新增数值系统

This commit is contained in:
MuHua-123
2025-10-09 12:20:45 +08:00
parent 7230db792c
commit 1b017de1ba
46 changed files with 2295 additions and 2 deletions
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using UnityEditor;
using MuHua;
using PlasticGui;
namespace MuHuaEditor {
/// <summary>
/// 数值容器 - UI面板
/// </summary>
public class UIValueContainerConst : ModuleUIPanel, UIControl {
/// <summary> 模板资源 </summary>
public VisualTreeAsset templateAsset;
/// <summary> 数值列表 </summary>
public ValueContainerConst container;
/// <summary> 项目列表 </summary>
public ModuleUIItems<UIItem, ValueInstanceConst> items;
/// <summary> 列表拖拽 </summary>
public UIValueContainerConstDrag valueContainerConstDrag;
public UIValueContainerConst(VisualElement element, VisualTreeAsset templateAsset) : base(element) {
this.templateAsset = templateAsset;
items = new ModuleUIItems<UIItem, ValueInstanceConst>(element, templateAsset,
(data, element) => new UIItem(data, element, this));
valueContainerConstDrag = new UIValueContainerConstDrag(element, templateAsset);
}
public void Update() => valueContainerConstDrag.Update();
public void Dispose() => items.Release();
/// <summary> 初始化 </summary>
public void Initial(ValueContainerConst container) {
this.container = container;
items.Create(container.instances);
valueContainerConstDrag.Initial(container);
}
/// <summary> 设置值 </summary>
public void Settings(VisualElement element, ValueInstanceConst value) {
valueContainerConstDrag.Settings(element, value);
}
/// <summary> UI项 </summary>
public class UIItem : ModuleUIItem<ValueInstanceConst> {
public UIValueContainerConst parent;
public UIAttributePanel attributePanel;
public Label Range => Q<Label>("Range");
public TextField Name => Q<TextField>("Name");
public EnumField Type => Q<EnumField>("Type");
public FloatField Base => Q<FloatField>("Base");
public Toggle Boolean => Q<Toggle>("Boolean");
public UIItem(ValueInstanceConst value, VisualElement element) : base(value, element) {
Initial();
}
public UIItem(ValueInstanceConst value, VisualElement element, UIValueContainerConst parent) : base(value, element) {
this.parent = parent;
Initial();
element.RegisterCallback<MouseDownEvent>(MouseDownEvent);
}
private void Initial() {
Name.SetValueWithoutNotify(value.name);
Type.Init(value.type);
Base.SetValueWithoutNotify(value.baseValue);
Boolean.value = value.baseValue == value.maxValue;
VisualElement temp = value.type == ValueType.Boolean ? Base : Boolean;
temp.style.display = DisplayStyle.None;
string symbol = value.type == ValueType.Percentage ? "%" : "";
Range.text = $"{value.minValue}{symbol} ~ {value.maxValue}{symbol}";
Name.RegisterCallback<FocusOutEvent>(evt => ModifyName());
Type.RegisterValueChangedCallback(evt => ModifyType((ValueType)evt.newValue));
Base.RegisterCallback<FocusOutEvent>(evt => ModifyValue());
Boolean.RegisterValueChangedCallback(evt => ModifyBoolean());
}
private void MouseDownEvent(MouseDownEvent evt) => parent.Settings(element, value);
/// <summary> 修改名字 </summary>
private void ModifyName() { value.name = Name.value; Dirty(); }
/// <summary> 修改类型 </summary>
private void ModifyType(ValueType type) {
if (type == ValueType.Float) { value.InitialFloat(); }
if (type == ValueType.Integer) { value.InitialInteger(); }
if (type == ValueType.Boolean) { value.InitialBoolean(); }
if (type == ValueType.Percentage) { value.InitialPercentage(); }
VisualElement temp = value.type == ValueType.Boolean ? Base : Boolean;
