重做物品系统

This commit is contained in:
MuHua-123
2025-10-11 17:02:18 +08:00
parent dd690d871c
commit 21b7cbcef5
145 changed files with 1177 additions and 2219 deletions
-8
View File
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@@ -1,53 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEngine.UIElements;
namespace MuHuaEditor {
/// <summary>
/// 属性容器 - 自定义编辑器
/// </summary>
[CustomEditor(typeof(AttributeContainerConst))]
public class AttributeContainerConstEditor : ModuleUIEditor<AttributeContainerConst> {
public VisualTreeAsset AttributeTemplate = default;
private UIAttributeList attributeList;
public VisualElement AttributeList => Q<VisualElement>("AttributeList");
public Button Button1 => Q<Button>("Button1");// 创建属性
public Button Button2 => Q<Button>("Button2");// 删除全部
public override void Initial() {
attributeList = new UIAttributeList(AttributeList, AttributeTemplate);
attributeList.Initial(value);
AddControl(attributeList);
Button1.clicked += GenerateAttribute;
Button2.clicked += DeleteInstance;
}
/// <summary> 创建属性实例 </summary>
private void GenerateAttribute() {
AttributeInstanceConst instance = CreateInstance<AttributeInstanceConst>();
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;) {
AttributeInstanceConst 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;
using MuHua;
namespace MuHuaEditor {
/// <summary>
/// 属性实例 - 自定义编辑器
/// </summary>
[CustomEditor(typeof(AttributeInstanceConst))]
public class AttributeInstanceConstEditor : ModuleUIEditor<AttributeInstanceConst> {
public UIAttributePanel attributePanel;
public VisualElement AttributePanel => Q<VisualElement>("AttributePanel");
public FloatField Min => Q<FloatField>("Min");
public FloatField Max => Q<FloatField>("Max");
public Button button => Q<Button>("Button");
public override void Initial() {
attributePanel = new UIAttributePanel(value, AttributePanel);
Min.SetValueWithoutNotify(value.minValue);
Max.SetValueWithoutNotify(value.maxValue);
Min.RegisterCallback<FocusOutEvent>(evt => ModifyMin());
Max.RegisterCallback<FocusOutEvent>(evt => ModifyMax());
button.clicked += DeleteInstance;
}
/// <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> 保存资源 </summary>
private void Dirty() {
EditorUtility.SetDirty(value);
AssetDatabase.SaveAssets();
}
/// <summary> 删除实例 </summary>
private void DeleteInstance() {
AttributeContainerConst container = value.container;
container.instances.Remove(value);
EditorUtility.SetDirty(container);
Undo.DestroyObjectImmediate(value);
AssetDatabase.SaveAssets();
}
}
}
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@@ -1,133 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using UnityEditor;
using MuHua;
namespace MuHuaEditor {
/// <summary>
/// 属性 - UI列表
/// </summary>
public class UIAttributeList : ModuleUIPanel, UIControl {
/// <summary> 模板资源 </summary>
public VisualTreeAsset templateAsset;
/// <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 UIItem previewItem;
/// <summary> 鼠标偏移 </summary>
public Vector2 mousePosition;
/// <summary> 位置偏移 </summary>
public Vector2 positionOffset;
/// <summary> 偏移位置 </summary>
public Vector2 mouseOffset;
/// <summary> 属性列表 </summary>
public AttributeContainerConst container;
/// <summary> 项目列表 </summary>
public ModuleUIItems<UIItem, AttributeInstanceConst> items;
public UIAttributeList(VisualElement element, VisualTreeAsset templateAsset) : base(element) {
this.templateAsset = templateAsset;
items = new ModuleUIItems<UIItem, AttributeInstanceConst>(element, templateAsset,
(data, element) => new UIItem(data, element, this));
element.RegisterCallback<MouseUpEvent>(MouseUpEvent);
element.RegisterCallback<MouseMoveEvent>(FloatingFunc);
}
private void MouseUpEvent(MouseUpEvent evt) {
if (preview == null) { return; }
preview.parent.Remove(preview);
preview = null;
moving.EnableInClassList("acce-hide", false);
if (previewItem == null) { return; }
previewItem.Dispose();
EditorUtility.SetDirty(container);
AssetDatabase.SaveAssets();
}
private void FloatingFunc(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
// Debug.Log($"{insertIndex} , {oldIndex}");
if (insertIndex > oldIndex) insertIndex--;
if (oldIndex != insertIndex) { MovePreviewElement(oldIndex, insertIndex); }
}
public void Dispose() => items.Release();
/// <summary> 初始化 </summary>
public void Initial(AttributeContainerConst container) {
this.container = container;
items.Create(container.instances);
}
/// <summary> 设置值 </summary>
public void Settings(VisualElement moving, AttributeInstanceConst value) {
this.moving = moving;
moving.EnableInClassList("acce-hide", true);
preview = templateAsset.Instantiate();
previewItem = new UIItem(value, preview);
items.element.Add(preview);
preview.EnableInClassList("acce-preview", true);
// Debug.Log($"{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);
AttributeInstanceConst instanceConst = container.instances[oldIndex];
container.instances.RemoveAt(oldIndex);
container.instances.Insert(newIndex, instanceConst);
}
/// <summary> UI项 </summary>
public class UIItem : ModuleUIItem<AttributeInstanceConst> {
public readonly UIAttributeList parent;
public UIAttributePanel attributePanel;
public UIItem(AttributeInstanceConst value, VisualElement element) : base(value, element) {
attributePanel = new UIAttributePanel(value, element);
}
public UIItem(AttributeInstanceConst value, VisualElement element, UIAttributeList parent) : base(value, element) {
this.parent = parent;
attributePanel = new UIAttributePanel(value, element);
element.RegisterCallback<MouseDownEvent>(MouseDownEvent);
}
public override void DefaultState() {
// Button.EnableInClassList("button-s", false);
}
public override void SelectState() {
// parent.Settings(value);
// Button.EnableInClassList("button-s", true);
}
private void MouseDownEvent(MouseDownEvent evt) => parent.Settings(element, value);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using UnityEditor;
using MuHua;
/// <summary>
/// 属性面板
/// </summary>
public class UIAttributePanel : ModuleUIPanel {
private AttributeInstanceConst value;
public Label Range => Q<Label>("Range");
public TextField Name => Q<TextField>("Name");
public EnumField Type => Q<EnumField>("Type");
public FloatField Value => Q<FloatField>("Value");
