically in Unity Editor.
在Unity Editor中动态执行C#代码。
Usage
使用方法
bash
uloop execute-dynamic-code --code '<c# code>'bash
uloop execute-dynamic-code --code '<c# code>'Parameters
参数
| Parameter | Type | Description |
|---|---|---|
| string | C# code to execute (direct statements, no class wrapper) |
| boolean | Compile without execution |
| boolean | Auto-qualify Unity types |
| 参数 | 类型 | 说明 |
|---|---|---|
| string | 要执行的C#代码(直接写语句,无需类包装) |
| boolean | 仅编译不执行 |
| boolean | 自动限定Unity类型 |
Code Format
代码格式
Write direct statements only (no classes/namespaces/methods). Return is optional.
csharp
// Using directives at top are hoisted
using UnityEngine;
var x = Mathf.PI;
return x;只需编写直接执行的语句(无需类/命名空间/方法)。返回值可选。
csharp
// 顶部的using指令会被提升
using UnityEngine;
var x = Mathf.PI;
return x;String Literals (Shell-specific)
字符串字面量(Shell相关)
| Shell | Method |
|---|---|
| bash/zsh/MINGW64/Git Bash | |
| PowerShell | |
| Shell环境 | 写法 |
|---|---|
| bash/zsh/MINGW64/Git Bash | |
| PowerShell | |
Allowed Operations
允许的操作
- Prefab/material wiring (PrefabUtility)
- AddComponent + reference wiring (SerializedObject)
- Scene/hierarchy edits
- Inspector modifications
- 预制件/材质关联(PrefabUtility)
- 添加组件 + 引用关联(SerializedObject)
- 场景/层级编辑
- 检视面板修改
Forbidden Operations
禁止的操作
- System.IO.* (File/Directory/Path)
- AssetDatabase.CreateFolder / file writes
- Create/edit .cs/.asmdef files
- System.IO.*(文件/目录/路径相关操作)
- AssetDatabase.CreateFolder / 文件写入
- 创建/编辑.cs/.asmdef文件
Examples
示例
bash / zsh / MINGW64 / Git Bash
bash / zsh / MINGW64 / Git Bash
bash
uloop execute-dynamic-code --code 'return Selection.activeGameObject?.name;'
uloop execute-dynamic-code --code 'new GameObject("MyObject");'
uloop execute-dynamic-code --code 'UnityEngine.Debug.Log("Hello from CLI!");'bash
uloop execute-dynamic-code --code 'return Selection.activeGameObject?.name;'
uloop execute-dynamic-code --code 'new GameObject("MyObject");'
uloop execute-dynamic-code --code 'UnityEngine.Debug.Log("Hello from CLI!");'PowerShell
PowerShell
powershell
uloop execute-dynamic-code --code 'return Selection.activeGameObject?.name;'
uloop execute-dynamic-code --code 'new GameObject(""MyObject"");'
uloop execute-dynamic-code --code 'UnityEngine.Debug.Log(""Hello from CLI!"");'powershell
uloop execute-dynamic-code --code 'return Selection.activeGameObject?.name;'
uloop execute-dynamic-code --code 'new GameObject(""MyObject"");'
uloop execute-dynamic-code --code 'UnityEngine.Debug.Log(""Hello from CLI!"");'Output
输出
Returns JSON with execution result or compile errors.
返回包含执行结果或编译错误的JSON数据。
Notes
注意事项
For file/directory operations, use terminal commands instead.
如需进行文件/目录操作,请使用终端命令。
Code Examples by Category
按分类划分的代码示例
For detailed code examples, refer to these files:
- Prefab operations: See examples/prefab-operations.md
- Create prefabs, instantiate, add components, modify properties
- Material operations: See examples/material-operations.md
- Create materials, set shaders/textures, modify properties
- Asset operations: See examples/asset-operations.md
- Find/search assets, duplicate, move, rename, load
- ScriptableObject: See examples/scriptableobject.md
- Create ScriptableObjects, modify with SerializedObject
- Scene operations: See examples/scene-operations.md
- Create/modify GameObjects, set parents, wire references, load scenes
如需查看详细代码示例,请参考以下文件:
- 预制件操作:查看 examples/prefab-operations.md
- 创建预制件、实例化、添加组件、修改属性
- 材质操作:查看 examples/material-operations.md
- 创建材质、设置着色器/纹理、修改属性
- 资源操作:查看 examples/asset-operations.md
- 查找/搜索资源、复制、移动、重命名、加载
- ScriptableObject:查看 examples/scriptableobject.md
- 创建ScriptableObject、借助SerializedObject修改
- 场景操作:查看 examples/scene-operations.md
- 创建/修改GameObject、设置父对象、关联引用、加载场景