temp.style.display = DisplayStyle.None;
Dirty();
}
/// <summary> 修改默认值 </summary>
private void ModifyValue() { value.baseValue = Base.value; Dirty(); }
/// <summary> 修改布尔值 </summary>
private void ModifyBoolean() { value.baseValue = Boolean.value ? value.maxValue : value.minValue; Dirty(); }
/// <summary> 保存资源 </summary>
private void Dirty() {
EditorUtility.SetDirty(value);
AssetDatabase.SaveAssets();
}
}
}
public class UIValueContainerConstDrag : ModuleUIPanel, UIControl {
/// <summary> 模板资源 </summary>
public VisualTreeAsset templateAsset;
/// <summary> 偏移位置 </summary>
public Vector2 mouseOffset;
/// <summary> 鼠标偏移 </summary>
public Vector2 mousePosition;
/// <summary> 位置偏移 </summary>
public Vector2 positionOffset;
/// <summary> 移动目标 </summary>
public VisualElement moving;
/// <summary> 拖拽预览 </summary>
public VisualElement preview;
/// <summary> 项目预览 </summary>
public UIValueContainerConst.UIItem previewItem;
/// <summary> 数值列表 </summary>
public ValueContainerConst container;
public UIValueContainerConstDrag(VisualElement element, VisualTreeAsset templateAsset) : base(element) {
this.templateAsset = templateAsset;
element.RegisterCallback<MouseUpEvent>(MouseUpEvent);
element.RegisterCallback<MouseLeaveEvent>(MouseUpEvent);
element.RegisterCallback<MouseMoveEvent>(MouseMoveEvent);
}
private void MouseUpEvent(EventBase evt) {
if (preview == null) { return; }
preview.parent.Remove(preview);
preview = null;
moving.EnableInClassList("value-hide", false);
if (previewItem != null) { previewItem.Dispose(); }
EditorUtility.SetDirty(container);
AssetDatabase.SaveAssets();
}
private void MouseMoveEvent(MouseMoveEvent evt) {
mousePosition = evt.mousePosition;
}
public void Update() {
if (preview == null) { return; }
preview.transform.position = positionOffset + mousePosition - mouseOffset;
int insertIndex = GetInsertIndex(element, preview);
int oldIndex = element.IndexOf(moving);
// 修正插入索引
if (insertIndex > oldIndex) insertIndex--;
if (oldIndex != insertIndex) { MovePreviewElement(oldIndex, insertIndex); }
}
public void Dispose() {
// throw new System.NotImplementedException();
}
/// <summary> 初始化 </summary>
public void Initial(ValueContainerConst container) {
this.container = container;
}
/// <summary> 设置值 </summary>
public void Settings(VisualElement moving, ValueInstanceConst value) {
this.moving = moving;
moving.EnableInClassList("value-hide", true);
preview = templateAsset.Instantiate();
previewItem = new UIValueContainerConst.UIItem(value, preview);
element.Add(preview);
preview.EnableInClassList("value-preview", true);
// Debug.Log($"{preview.transform.position} , {preview.worldBound.position} , {moving.worldBound.position}");
mouseOffset = mousePosition;
// preview.transform.position的默认值
positionOffset = moving.worldBound.position - preview.worldBound.position;
}
/// <summary> 获取插入索引 </summary>
private int GetInsertIndex(VisualElement parent, VisualElement preview) {
Vector2 previewCenter = preview.worldBound.center;
int insertIndex = 0;
for (int i = 0; i < parent.childCount - 1; i++) {
VisualElement child = parent[i];
if (child == preview) continue;
if (previewCenter.y - 10 < child.worldBound.center.y) { insertIndex = i; break; }
insertIndex = i + 1;
}
return insertIndex;
}
/// <summary> 移动预览元素到新位置 </summary>
private void MovePreviewElement(int oldIndex, int newIndex) {
VisualElement temp = element[oldIndex];
element.Insert(newIndex, temp);
ValueInstanceConst instanceConst = container.instances[oldIndex];