public Toggle Boolean => Q<Toggle>("Boolean");
public UIAttributePanel(AttributeInstanceConst value, VisualElement element) : base(element) {
this.value = value;
Initial();
Name.RegisterCallback<FocusOutEvent>(evt => ModifyName());
Type.RegisterValueChangedCallback(evt => ModifyType((AttributeType)evt.newValue));
Value.RegisterCallback<FocusOutEvent>(evt => ModifyValue());
Boolean.RegisterValueChangedCallback(evt => ModifyBoolean());
}
public void Initial() {
Name.SetValueWithoutNotify(value.name);
Type.Init(value.type);
Value.SetValueWithoutNotify(value.defaultValue);
Boolean.value = value.defaultValue > 0;
if (value.type == AttributeType.Boolean) {
Value.style.display = DisplayStyle.None;
}
else { Boolean.style.display = DisplayStyle.None; }
if (value.type == AttributeType.Percentage) {
Range.text = $"{value.minValue}% ~ {value.maxValue}%";
}
else { Range.text = $"{value.minValue} ~ {value.maxValue}"; }
}
/// <summary> 修改名字 </summary>
private void ModifyName() { value.name = Name.value; Dirty(); }
/// <summary> 修改类型 </summary>
private void ModifyType(AttributeType type) {
if (type == AttributeType.Float) { value.InitialFloat(); }
if (type == AttributeType.Integer) { value.InitialInteger(); }
if (type == AttributeType.Boolean) { value.InitialBoolean(); }
if (type == AttributeType.Percentage) { value.InitialPercentage(); }
if (value.type == AttributeType.Boolean) {
Value.style.display = DisplayStyle.None;
}
else { Boolean.style.display = DisplayStyle.None; }
Dirty();
}
/// <summary> 修改默认值 </summary>
private void ModifyValue() { value.defaultValue = Value.value; Dirty(); }
/// <summary> 修改布尔值 </summary>
private void ModifyBoolean() { value.defaultValue = Boolean.value ? 1 : 0; Dirty(); }
/// <summary> 保存资源 </summary>
private void Dirty() {
EditorUtility.SetDirty(value);
AssetDatabase.SaveAssets();
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 属性容器
/// </summary>
public class AttributeContainer {
/// <summary> 属性字典 </summary>
public Dictionary<string, AttributeInstance> dictionary = new Dictionary<string, AttributeInstance>();
/// <summary> 添加属性 </summary>
public void AddInstance(string attributeID, AttributeInstance instance) {
if (dictionary.ContainsKey(attributeID)) { return; }
dictionary.Add(attributeID, instance);
}
/// <summary> 添加修改器 </summary>
public void AddModifier(string attributeID, AttributeModifier mod, bool isUpdate) {
if (!dictionary.ContainsKey(attributeID)) { return; }
dictionary[attributeID].AddModifier(mod, isUpdate);
}
/// <summary> 重新计算值 </summary>
public void RecalculateValue() {
foreach (var item in dictionary) { item.Value.RecalculateValue(); }
}
/// <summary> 循环属性集合 </summary>
public void ForEach(Action<string, AttributeInstance> action) {
foreach (var item in dictionary) { action?.Invoke(item.Key, item.Value); }
}
/// <summary> 查询值 </summary>
public float FindValue(string attributeID) {
if (!dictionary.ContainsKey(attributeID)) { return 0; }
return dictionary[attributeID].currentValue;
}
/// <summary> 查询修改器 </summary>
public List<AttributeModifier> FindModifier(string attributeID) {
if (!dictionary.ContainsKey(attributeID)) { return new(); }
return dictionary[attributeID].modifiers;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 属性容器 - 常量
/// </summary>
[CreateAssetMenu(menuName = "MuHua/属性模块/属性容器")]
public class AttributeContainerConst : ScriptableObject {
/// <summary> 属性列表 </summary>
[HideInInspector]
public List<AttributeInstanceConst> instances = new List<AttributeInstanceConst>();
/// <summary> 转换数据 </summary>
public AttributeContainer To() {
AttributeContainer container = new AttributeContainer();
instances.ForEach(obj => container.AddInstance(obj.name, obj.To()));
return container;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 属性实例
/// </summary>
public class AttributeInstance {
/// <summary> 属性名称 </summary>
public string name;
/// <summary> 基础值 </summary>
public float baseValue;
/// <summary> 当前值 </summary>
public float currentValue;
/// <summary> 附加值% </summary>
public float additionValue;
/// <summary> 最小值 </summary>
public float minValue;
/// <summary> 最大值 </summary>
public float maxValue = float.MaxValue;
/// <summary> 属性类型 </summary>
public AttributeType type;
/// <summary> 修改器列表 </summary>
public List<AttributeModifier> modifiers = new List<AttributeModifier>();
/// <summary> 添加修改器 </summary>
public void AddModifier(AttributeModifier mod, bool isUpdate) {
modifiers.Add(mod);
if (isUpdate) { RecalculateValue(); }
}
/// <summary> 添加修改器 </summary>
public void AddModifier(List<AttributeModifier> mods, bool isUpdate) {
modifiers.AddRange(mods);
if (isUpdate) { RecalculateValue(); }
}
/// <summary> 重新计算值 </summary>
public void RecalculateValue() {
currentValue = baseValue;
modifiers.ForEach(mod => currentValue = mod.Fixed(currentValue));
additionValue = 1;
modifiers.ForEach(mod => additionValue = mod.Addition(additionValue));
currentValue = currentValue * additionValue;
currentValue = Mathf.Clamp(currentValue, minValue, maxValue);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 属性实例 - 常量
/// </summary>
[CreateAssetMenu(menuName = "MuHua/属性模块/属性实例")]
public class AttributeInstanceConst : ScriptableObject {
/// <summary> 属性类型 </summary>
public AttributeType type;
/// <summary> 默认值 </summary>
public float defaultValue;
/// <summary> 最小值 </summary>
public float minValue;
/// <summary> 最大值 </summary>
public float maxValue = 9999;
/// <summary> 属性容器 </summary>
[HideInInspector]
public AttributeContainerConst container;
public void InitialFloat() {
type = AttributeType.Float;
defaultValue = 0;
minValue = 0;
maxValue = 9999;
}
public void InitialInteger() {
type = AttributeType.Integer;
defaultValue = 0;
minValue = 0;
maxValue = 9999;
}
public void InitialBoolean() {
type = AttributeType.Boolean;
defaultValue = 0;
minValue = 0;
maxValue = 1;
}
public void InitialPercentage() {
type = AttributeType.Percentage;
defaultValue = 0;
minValue = 0;
maxValue = 100;
}
/// <summary> 转换数据 </summary>
public AttributeInstance To() {
AttributeInstance instance = new AttributeInstance();
instance.type = type;
instance.name = name;
instance.baseValue = defaultValue;
instance.currentValue = defaultValue;
instance.minValue = minValue;
