This commit is contained in:
MuHua-123
2025-09-29 17:58:53 +08:00
parent 153e254d33
commit a18bea561a
180 changed files with 1325 additions and 189 deletions
@@ -0,0 +1,102 @@
using System.IO;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
namespace MuHuaEditor {
/// <summary>
/// 装备 - 编辑窗口
/// </summary>
public class EquipmentWindow : ModuleUIEditorWindow {
public VisualTreeAsset ButtonTemplate = default;
private EquipmentType currentEquipmentType;
private UIEquipmentEnum<EquipmentType> equipmentType;
private UIEquipmentEnum<WeaponType> weaponType;
private UIEquipmentEnum<ArmorType> armorType;
private UIEquipmentEnum<AccessoryType> accessoryType;
private UIEquipmentList equipmentList;
public VisualElement VEEquipmentType => Q<VisualElement>("EquipmentType");
public VisualElement VEEquipmentExtendType => Q<VisualElement>("EquipmentExtendType");
public VisualElement EquipmentList => Q<VisualElement>("EquipmentList");
[MenuItem("Window/UI Toolkit/EquipmentWindow")]
public static void ShowWindow() {
EquipmentWindow wnd = GetWindow<EquipmentWindow>();
wnd.titleContent = new GUIContent("EquipmentWindow");
}
public override void Initial() {
equipmentType = new UIEquipmentEnum<EquipmentType>(VEEquipmentType, ButtonTemplate, SettingsEquipmentType);
weaponType = new UIEquipmentEnum<WeaponType>(VEEquipmentExtendType, ButtonTemplate, (value) => SettingsEquipmentType(value.ToString()));
armorType = new UIEquipmentEnum<ArmorType>(VEEquipmentExtendType, ButtonTemplate, (value) => SettingsEquipmentType(value.ToString()));
accessoryType = new UIEquipmentEnum<AccessoryType>(VEEquipmentExtendType, ButtonTemplate, (value) => SettingsEquipmentType(value.ToString()));
equipmentList = new UIEquipmentList(EquipmentList, rootVisualElement, ButtonTemplate, (value) => Debug.Log(value));
AddControl(equipmentList);
equipmentType.Initial();
}
public override void OnDestroy() {
base.OnDestroy();
equipmentType.Release();
weaponType.Release();
armorType.Release();
accessoryType.Release();
}
/// <summary> 设置装备类型 </summary>
private void SettingsEquipmentType(EquipmentType type) {
currentEquipmentType = type;
if (type == EquipmentType.) { weaponType.Initial(); }
if (type == EquipmentType.) { armorType.Initial(); }
if (type == EquipmentType.) { accessoryType.Initial(); }
}
/// <summary> 设置装备类型 </summary>
private void SettingsEquipmentType(string type) {
string path = $"Assets/AssetsEquipment/ScriptableObject/{currentEquipmentType}/{type}";
EnsureDirectoryExists(path);
List<EquipmentConst> equipments = FindConstAssets<EquipmentConst>(path);
equipmentList.Initial(equipments);
}
#region
/// <summary> 查找指定文件夹下的所有 T 类型的 ScriptableObject 资源 </summary>
public static List<T> FindConstAssets<T>(string folderPath) where T : ScriptableObject {
List<T> result = new List<T>();
string filter = $"t:{typeof(T).Name}";
string[] guids = AssetDatabase.FindAssets(filter, new[] { folderPath });
foreach (string guid in guids) {
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
T asset = AssetDatabase.LoadAssetAtPath<T>(assetPath);
if (asset != null) { result.Add(asset); }
}
return result;
}
/// <summary> 确保目录存在 </summary>
public static void EnsureDirectoryExists(string path) {
if (!Directory.Exists(path)) { Directory.CreateDirectory(path); }
}
#endregion
private void CreateConstWeapon() {
// 创建一个新的 ConstWeapon 资源
var asset = ScriptableObject.CreateInstance<WeaponConst>();
string path = EditorUtility.SaveFilePanelInProject(
"保存 ConstWeapon",
"NewConstWeapon.asset",
"asset",
"请选择保存 ConstWeapon 的路径"
);
if (!string.IsNullOrEmpty(path)) {
AssetDatabase.CreateAsset(asset, path);
AssetDatabase.SaveAssets();
EditorUtility.FocusProjectWindow();
Selection.activeObject = asset;
}
}
}
}
@@ -0,0 +1,14 @@
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@@ -0,0 +1,59 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
namespace MuHuaEditor {
/// <summary>
/// 装备枚举
/// </summary>
public class UIEquipmentEnum<T> : ModuleUIPanel where T : Enum {
public Action<T> callback;
public ModuleUIItems<UIItem, T> items;