container.instances.RemoveAt(oldIndex);
container.instances.Insert(newIndex, instanceConst);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using UnityEditor;
using MuHua;
namespace MuHuaEditor {
/// <summary>
/// 数值实例 - UI面板
/// </summary>
public class UIValueInstanceConst : ModuleUIPanel {
private ValueInstanceConst value;
public TextField Name => Q<TextField>("Name");
public EnumField Type => Q<EnumField>("Type");
public FloatField Min => Q<FloatField>("Min");
public FloatField Max => Q<FloatField>("Max");
public FloatField Base => Q<FloatField>("Base");
public Toggle Boolean => Q<Toggle>("Boolean");
public UIValueInstanceConst(ValueInstanceConst value, VisualElement element) : base(element) {
this.value = value;
Name.SetValueWithoutNotify(value.name);
Type.Init(value.type);
Min.SetValueWithoutNotify(value.minValue);
Max.SetValueWithoutNotify(value.maxValue);
Base.SetValueWithoutNotify(value.baseValue);
Boolean.value = value.baseValue == value.maxValue;
VisualElement temp = value.type == ValueType.Boolean ? Base : Boolean;
temp.style.display = DisplayStyle.None;
Name.RegisterCallback<FocusOutEvent>(evt => ModifyName());
Type.RegisterValueChangedCallback(evt => ModifyType((ValueType)evt.newValue));
Min.RegisterCallback<FocusOutEvent>(evt => ModifyMin());
Max.RegisterCallback<FocusOutEvent>(evt => ModifyMax());
Base.RegisterCallback<FocusOutEvent>(evt => ModifyValue());
Boolean.RegisterValueChangedCallback(evt => ModifyBoolean());
}
/// <summary> 修改名字 </summary>
private void ModifyName() { value.name = Name.value; Dirty(); }
/// <summary> 修改类型 </summary>
private void ModifyType(ValueType type) {
if (type == ValueType.Float) { value.InitialFloat(); }
if (type == ValueType.Integer) { value.InitialInteger(); }
if (type == ValueType.Boolean) { value.InitialBoolean(); }
if (type == ValueType.Percentage) { value.InitialPercentage(); }
VisualElement temp = value.type == ValueType.Boolean ? Base : Boolean;
temp.style.display = DisplayStyle.None;
Dirty();
}
/// <summary> 修改最小值 </summary>
private void ModifyMin() { value.minValue = Min.value; Dirty(); }
/// <summary> 修改最大值 </summary>
private void ModifyMax() { value.maxValue = Max.value; Dirty(); }
/// <summary> 修改默认值 </summary>
private void ModifyValue() { value.baseValue = Base.value; Dirty(); }
/// <summary> 修改布尔值 </summary>
private void ModifyBoolean() { value.baseValue = Boolean.value ? value.maxValue : value.minValue; Dirty(); }
/// <summary> 保存资源 </summary>
private void Dirty() {
EditorUtility.SetDirty(value);
AssetDatabase.SaveAssets();
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using UnityEditor;
namespace MuHuaEditor {
/// <summary>
/// 数值容器 - 自定义编辑器
/// </summary>
[CustomEditor(typeof(ValueContainerConst))]
public class ValueContainerConstEditor : ModuleUIEditor<ValueContainerConst> {
public VisualTreeAsset ValueTemplate = default;
private UIValueContainerConst valueContainer;
public VisualElement ValueList => Q<VisualElement>("ValueList");
public Button Button1 => Q<Button>("Button1");// 创建属性
public Button Button2 => Q<Button>("Button2");// 删除全部
public override void Initial() {
valueContainer = new UIValueContainerConst(ValueList, ValueTemplate);
valueContainer.Initial(value);
AddControl(valueContainer);
Button1.clicked += GenerateAttribute;
Button2.clicked += DeleteInstance;
}
/// <summary> 创建属性实例 </summary>
private void GenerateAttribute() {
ValueInstanceConst instance = CreateInstance<ValueInstanceConst>();
instance.container = value;
// 加入容器