instance.maxValue = maxValue;
return instance;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 属性调整
/// </summary>
public abstract class AttributeModifier {
/// <summary> 固定值 </summary>
public abstract float Fixed(float input);
/// <summary> 附加值% </summary>
public abstract float Addition(float input);
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
/// <summary>
/// 属性附加
/// </summary>
public class AttributeSystem : Module<AttributeSystem> {
/// <summary> 修改事件 </summary>
public static event Action<AttributeSystem> OnChange;
/// <summary> 附加字典 </summary>
public Dictionary<string, AttributeContainer> dictionary = new Dictionary<string, AttributeContainer>();
/// <summary> 应用修改 </summary>
public void Apply() => OnChange?.Invoke(this);
/// <summary> 添加容器 </summary>
public void AddInstance(string containerID, AttributeContainer container) {
if (dictionary.ContainsKey(containerID)) { return; }
dictionary.Add(containerID, container);
OnChange?.Invoke(this);
}
/// <summary> 添加修改器 </summary>
public void AddModifier(string containerID, string attributeID, AttributeModifier mod, bool isUpdate) {
if (!dictionary.ContainsKey(containerID)) { return; }
dictionary[containerID].AddModifier(attributeID, mod, isUpdate);
OnChange?.Invoke(this);
}
/// <summary> 重新计算值 </summary>
public void RecalculateValue() {
foreach (var item in dictionary) { item.Value.RecalculateValue(); }
}
/// <summary> 查询容器 </summary>
public AttributeContainer FindContainer(string containerID) {
if (!dictionary.ContainsKey(containerID)) { return new(); }
return dictionary[containerID];
}
/// <summary> 查询容器 </summary>
public bool TryContainer(string containerID, out AttributeContainer container) {
container = null;
if (!dictionary.ContainsKey(containerID)) { return false; }
container = dictionary[containerID];
return true;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 属性类型
/// </summary>
public enum AttributeType {
/// <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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.acce-preview {
position: absolute;
width: 100%;
}
.acce-hide {
visibility: hidden;
}
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<ui:VisualElement name="AttributeList" style="flex-grow: 1;">
<ui:Instance template="AttributeTemplate" name="AttributeTemplate" class="acce-preview" />
<ui:Instance template="AttributeTemplate" name="AttributeTemplate" />
<ui:Instance template="AttributeTemplate" name="AttributeTemplate" class="acce-hide" />
<ui:Instance template="AttributeTemplate" name="AttributeTemplate" />
</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" style="margin-top: 2px; margin-right: 2px; margin-bottom: 2px; margin-left: 2px; padding-top: 5px; padding-right: 5px; padding-bottom: 5px; padding-left: 5px;" />
<ui:Button text="删除全部属性" parse-escape-sequences="true" display-tooltip-when-elided="true" name="Button2" style="margin-top: 2px; margin-right: 2px; margin-bottom: 2px; margin-left: 2px; padding-top: 5px; padding-right: 5px; padding-bottom: 5px; padding-left: 5px;" />
</ui:VisualElement>
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<ui:TextField picking-mode="Ignore" value="filler text" keyboard-type="Default" name="Name" style="margin-top: 2px; margin-right: 2px; margin-bottom: 2px; margin-left: 2px; width: 100px;" />
<ui:EnumField type="UnityEngine.TextAlignment, UnityEngine.TextRenderingModule" value="Center" name="Type" style="margin-top: 2px; margin-right: 2px; margin-bottom: 2px; margin-left: 2px; width: 100px;" />
<ui:Toggle name="Boolean" style="flex-grow: 1;" />
<ui:FloatField value="42.2" name="Value" style="flex-grow: 1; margin-top: 2px; margin-right: 2px; margin-bottom: 2px; margin-left: 2px;" />
<ui:Label tabindex="-1" text="0-9999" parse-escape-sequences="true" display-tooltip-when-elided="true" name="Range" style="width: 100px; -unity-text-align: middle-center; margin-top: 0; margin-right: 0; margin-bottom: 0; margin-left: 0; padding-top: 0; padding-right: 0; padding-bottom: 0; padding-left: 0;" />
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<Style src="project://database/Assets/ModuleCore/ModuleAttribute/UI%20Toolkit/AttributeInstanceConstEditor/AttributeInstanceConstEditor.uss?fileID=7433441132597879392&amp;guid=51817b5555c3c584f846b2c05b877f72&amp;type=3#AttributeInstanceConstEditor" />
<ui:VisualElement name="AttributePanel" style="flex-direction: row; padding-top: 0; padding-right: 0; padding-bottom: 0; padding-left: 0; background-color: rgb(51, 51, 51); margin-top: 1px; margin-right: 1px; margin-bottom: 1px; margin-left: 1px; border-top-left-radius: 5px; border-top-right-radius: 5px; border-bottom-right-radius: 5px; border-bottom-left-radius: 5px;">
<ui:TextField picking-mode="Ignore" value="filler text" keyboard-type="Default" name="Name" style="margin-top: 2px; margin-right: 2px; margin-bottom: 2px; margin-left: 2px; width: 100px;" />
<ui:EnumField type="UnityEngine.TextAlignment, UnityEngine.TextRenderingModule" value="Center" name="Type" style="margin-top: 2px; margin-right: 2px; margin-bottom: 2px; margin-left: 2px; width: 100px;" />
<ui:Toggle name="Boolean" style="flex-grow: 1;" />
<ui:FloatField value="42.2" name="Value" style="flex-grow: 1; margin-top: 2px; margin-right: 2px; margin-bottom: 2px; margin-left: 2px;" />
<ui:Label tabindex="-1" text="0-9999" parse-escape-sequences="true" display-tooltip-when-elided="true" name="Range" style="width: 100px; -unity-text-align: middle-center; margin-top: 0; margin-right: 0; margin-bottom: 0; margin-left: 0; padding-top: 0; padding-right: 0; padding-bottom: 0; padding-left: 0;" />
</ui:VisualElement>
<ui:VisualElement style="flex-direction: row; padding-top: 0; padding-right: 0; padding-bottom: 0; padding-left: 0; background-color: rgb(51, 51, 51); margin-top: 1px; margin-right: 1px; margin-bottom: 1px; margin-left: 1px; border-top-left-radius: 5px; border-top-right-radius: 5px; border-bottom-right-radius: 5px; border-bottom-left-radius: 5px;">
<ui:FloatField value="42.2" name="Min" style="flex-grow: 1; margin-top: 2px; margin-right: 2px; margin-bottom: 2px; margin-left: 2px;" />