public UIEquipmentEnum(VisualElement element, VisualTreeAsset templateAsset, Action<T> callback) : base(element) {
this.callback = callback;
items = new ModuleUIItems<UIItem, T>(element, templateAsset,
(data, element) => new UIItem(data, element, this));
}
/// <summary> 释放资源 </summary>
public void Release() => items.Release();
/// <summary> 初始化 </summary>
public void Initial() {
items.Create(EnumToList());
items.SelectFirst();
}
/// <summary> 设置值 </summary>
public void Settings(T value) => callback?.Invoke(value);
private List<T> EnumToList() {
var list = new List<T>();
foreach (var name in Enum.GetValues(typeof(T))) { list.Add((T)name); }
return list;
}
/// <summary> UI项 </summary>
public class UIItem : ModuleUIItem<T> {
public readonly UIEquipmentEnum<T> parent;
public Button Button => Q<Button>("Button");
public UIItem(T value, VisualElement element, UIEquipmentEnum<T> parent) : base(value, element) {
this.parent = parent;
Button.text = value.ToString();
Button.clicked += Select;
}
public override void DefaultState() {
Button.EnableInClassList("button-s", false);
}
public override void SelectState() {
parent.Settings(value);
Button.EnableInClassList("button-s", true);
}
}
}
}
@@ -1,5 +1,5 @@
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@@ -0,0 +1,58 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
namespace MuHuaEditor {
/// <summary>
/// 装备 - UI列表
/// </summary>
public class UIEquipmentList : ModuleUIPanel, UIControl {
public Action<EquipmentConst> callback;
public UIScrollViewListV<UIItem, EquipmentConst> items;
public VisualElement ScrollView => Q<VisualElement>("ScrollView");
public UIEquipmentList(VisualElement element, VisualElement canvas, VisualTreeAsset templateAsset, Action<EquipmentConst> callback) : base(element) {
this.callback = callback;
items = new UIScrollViewListV<UIItem, EquipmentConst>(ScrollView, canvas, templateAsset,
(data, element) => new UIItem(data, element, this));
}
public void Update() => items.Update();
public void Dispose() => items.Dispose();
/// <summary> 初始化 </summary>
public void Initial(List<EquipmentConst> equipments) {
items.Create(equipments);
items.SelectFirst();
}
/// <summary> 设置值 </summary>
public void Settings(EquipmentConst value) => callback?.Invoke(value);
/// <summary> UI项 </summary>
public class UIItem : ModuleUIItem<EquipmentConst> {
public readonly UIEquipmentList parent;
public Button Button => Q<Button>("Button");
public UIItem(EquipmentConst value, VisualElement element, UIEquipmentList parent) : base(value, element) {
this.parent = parent;
Button.text = value.name;
Button.clicked += Select;
}
public override void DefaultState() {
Button.EnableInClassList("button-s", false);
}
public override void SelectState() {
parent.Settings(value);
Button.EnableInClassList("button-s", true);
}
}
}
}
@@ -1,5 +1,5 @@
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@@ -0,0 +1,15 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using UnityEditor;
namespace MuHuaEditor {
/// <summary>
/// 武器 - 自定义编辑器
/// </summary>
[CustomEditor(typeof(WeaponConst))]
public class WeaponConstEditor : Editor {
public VisualTreeAsset ButtonTemplate;
}
}
@@ -1,53 +0,0 @@
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);
}
}
@@ -1,64 +0,0 @@
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;
}
}
@@ -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) {
}
}
@@ -0,0 +1,8 @@
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@@ -0,0 +1,12 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 饰品类型
/// </summary>
public enum AccessoryType {
= 0,
= 1,
= 2
}
@@ -1,5 +1,5 @@
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@@ -0,0 +1,14 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 护甲类型
/// </summary>
public enum ArmorType {
= 0,
= 1,
= 2,
= 3,
= 4
}
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@@ -0,0 +1,23 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 插槽类型
/// </summary>
public enum EquipmentSlotType {
= 0,
= 1,
= 10,
= 11,
= 12,
= 13,
= 14,
= 20,