value.instances.Add(instance);
AssetDatabase.AddObjectToAsset(instance, value);
EditorUtility.SetDirty(instance);
EditorUtility.SetDirty(value);
AssetDatabase.SaveAssets();
}
/// <summary> 删除全部实例 </summary>
private void DeleteInstance() {
for (int i = value.instances.Count; i-- > 0;) {
ValueInstanceConst instance = value.instances[i];
value.instances.Remove(instance);
Undo.DestroyObjectImmediate(instance);
}
EditorUtility.SetDirty(value);
AssetDatabase.SaveAssets();
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using UnityEditor;
namespace MuHuaEditor {
/// <summary>
/// 数值实例 - 自定义编辑器
/// </summary>
[CustomEditor(typeof(ValueInstanceConst))]
public class ValueInstanceConstEditor : ModuleUIEditor<ValueInstanceConst> {
public UIValueInstanceConst valueInstance;
public Button Delete => Q<Button>("Delete");
public override void Initial() {
valueInstance = new UIValueInstanceConst(value, Element);
Delete.clicked += DeleteInstance;
}
/// <summary> 删除实例 </summary>
private void DeleteInstance() {
ValueContainerConst container = value.container;
container?.instances.Remove(value);
EditorUtility.SetDirty(container);
Undo.DestroyObjectImmediate(value);
AssetDatabase.SaveAssets();
}
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 数值容器
/// </summary>
public class ValueContainer {
/// <summary> 数值字典 </summary>
public Dictionary<string, ValueInstance> dictionary = new Dictionary<string, ValueInstance>();
/// <summary> 所引器 </summary>
public ValueInstance this[string id] => dictionary[id];
/// <summary> 循环集合 </summary>
public void ForEach(Action<string, ValueInstance> action) {
foreach (var item in dictionary) { action?.Invoke(item.Key, item.Value); }
}
/// <summary> 添加数值 </summary>
public void AddInstance(ValueType type, string name) {
var instance = new ValueInstance(type, name);
AddInstance(instance);
}
/// <summary> 添加数值 </summary>
public void AddInstance(ValueInstance instance) {
if (dictionary.ContainsKey(instance.name)) { return; }
dictionary.Add(instance.name, instance);
}
/// <summary> 重新计算值 </summary>
public void RecalculateValue() {
foreach (var item in dictionary) { item.Value.RecalculateValue(); }
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 数值容器 - 常量
/// </summary>
[CreateAssetMenu(menuName = "MuHua/数值模块/数值容器")]
public class ValueContainerConst : ScriptableObject {
/// <summary> 属性列表 </summary>
[HideInInspector]
public List<ValueInstanceConst> instances = new List<ValueInstanceConst>();
/// <summary> 转换数据 </summary>
public ValueContainer To() {
ValueContainer container = new ValueContainer();
instances.ForEach(obj => container.AddInstance(obj.To()));
return container;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 数值实例
/// </summary>
public class ValueInstance {
/// <summary> 数值类型 </summary>
public readonly ValueType type;
/// <summary> 数值名称 </summary>
public readonly string name;
/// <summary> 最小值 </summary>
public float minValue;
/// <summary> 最大值 </summary>
public float maxValue;
/// <summary> 基础值 </summary>
public float baseValue;
/// <summary> 附加值% </summary>
public float addedValue;
/// <summary> 当前值 </summary>
public float currentValue;
/// <summary> 最终数值 </summary>
public float value;
/// <summary> 修改器列表 </summary>
public List<ValueModifier> modifiers = new List<ValueModifier>();
/// <summary> 是布尔值 </summary>
public bool isBoolean => type == ValueType.Boolean && value == maxValue;
public ValueInstance(ValueType type, string name) {
this.type = type;
this.name = name;