<ui:Label tabindex="-1" text="min ~ max" parse-escape-sequences="true" display-tooltip-when-elided="true" style="width: 100px; -unity-text-align: middle-center; margin-top: 0; margin-right: 0; margin-bottom: 0; margin-left: 0; padding-top: 0; padding-right: 0; padding-bottom: 0; padding-left: 0;" />
<ui:FloatField value="42.2" name="Max" style="flex-grow: 1; margin-top: 2px; margin-right: 2px; margin-bottom: 2px; margin-left: 2px;" />
</ui:VisualElement>
<ui:Button text="删除" parse-escape-sequences="true" display-tooltip-when-elided="true" name="Button" style="margin-top: 2px; margin-right: 2px; margin-bottom: 2px; margin-left: 2px; padding-top: 5px; padding-right: 5px; padding-bottom: 5px; padding-left: 5px;" />
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@@ -1,20 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 材料 - 物品常量
/// </summary>
[CreateAssetMenu(menuName = "MuHua/物品系统/材料")]
public class ConstMaterial : InventoryItemConst {
/// <summary> 最大堆叠数 </summary>
public int maxStack = 99;
public override InventoryItem To() {
DataMaterial item = new DataMaterial();
item.name = name;
item.sprite = sprite;
item.maxStack = maxStack;
return item;
}
}
@@ -1,11 +0,0 @@
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@@ -15,5 +15,5 @@ public class EquipmentAffix {
/// <summary> 最小值 </summary>
public float maxValue = float.MaxValue;
/// <summary> 属性类型 </summary>
public AttributeType attributeType;
public ValueType attributeType;
}
@@ -0,0 +1,73 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 装备栏
/// </summary>
public class EquipmentColumn {
/// <summary> 插槽字典 </summary>
public Dictionary<string, EquipmentSlot> dictionary = new Dictionary<string, EquipmentSlot>();
/// <summary> 索引器 </summary>
public EquipmentSlot this[string key] => dictionary[key];
public EquipmentColumn() {
// AddSlot(WeaponSlot());
// AddSlot(DeputySlot());
// AddSlot(ArmorSlot(EquipmentSlotType.上衣, ArmorType.上衣));
// AddSlot(ArmorSlot(EquipmentSlotType.头盔, ArmorType.头盔));
// AddSlot(ArmorSlot(EquipmentSlotType.手套, ArmorType.手套));
// AddSlot(ArmorSlot(EquipmentSlotType.腰带, ArmorType.腰带));
// AddSlot(ArmorSlot(EquipmentSlotType.鞋子, ArmorType.鞋子));
// AddSlot(AccessorySlot(EquipmentSlotType.项链, AccessoryType.项链));
// AddSlot(AccessorySlot(EquipmentSlotType.戒指1, AccessoryType.戒指));
// AddSlot(AccessorySlot(EquipmentSlotType.戒指2, AccessoryType.戒指));
// AddSlot(AccessorySlot(EquipmentSlotType.手镯1, AccessoryType.手镯));
// AddSlot(AccessorySlot(EquipmentSlotType.手镯2, AccessoryType.手镯));
}
public bool ContainsKey(string key) => dictionary.ContainsKey(key);
/// <summary> 添加插槽 </summary>
public void AddSlot(EquipmentSlot slot) => dictionary.Add(slot.name, slot);
// /// <summary> 武器插槽 </summary>
// public EquipmentSlot WeaponSlot() {
// return new EquipmentSlot(EquipmentSlotType.主手, VerifyWeapon);
// }
// /// <summary> 副手插槽 </summary>
// public EquipmentSlot DeputySlot() {
// return new EquipmentSlot(EquipmentSlotType.副手, VerifyDeputy);
// }
// /// <summary> 护甲插槽 </summary>
// public EquipmentSlot ArmorSlot(EquipmentSlotType type, ArmorType armor) {
// return new EquipmentSlot(type, (equipment) => VerifyCommon(equipment, armor.ToString()));
// }
// /// <summary> 饰品插槽 </summary>
// public EquipmentSlot AccessorySlot(EquipmentSlotType type, AccessoryType accessory) {
// return new EquipmentSlot(type, (equipment) => VerifyCommon(equipment, accessory.ToString()));
// }
/// <summary> 通用校验 </summary>
// public static bool VerifyCommon(Equipment equipment, string type) {
// string[] types = equipment.type.Split("/");
// if (types[0] == type) { return true; }
// return false;
// }
/// <summary> 主手校验 </summary>
// public static bool VerifyWeapon(Equipment equipment) {
// string[] type = equipment.type.Split("/");
// if (type[0] == WeaponType.单手.ToString()) { return true; }
// if (type[0] == WeaponType.双手.ToString()) { return true; }
// return false;
// }
/// <summary> 副手校验 </summary>
// public static bool VerifyDeputy(Equipment equipment) {
// string[] type = equipment.type.Split("/");
// if (type[0] == WeaponType.副手.ToString()) { return true; }
// return false;
// }
}
@@ -10,11 +10,11 @@ public class AccessoryConst : EquipmentConst {
/// <summary> 饰品类型 </summary>
public AccessoryType type;
public override InventoryItem To() {
Equipment item = new Equipment();
item.name = name;
item.sprite = sprite;
item.type = type.ToString();
return item;
}
// public override InventoryItem To() {
// Equipment item = new Equipment();
// item.name = name;
// item.sprite = sprite;
// item.type = type.ToString();
// return item;
// }
}
@@ -11,11 +11,11 @@ public class ArmorConst : EquipmentConst {
/// <summary> 护甲类型 </summary>
public ArmorType type;
public override InventoryItem To() {
Equipment item = new Equipment();
item.name = name;
item.sprite = sprite;
item.type = type.ToString();
return item;
}
// public override InventoryItem To() {
// Equipment item = new Equipment();
// item.name = name;
// item.sprite = sprite;
// item.type = type.ToString();
// return item;
// }
}
@@ -12,11 +12,11 @@ public class WeaponConst : EquipmentConst {
/// <summary> 武器类型 </summary>
public WeaponCategory category;
public override InventoryItem To() {
Equipment item = new Equipment();
item.name = name;
item.sprite = sprite;
item.type = $"{type}/{category}";
return item;
}
// public override InventoryItem To() {
// Equipment item = new Equipment();
// item.name = name;
// item.sprite = sprite;
// item.type = $"{type}/{category}";
// return item;
// }
}
@@ -10,7 +10,7 @@
font-size: 14px;
-unity-font-style: bold;
-unity-font: url("project://database/Assets/UI%20Toolkit/FontLibrary/Fonts/SourceHanSansCN-Medium.otf?fileID=12800000&guid=3ceb88ff2ced01a439c5b2d1b63c86a5&type=3#SourceHanSansCN-Medium");
-unity-font-definition: url("project://database/Assets/UI%20Toolkit/FontLibrary/Fonts/SourceHanSansCN-Medium%20SDF.asset?fileID=11400000&guid=0239ab36009b94e479c9c67877764f1e&type=2#SourceHanSansCN-Medium SDF");
-unity-font-definition: url('project://database/Assets/UI%20Toolkit/FontLibrary/Fonts/SourceHanSansCN-Medium%20SDF.asset?fileID=11400000&guid=0239ab36009b94e479c9c67877764f1e&type=2#SourceHanSansCN-Medium SDF');
}
.ep-separate-label {
@@ -24,6 +24,7 @@
padding-left: 2px;
font-size: 12px;