1 = 21,
2 = 22,
1 = 23,
2 = 24
}
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@@ -0,0 +1,12 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 装备类型
/// </summary>
public enum EquipmentType {
= 0,
= 1,
= 2
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,12 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 武器类型
/// </summary>
public enum WeaponType {
= 0,
= 1,
= 2
}
@@ -0,0 +1,11 @@
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@@ -2,7 +2,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ConstWeaponEditor : MonoBehaviour
public class Accessory : MonoBehaviour
{
// Start is called before the first frame update
void Start()
@@ -0,0 +1,11 @@
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@@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Armor : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Weapon : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
@@ -0,0 +1,11 @@
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@@ -2,17 +2,11 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 饰品类型
/// </summary>
public enum AccessoryType {
, ,
}
/// <summary>
/// 饰品 - 物品常量
/// </summary>
[CreateAssetMenu(menuName = "MuHua/物品系统/饰品")]
public class ConstAccessory : ConstEquipment {
public class AccessoryConst : EquipmentConst {
/// <summary> 饰品类型 </summary>
public AccessoryType type;
@@ -2,17 +2,12 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 护甲类型
/// </summary>
public enum ArmorType {
, , , ,
}
/// <summary>
/// 护甲 - 物品常量
/// </summary>
[CreateAssetMenu(menuName = "MuHua/物品系统/护甲")]
public class ConstArmor : ConstEquipment {
public class ArmorConst : EquipmentConst {
/// <summary> 护甲类型 </summary>
public ArmorType type;
@@ -5,6 +5,6 @@ using UnityEngine;
/// <summary>
/// 装备 - 物品常量
/// </summary>
public class ConstEquipment : ConstInventoryItem {
public class EquipmentConst : InventoryItemConst {
}
@@ -2,27 +2,15 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 武器类型
/// </summary>
public enum WeaponType {
, ,
}
/// <summary>
/// 武器类别
/// </summary>
public enum WeaponCategory {
, , , , , ,
}
/// <summary>
/// 武器 - 物品常量
/// </summary>
[CreateAssetMenu(menuName = "MuHua/物品系统/武器")]
public class ConstWeapon : ConstEquipment {
public class WeaponConst : EquipmentConst {
/// <summary> 武器类型 </summary>
public WeaponType type;
/// <summary> 武器类别 </summary>
public WeaponCategory category;
public string category;
public override InventoryItem To() {
Equipment item = new Equipment();
@@ -3,14 +3,6 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 插槽类型
/// </summary>
public enum EquipmentSlotType {
, , , ,
, , , ,
1, 2, 1, 2
}
/// <summary>
/// 装备插槽
/// </summary>
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background-color: rgb(0, 164, 192);
color: rgb(255, 255, 255);
}
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<ui:VisualElement name="ScrollView" class="scrollview">
<ui:VisualElement name="Viewport" class="scrollview-viewport" style="margin-right: 0; margin-bottom: 0; margin-top: 0; margin-left: 0;">
<ui:VisualElement name="Container" class="scrollview-container" style="padding-top: 2px; padding-right: 2px; padding-bottom: 2px; padding-left: 2px;">
<ui:Instance template="Button1" name="Button1" />
<ui:Instance template="Button1" name="Button1" />
<ui:Instance template="Button1" name="Button1" />
<ui:Instance template="Button1" name="Button1" />
<ui:Instance template="Button1" name="Button1" />
</ui:VisualElement>
</ui:VisualElement>
<ui:VisualElement name="ScrollerHorizontal" class="scroller-horizontal scrollview-horizontal-scroller" style="display: none;">
<ui:VisualElement name="Dragger" class="scroller-horizontal-dragger scrollview-horizontal-scroller-dragger" />
</ui:VisualElement>
<ui:VisualElement name="ScrollerVertical" class="scroller-vertical scrollview-vertical-scroller" style="display: none;">
<ui:VisualElement name="Dragger" class="scroller-vertical-dragger scrollview-vertical-scroller-dragger" />
</ui:VisualElement>
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