新增UI编辑器功能
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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using UnityEngine.UIElements;
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using UnityEditor.UIElements;
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using MuHua;
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namespace MuHuaEditor {
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/// <summary>
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/// 编辑器
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/// </summary>
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public abstract class ModuleUIEditor<T> : Editor where T : Object {
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/// <summary> UXML 资源 </summary>
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public VisualTreeAsset VisualTreeAsset = default;
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/// <summary> 选中目标 </summary>
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protected T value;
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/// <summary> 绑定文档 </summary>
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public VisualElement Element = null;
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/// <summary> 控件列表 </summary>
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public List<UIControl> controls = new List<UIControl>();
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public virtual void Awake() => value = target as T;
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/// <summary> 在OnEnable中注册 </summary>
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private void OnEnable() => EditorApplication.update += Update;
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/// <summary> 在OnDisable中注销 </summary>
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private void OnDisable() => EditorApplication.update -= Update;
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public override VisualElement CreateInspectorGUI() {
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VisualElement root = new VisualElement();
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// 1. 添加 Script 字段(只读)
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var scriptProperty = serializedObject.FindProperty("m_Script");
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if (scriptProperty != null) {
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var scriptField = new PropertyField(scriptProperty);
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scriptField.SetEnabled(false); // 只读
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root.Add(scriptField);
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}
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// 实例化 UXML
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if (VisualTreeAsset != null) {
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Element = VisualTreeAsset.Instantiate();
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root.Add(Element);
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Initial();
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}
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// 如果没设置 UXML,返回默认 Inspector
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return root ?? new IMGUIContainer(() => DrawDefaultInspector());
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}
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public virtual void Update() => controls.ForEach(control => control.Update());
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public virtual void OnDestroy() => controls.ForEach(control => control.Dispose());
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/// <summary> 初始化 </summary>
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public abstract void Initial();
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/// <summary> 添加控件 </summary>
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public void AddControl(UIControl control) => controls.Add(control);
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/// <summary> 移除控件 </summary>
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public void RemoveControl(UIControl control) => controls.Remove(control);
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/// <summary> 查询UI元素 </summary>
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public VE Q<VE>(string name = null, string className = null) where VE : VisualElement => Element.Q<VE>(name, className);
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}
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}
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