-unity-font: url("project://database/Assets/UI%20Toolkit/FontLibrary/Fonts/SourceHanSansCN-Medium.otf?fileID=12800000&guid=3ceb88ff2ced01a439c5b2d1b63c86a5&type=3#SourceHanSansCN-Medium");
-unity-font-definition: url("project://database/Assets/UI%20Toolkit/FontLibrary/Fonts/SourceHanSansCN-Medium%20SDF.asset?fileID=11400000&guid=0239ab36009b94e479c9c67877764f1e&type=2#SourceHanSansCN-Medium SDF");
-unity-font-definition: url('project://database/Assets/UI%20Toolkit/FontLibrary/Fonts/SourceHanSansCN-Medium%20SDF.asset?fileID=11400000&guid=0239ab36009b94e479c9c67877764f1e&type=2#SourceHanSansCN-Medium SDF');
-unity-font-style: normal;
-unity-background-image-tint-color: rgb(255, 255, 255);
}
-8
View File
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@@ -1,19 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 装备
/// </summary>
public class Equipment : InventoryItem {
/// <summary>
/// 装备类型:稀有度/装备类型/次级类型/种类
/// <br/>稀有度:普通,精良,稀有,史诗,传奇,神话
/// <br/>装备类型:武器,护甲,饰品
/// <br/>次级类型:单手,副手,双手,上衣,头盔,手套,腰带,鞋子,项链,戒指,手镯
/// <br/>装备种类:剑,锤,枪,弓,斧头,盾牌,法杖,魔杖
/// </summary>
public string type;
/// <summary> 词缀列表 </summary>
public List<EquipmentAffix> affixes = new List<EquipmentAffix>();
}
@@ -1,11 +0,0 @@
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@@ -1,73 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 装备栏
/// </summary>
public class EquipmentColumn {
/// <summary> 插槽字典 </summary>
public Dictionary<string, EquipmentSlot> dictionary = new Dictionary<string, EquipmentSlot>();
/// <summary> 索引器 </summary>
public EquipmentSlot this[string key] => dictionary[key];
public EquipmentColumn() {
AddSlot(WeaponSlot());
AddSlot(DeputySlot());
AddSlot(ArmorSlot(EquipmentSlotType., ArmorType.));
AddSlot(ArmorSlot(EquipmentSlotType., ArmorType.));
AddSlot(ArmorSlot(EquipmentSlotType., ArmorType.));
AddSlot(ArmorSlot(EquipmentSlotType., ArmorType.));
AddSlot(ArmorSlot(EquipmentSlotType., ArmorType.));
AddSlot(AccessorySlot(EquipmentSlotType., AccessoryType.));
AddSlot(AccessorySlot(EquipmentSlotType.1, AccessoryType.));
AddSlot(AccessorySlot(EquipmentSlotType.2, AccessoryType.));
AddSlot(AccessorySlot(EquipmentSlotType.1, AccessoryType.));
AddSlot(AccessorySlot(EquipmentSlotType.2, AccessoryType.));
}
public bool ContainsKey(string key) => dictionary.ContainsKey(key);
/// <summary> 添加插槽 </summary>
public void AddSlot(EquipmentSlot slot) => dictionary.Add(slot.name, slot);
/// <summary> 武器插槽 </summary>
public EquipmentSlot WeaponSlot() {
return new EquipmentSlot(EquipmentSlotType., VerifyWeapon);
}
/// <summary> 副手插槽 </summary>
public EquipmentSlot DeputySlot() {
return new EquipmentSlot(EquipmentSlotType., VerifyDeputy);
}
/// <summary> 护甲插槽 </summary>
public EquipmentSlot ArmorSlot(EquipmentSlotType type, ArmorType armor) {
return new EquipmentSlot(type, (equipment) => VerifyCommon(equipment, armor.ToString()));
}
/// <summary> 饰品插槽 </summary>
public EquipmentSlot AccessorySlot(EquipmentSlotType type, AccessoryType accessory) {
return new EquipmentSlot(type, (equipment) => VerifyCommon(equipment, accessory.ToString()));
}
/// <summary> 通用校验 </summary>
public static bool VerifyCommon(Equipment equipment, string type) {
string[] types = equipment.type.Split("/");
if (types[0] == type) { return true; }
return false;
}
/// <summary> 主手校验 </summary>
public static bool VerifyWeapon(Equipment equipment) {
string[] type = equipment.type.Split("/");
if (type[0] == WeaponType..ToString()) { return true; }
if (type[0] == WeaponType..ToString()) { return true; }
return false;
}
/// <summary> 副手校验 </summary>
public static bool VerifyDeputy(Equipment equipment) {
string[] type = equipment.type.Split("/");
if (type[0] == WeaponType..ToString()) { return true; }
return false;
}
}
@@ -1,27 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 装备插槽
/// </summary>
public class EquipmentSlot {
/// <summary> 名字 </summary>
public string name;
/// <summary> 物品 </summary>
public Equipment item;
/// <summary> 装备验证 </summary>
public Func<Equipment, bool> verify;
public EquipmentSlot(EquipmentSlotType slot, Func<Equipment, bool> verify) {
name = slot.ToString();
this.verify = verify;
}
/// <summary> 设置 </summary>
public void Settings(InventoryItem item) {
if (item is Equipment equipment) { this.item = equipment; }
else { this.item = null; }
}
}
@@ -1,11 +0,0 @@
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@@ -1,13 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 材料 - 物品
/// </summary>
public class DataMaterial : InventoryItem {
/// <summary> 最大堆叠数 </summary>
public int maxStack;
public override int MaxStack => maxStack;
}
@@ -1,11 +0,0 @@
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@@ -1,68 +0,0 @@
using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 物品库存
/// </summary>
public class Inventory {
/// <summary> 背包容量 </summary>
public int capacity;
/// <summary> 插槽列表 </summary>
public List<InventorySlot> slots;
/// <summary> 改变事件 </summary>
public event Action<Inventory> OnChange;
/// <summary> 物品库存 </summary>
public Inventory(int capacity) {
this.capacity = capacity;
slots = new List<InventorySlot>();
for (int i = 0; i < capacity; i++) { slots.Add(new InventorySlot()); }
}
/// <summary> 应用修改 </summary>
public void Apply() => OnChange?.Invoke(this);
/// <summary> 遍历数组 </summary>
public void ForEach(Action<InventorySlot> action) => slots.ForEach(action);
/// <summary> 添加物品 </summary>
public void AddItem(InventoryItem item, int count) {
int remain = MergeToSlots(item, count);
// 如果还有剩余,按照MaxStack分批放入空位
if (remain > 0) { AddToSlots(item, remain, true); }
OnChange?.Invoke(this);
}
/// <summary> 添加物品 </summary>
public void AddToSlots(InventoryItem item, int count, bool isWhile) {
(bool isComplete, int remain) = AddToSlots(item, count);
if (!isComplete || remain == 0 || !isWhile) { return; }
AddToSlots(item, remain, isWhile);
}
/// <summary> 添加到插槽 bool = 是否添加成功,int = 余量 </summary>
public (bool, int) AddToSlots(InventoryItem item, int count) {
InventorySlot emptySlot = slots.FirstOrDefault(s => s.item == null);
if (emptySlot == null) { return (false, count); }
int addCount = Mathf.Min(count, item.MaxStack);
emptySlot.Settings(item, addCount);
return (true, count - addCount);
}
/// <summary> 合并到插槽 </summary>
public int MergeToSlots(InventoryItem item, int count) {