if (type == ValueType.Float) { minValue = 0; maxValue = float.MaxValue; }
if (type == ValueType.Integer) { minValue = 0; maxValue = float.MaxValue; }
if (type == ValueType.Boolean) { minValue = 0; maxValue = 1; }
if (type == ValueType.Percentage) { minValue = 0; maxValue = 100; }
}
/// <summary> 添加修改器 </summary>
public void AddModifier(ValueModifier modifier, bool isUpdate) {
modifiers.Add(modifier);
if (isUpdate) { RecalculateValue(); }
}
/// <summary> 添加修改器 </summary>
public void AddModifier(List<ValueModifier> modifier, bool isUpdate) {
modifiers.AddRange(modifier);
if (isUpdate) { RecalculateValue(); }
}
/// <summary> 重新计算值 </summary>
public void RecalculateValue() {
addedValue = 1;
currentValue = baseValue;
modifiers.ForEach(Modify);
}
/// <summary> 修改 </summary>
public void Modify(ValueModifier modifier) {
addedValue += modifier.AddedValue;
currentValue += modifier.FixedValue;
value = currentValue * addedValue;
value = Mathf.Clamp(currentValue, minValue, maxValue);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 数值实例 - 常量
/// </summary>
// [CreateAssetMenu(menuName = "MuHua/数值模块/数值实例")]
public class ValueInstanceConst : ScriptableObject {
/// <summary> 数值类型 </summary>
public ValueType type;
/// <summary> 最小值 </summary>
public float minValue;
/// <summary> 最大值 </summary>
public float maxValue = 9999;
/// <summary> 基础值 </summary>
public float baseValue;
/// <summary> 数值容器 </summary>
[HideInInspector]
public ValueContainerConst container;
public void InitialFloat() {
type = ValueType.Float;
minValue = 0;
maxValue = 9999;
baseValue = 0;
}
public void InitialInteger() {
type = ValueType.Integer;
minValue = 0;
maxValue = 9999;
baseValue = 0;
}
public void InitialBoolean() {
type = ValueType.Boolean;
minValue = 0;
maxValue = 1;
baseValue = 0;
}
public void InitialPercentage() {
type = ValueType.Percentage;
minValue = 0;
maxValue = 100;
baseValue = 0;
}
/// <summary> 转换数据 </summary>
public ValueInstance To() {
ValueInstance instance = new ValueInstance(type, name);
instance.minValue = minValue;
instance.maxValue = maxValue;
instance.baseValue = baseValue;
instance.RecalculateValue();
return instance;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 数值修改器
/// </summary>
public class ValueModifier {
/// <summary> 固定值 </summary>
public float Fixed;
/// <summary> 附加值 </summary>
public float Added;
/// <summary> 固定值 </summary>
public virtual float FixedValue => Fixed;
/// <summary> 附加值% </summary>
public virtual float AddedValue => Added;
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 数值类型
/// </summary>
public enum ValueType {
/// <summary> 浮点数值 </summary>
Float,
/// <summary> 整数值 </summary>
Integer,
/// <summary> 布尔值 </summary>
Boolean,
/// <summary> 百分比值 </summary>
Percentage
}
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position: absolute;
width: 100%;
}
.value-hide {
visibility: hidden;
}
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<ui:Instance template="ValueTemplate" name="ValueTemplate" />
<ui:Instance template="ValueTemplate" name="ValueTemplate" />
<ui:Instance template="ValueTemplate" name="ValueTemplate" />
</ui:VisualElement>
<ui:VisualElement name="ButtonGroup" style="flex-direction: row; justify-content: space-between;">
<ui:Button text="创建属性" parse-escape-sequences="true" display-tooltip-when-elided="true" name="Button1" />
<ui:Button text="删除全部属性" parse-escape-sequences="true" display-tooltip-when-elided="true" name="Button2" />
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