// 查询所有可合并的插槽
List<InventorySlot> sameSlots = slots.Where(slot => slot.Same(item)).ToList();
// 合并到已有插槽
sameSlots.ForEach(obj => MergeToSlots(obj, ref count));
return count;
}
/// <summary> 合并到插槽 </summary>
public void MergeToSlots(InventorySlot slot, ref int count) {
int canAdd = slot.MaxStack - slot.count;
int addCount = Mathf.Min(canAdd, count);
slot.count += addCount;
count -= addCount;
}
}
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@@ -1,16 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 物品
/// </summary>
public class InventoryItem {
/// <summary> 名字 </summary>
public string name;
/// <summary> 图片 </summary>
public Sprite sprite;
/// <summary> 堆叠数量 </summary>
public virtual int MaxStack => 1;
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 库存插槽
/// </summary>
public class InventorySlot {
/// <summary> 数量 </summary>
public int count;
/// <summary> 物品 </summary>
public InventoryItem item;
// /// <summary> 图片 </summary>
public Sprite Sprite => item != null ? item.sprite : null;
// /// <summary> 堆叠数量 </summary>
public int MaxStack => item != null ? item.MaxStack : 0;
public InventorySlot() { }
public InventorySlot(InventoryItem item, int count) {
this.item = item;
this.count = count;
}
/// <summary> 设置 </summary>
public void Settings(InventoryItem item, int count) {
this.item = item;
this.count = count;
}
/// <summary> 是否相同 </summary>
public bool Same(InventoryItem obj) {
return item != null && item.name == obj.name && count < MaxStack;
}
}
@@ -1,11 +0,0 @@
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
/// <summary>
/// 资源管理器
/// </summary>
public class AssetsManager : ModuleSingle<AssetsManager> {
public List<InventoryItemConst> items;
protected override void Awake() => NoReplace(false);
}
@@ -1,11 +0,0 @@
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
/// <summary>
/// 物品 - 管理器
/// </summary>
public class ManagerItem : ModuleSingle<ManagerItem> {
/// <summary> 材料列表 </summary>
public List<ConstMaterial> materials;
/// <summary> 装备列表 </summary>
public List<EquipmentConst> equipments;
protected override void Awake() => NoReplace(false);
}
/// <summary>
/// 物品奖励
/// </summary>
public class ItemReward {
/// <summary> 物品列表 </summary>
public List<InventoryItem> items;
public void Settings<T>(List<T> list) where T : InventoryItemConst {
items = new List<InventoryItem>();
list.ForEach(obj => items.Add(obj.To()));
}
public (InventoryItem, int) Get(int max = 1) {
int count = Random.Range(1, max + 1);
int index = Random.Range(0, items.Count);
return (items[index], count);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
/// <summary>
/// 全局管理器
/// </summary>
public class SingleManager : ModuleSingle<SingleManager> {
public Inventory inventory;
public EquipmentColumn equipment;
public ItemReward materialReward;
public ItemReward equipmentReward;
protected override void Awake() => NoReplace();
private void Start() {
inventory = new Inventory(40);
equipment = new EquipmentColumn();
materialReward = new ItemReward();
materialReward.Settings(ManagerItem.I.materials);
equipmentReward = new ItemReward();
equipmentReward.Settings(ManagerItem.I.equipments);
UIShortcutMenu shortcutMenu = UIPopupManager.I.shortcutMenu;
shortcutMenu.Add("背包", () => { ModuleUI.Settings(Page.Backpack); });
shortcutMenu.Add("奖励/材料", RewardMaterial);
shortcutMenu.Add("奖励/装备", RewardEquipment);
ValueSystem.I.Initial();
}
private void RewardMaterial() {
(InventoryItem item, int count) = materialReward.Get(10);
inventory.AddItem(item, count);
}
private void RewardEquipment() {
(InventoryItem item, int count) = equipmentReward.Get(1);
inventory.AddItem(item, count);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
/// <summary>
/// 数值系统
/// </summary>
public class ValueSystem : Module<ValueSystem> {
/// <summary> 对战数值 </summary>
public ValueContainer battle;
/// <summary> 初始化 </summary>
public void Initial() {
battle = new ValueContainer();
battle.AddInstance(ValueType.Integer, "生命");
battle.AddInstance(ValueType.Integer, "金币");
battle.AddInstance(ValueType.Integer, "水晶");
Debug.Log(battle["生命"].value);
ValueModifier modifier = new ValueModifier { Fixed = 100 };
battle["生命"].AddModifier(modifier, true);
Debug.Log(battle["生命"].value);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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@@ -1,57 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
/// <summary>
/// UI模块
/// </summary>
public class ModuleUI : ModuleUISingle<ModuleUI> {
/// <summary> 当前页面 </summary>
public static Page Current;
/// <summary> 回退页面 </summary>
public static Page BackPage;
/// <summary> 控件列表 </summary>
public static List<UIControl> controls = new List<UIControl>();
/// <summary> 页面跳转事件 </summary>
public static event Action<Page> OnJumpPage;
/// <summary> 跳转页面 </summary>
public static void Settings(Page pageType) {
BackPage = Current;
Current = pageType;
OnJumpPage?.Invoke(Current);
}
/// <summary> 回退页面 </summary>
public static void Back() {
Current = BackPage;
OnJumpPage?.Invoke(Current);
}
/// <summary> 添加控件 </summary>
public static void AddControl(UIControl control) {
controls.Add(control);
}
/// <summary> 移除控件 </summary>
public static void RemoveControl(UIControl control) {
controls.Remove(control);
}
public override VisualElement Element => document.rootVisualElement;
protected override void Awake() => NoReplace();
private void Update() => controls.ForEach(control => control.Update());
private void OnDestroy() => controls.ForEach(control => control.Dispose());
}
/// <summary>
/// 页面
/// </summary>
public enum Page {
/// <summary> 无 </summary>
None,
/// <summary> 背包 </summary>
Backpack,
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
/// <summary>
/// 背包页面
/// </summary>
public class UIBackpackPage : ModuleUIPage {
public VisualTreeAsset inventorySlot;
private UIInventory inventory;
private UIEquipmentColumn equipment;
public override VisualElement Element => root.Q<VisualElement>("BackpackPage");
public VisualElement Inventory => Q<VisualElement>("Inventory");
public VisualElement EquipmentColumn => Q<VisualElement>("EquipmentColumn");
protected void Awake() {
equipment = new UIEquipmentColumn(EquipmentColumn);
inventory = new UIInventory(Inventory, inventorySlot);
ModuleUI.OnJumpPage += ModuleUI_OnJumpPage;
}
private void ModuleUI_OnJumpPage(Page page) {
Element.EnableInClassList("document-page-hide", page != Page.Backpack);
if (page != Page.Backpack) { return; }
equipment.Settings(SingleManager.I.equipment);
inventory.Settings(SingleManager.I.inventory);
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
/// <summary>
/// SliderInputH - Panel
/// </summary>
public class UISliderInputH : ModuleUIPanel {
public float value;
public Vector2 range = new Vector2(1, 1);
public UISliderH slider;
public event Action<float> ValueChanged;
public VisualElement Slider => Q<VisualElement>("Slider");
public UIFloatField FloatField => Q<UIFloatField>("UIFloatField");
public UISliderInputH(VisualElement element, VisualElement canvas) : base(element) {
slider = new UISliderH(element, canvas);
slider.ValueChanged += Slider_ValueChanged;
FloatField.RegisterCallback<ChangeEvent<float>>(FloatField_ValueChanged);
}
private void Slider_ValueChanged(float obj) {
value = Mathf.Lerp(range.x, range.y, obj);
FloatField.SetValueWithoutNotify(value);
ValueChanged?.Invoke(value);
}
private void FloatField_ValueChanged(ChangeEvent<float> obj) {
value = Mathf.Clamp(obj.newValue, range.x, range.y);
float scale = Mathf.InverseLerp(range.x, range.y, value);
slider.UpdateValue(scale, false);
ValueChanged?.Invoke(value);
}
public void Update() {
slider.Update();
}
/// <summary> 更新值 </summary>
public void UpdateValue(float value) {
this.value = Mathf.Clamp(range.x, range.y, value);
float scale = Mathf.InverseLerp(range.x, range.y, value);
slider.UpdateValue(scale, false);
FloatField.SetValueWithoutNotify(value);
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
/// <summary>
/// Vector2 - Panel
/// </summary>
public class UIVector2 : ModuleUIPanel {
public bool isLock;
public Vector2 value;
public UISliderInputH sliderX;
public UISliderInputH sliderY;
public event Action<Vector2, bool> ValueChanged;
public Button Lock => Q<Button>("Lock");
public VisualElement SliderX => Q<VisualElement>("SliderInputX");
public VisualElement SliderY => Q<VisualElement>("SliderInputY");
public UIVector2(VisualElement element, VisualElement canvas) : base(element) {
sliderX = new UISliderInputH(SliderX, canvas);
sliderY = new UISliderInputH(SliderY, canvas);
Lock.clicked += Lock_clicked;
sliderX.ValueChanged += SliderX_ValueChanged;
sliderY.ValueChanged += SliderY_ValueChanged;
}
private void Lock_clicked() {
isLock = !isLock;
Lock.EnableInClassList("dashboard-button-s", isLock);
if (isLock) { value.y = value.x; sliderY.UpdateValue(value.x); }
ValueChanged?.Invoke(value, isLock);
}
private void SliderX_ValueChanged(float obj) {
value.x = obj;
if (isLock) { value.y = obj; sliderY.UpdateValue(obj); }
ValueChanged?.Invoke(value, isLock);
}
private void SliderY_ValueChanged(float obj) {
value.y = obj;
if (isLock) { value.x = obj; sliderX.UpdateValue(obj); }
ValueChanged?.Invoke(value, isLock);
}
public void Update() {
sliderX.Update();
sliderY.Update();
}
/// <summary> 更新值 </summary>
public void UpdateValue(Vector2 value, bool isLock) {
this.value = value;
this.isLock = isLock;
sliderX.UpdateValue(value.x);
sliderY.UpdateValue(value.y);
Lock.EnableInClassList("dashboard-button-s", isLock);
}
/// <summary> 设置范围 </summary>
public void Settings(Vector2 range) {
sliderX.range = range;
sliderY.range = range;
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
/// <summary>
/// Vector3 - Panel
/// </summary>
public class UIVector3 : ModuleUIPanel {
public Vector3 value;
public UISliderInputH sliderX;
public UISliderInputH sliderY;
public UISliderInputH sliderZ;
public event Action<Vector3> ValueChanged;
public VisualElement SliderInputX => Q<VisualElement>("SliderInputX");
public VisualElement SliderInputY => Q<VisualElement>("SliderInputY");
public VisualElement SliderInputZ => Q<VisualElement>("SliderInputZ");
public UIVector3(VisualElement element, VisualElement canvas) : base(element) {
sliderX = new UISliderInputH(SliderInputX, canvas);
sliderY = new UISliderInputH(SliderInputY, canvas);
sliderZ = new UISliderInputH(SliderInputZ, canvas);
sliderX.ValueChanged += SliderX_ValueChanged;
sliderY.ValueChanged += SliderY_ValueChanged;
sliderZ.ValueChanged += SliderZ_ValueChanged;
}
private void SliderX_ValueChanged(float obj) {
value.x = obj;
ValueChanged?.Invoke(value);
}
private void SliderY_ValueChanged(float obj) {
value.y = obj;
ValueChanged?.Invoke(value);
}
private void SliderZ_ValueChanged(float obj) {
value.z = obj;
ValueChanged?.Invoke(value);
}
public void Update() {
sliderX.Update();
sliderY.Update();
sliderZ.Update();
}
/// <summary> 更新值 </summary>
public void UpdateValue(Vector3 value) {
this.value = value;
sliderX.UpdateValue(value.x);
sliderY.UpdateValue(value.y);
sliderZ.UpdateValue(value.z);
}
/// <summary> 设置范围 </summary>
public void Settings(Vector2 range) {
sliderX.range = range;
sliderY.range = range;
sliderZ.range = range;
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using UnityEngine.Video;
using MuHua;
/// <summary>
/// 视频播放控件
/// </summary>
public class UIVideoPlayPanel : ModuleUIPanel {
private float showTime;
private bool isDownSlider;
private Action fullAction;
private RenderTexture renderTexture;
private VideoPlayer videoPlayer;
private UISliderH slider;
private VisualElement VideoView => element.Q<VisualElement>("VideoView");
private VisualElement VideoController => element.Q<VisualElement>("VideoController");
private VisualElement Slider => element.Q<VisualElement>("Slider");
private Label Time => element.Q<Label>("Time");
private Button Play => element.Q<Button>("Play");
private Button Pause => element.Q<Button>("Pause");
private Button FullScreen => element.Q<Button>("FullScreen");
public UIVideoPlayPanel(VisualElement element, VisualElement canvas, VideoPlayer videoPlayer, Action fullAction = null) : base(element) {
this.videoPlayer = videoPlayer;
this.fullAction = fullAction;
int width = (int)element.parent.resolvedStyle.width;
int height = (int)element.parent.resolvedStyle.height;
renderTexture = new RenderTexture(width, height, 0);
Background background = Background.FromRenderTexture(renderTexture);
VideoView.style.backgroundImage = new StyleBackground(background);
Play.clicked += Play_clicked;
Pause.clicked += Pause_clicked;
FullScreen.clicked += FullScreen_clicked;
VideoView.RegisterCallback<PointerDownEvent>((evt) => showTime = 5);
VideoController.RegisterCallback<PointerDownEvent>((evt) => showTime = 5);
Slider.RegisterCallback<PointerDownEvent>((evt) => isDownSlider = true);
Slider.RegisterCallback<PointerUpEvent>((evt) => isDownSlider = false);
Slider.RegisterCallback<PointerLeaveEvent>((evt) => isDownSlider = false);
slider = new UISliderH(element, canvas);
slider.ValueChanged += Slider_SlidingValueChanged;
}
/// <summary> 启用 </summary>
public void Enable(string url) {
videoPlayer.url = url; Enable();
}
/// <summary> 启用 </summary>
public void Enable() {
UpdateRenderTexture();
videoPlayer.targetTexture = renderTexture;
if (videoPlayer.isPlaying) { Play_clicked(); }
else { Pause_clicked(); }
}
/// <summary> 更新 </summary>
public void Update() {
if (videoPlayer == null) { return; }
showTime -= UnityEngine.Time.deltaTime;
Visibility visibility = showTime > 0 ? Visibility.Visible : Visibility.Hidden;
VideoController.style.visibility = visibility;
//进度条
float value = (float)videoPlayer.frame / (float)videoPlayer.frameCount;
if (!isDownSlider) { slider.UpdateValue(value, false); }
//播放时间
string clockTime = TimeSpan.FromSeconds(videoPlayer.clockTime).ToString(@"mm\:ss");
string length = TimeSpan.FromSeconds(videoPlayer.length).ToString(@"mm\:ss");
Time.text = clockTime + "/" + length;
}
/// <summary> 播放 </summary>
public void Play_clicked() {
if (videoPlayer == null) { return; }
videoPlayer.Play(); showTime = 5;
Play.style.display = DisplayStyle.None;
Pause.style.display = DisplayStyle.Flex;
}
/// <summary> 暂停 </summary>
public void Pause_clicked() {
if (videoPlayer == null) { return; }
videoPlayer.Pause();
Play.style.display = DisplayStyle.Flex;
Pause.style.display = DisplayStyle.None;
}
/// <summary> 更新渲染纹理 </summary>
private void UpdateRenderTexture() {
int width = (int)element.parent.resolvedStyle.width;
int height = (int)element.parent.resolvedStyle.height;
if (renderTexture.width == width && renderTexture.height == height) { return; }
renderTexture.Release();
renderTexture = new RenderTexture(width, height, 0);
Background background = Background.FromRenderTexture(renderTexture);
VideoView.style.backgroundImage = new StyleBackground(background);
}
/// <summary> 全屏 </summary>
private void FullScreen_clicked() {
fullAction?.Invoke();
}
/// <summary> 进度条更新 </summary>
private void Slider_SlidingValueChanged(float obj) {
if (videoPlayer == null) { return; }
videoPlayer.frame = (long)obj;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
/// <summary>
/// UI装备栏
/// </summary>
public class UIEquipmentColumn : ModuleUIPanel {
public EquipmentColumn equipment;
/// <summary> 插槽字典 </summary>
public Dictionary<string, UIEquipmentSlot> dictionary = new Dictionary<string, UIEquipmentSlot>();
public UIEquipmentColumn(VisualElement element) : base(element) {
InitialSlot(1, EquipmentSlotType.);
InitialSlot(2, EquipmentSlotType.);
InitialSlot(3, EquipmentSlotType.);
InitialSlot(4, EquipmentSlotType.);
InitialSlot(5, EquipmentSlotType.1);
InitialSlot(6, EquipmentSlotType.2);
InitialSlot(7, EquipmentSlotType.1);
InitialSlot(8, EquipmentSlotType.2);
InitialSlot(9, EquipmentSlotType.);
InitialSlot(10, EquipmentSlotType.);
InitialSlot(11, EquipmentSlotType.);
InitialSlot(12, EquipmentSlotType.);
}
public void Dispose() {
}
public void Settings(EquipmentColumn equipment) {
if (this.equipment != null) { Dispose(); }
this.equipment = equipment;
if (equipment == null) { return; }
foreach (var item in dictionary) { Settings(item.Key, item.Value); }
}
public void Settings(string key, UIEquipmentSlot uISlot) {
if (!equipment.ContainsKey(key)) { return; }
EquipmentSlot slot = equipment[key];
uISlot.Settings(slot);
}
private void InitialSlot(int index, EquipmentSlotType type) {
VisualElement element = Q<VisualElement>($"EquipmentSlot{index}");
UIEquipmentSlot uiSlot = new UIEquipmentSlot(element);
dictionary.Add(type.ToString(), uiSlot);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
/// <summary>
/// UI装备插槽
/// </summary>
public class UIEquipmentSlot : ModuleUIPanel, InventoryDrag {
public EquipmentSlot value;
public Label CountLabel => Q<Label>("Count");
public VisualElement Image => Q<VisualElement>("Image");
public int Count => 1;
public InventoryItem Item => value.item;
public VisualElement Anchor => element;
public UIEquipmentSlot(VisualElement element) : base(element) {
element.RegisterCallback<MouseDownEvent>(MouseDownEvent);
element.RegisterCallback<MouseOverEvent>(MouseOverEvent);
element.RegisterCallback<MouseLeaveEvent>(MouseLeaveEvent);
element.RegisterCallback<ClickEvent>(ClickEvent);
}
private void MouseDownEvent(MouseDownEvent evt) {
UIPopupManager.I.inventoryDrag.Settings(this);
Image.EnableInClassList("equipment-image-drag", true);
}
private void MouseOverEvent(MouseOverEvent evt) {
if (!Verify()) { return; }
UIPopupManager.I.inventoryDrag.EnterContainer(this);
}
private void MouseLeaveEvent(MouseLeaveEvent evt) {
UIPopupManager.I.inventoryDrag.ExitContainer(this);
}
private void ClickEvent(ClickEvent evt) {
// Debug.Log("sss");
}
public void Settings(EquipmentSlot value) {
this.value = value;
UpdatePreview();
}
public void Settings(InventoryItem item, int count) {
value.Settings(item);
UpdatePreview();
}
public void Cancel() {
Image.EnableInClassList("equipment-image-drag", false);
}
private void UpdatePreview() {
Sprite sprite = value == null || value.item == null ? null : value.item.sprite;
Image.style.backgroundImage = new StyleBackground(sprite);
}
private bool Verify() {
InventoryDrag container = UIPopupManager.I.inventoryDrag.container;
if (container == null) { return false; }
if (container.Item is Equipment equipment) { return value.verify.Invoke(equipment); }
return false;
}
}
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@@ -1,14 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
/// <summary>
/// 装备提示
/// </summary>
public class UIEquipmentTip : ModuleUIPanel {
public UIEquipmentTip(VisualElement element) : base(element) {
}
}
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