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using System.IO;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.UIElements;
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using MuHua;
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namespace MuHuaEditor {
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/// <summary>
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/// 装备 - 编辑窗口
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/// </summary>
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public class EquipmentWindow : ModuleUIEditorWindow {
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public VisualTreeAsset ButtonTemplate = default;
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private EquipmentType currentEquipmentType;
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private UIEquipmentEnum<EquipmentType> equipmentType;
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private UIEquipmentEnum<WeaponType> weaponType;
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private UIEquipmentEnum<ArmorType> armorType;
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private UIEquipmentEnum<AccessoryType> accessoryType;
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private UIEquipmentList equipmentList;
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public VisualElement VEEquipmentType => Q<VisualElement>("EquipmentType");
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public VisualElement VEEquipmentExtendType => Q<VisualElement>("EquipmentExtendType");
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public VisualElement EquipmentList => Q<VisualElement>("EquipmentList");
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[MenuItem("Window/UI Toolkit/EquipmentWindow")]
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public static void ShowWindow() {
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EquipmentWindow wnd = GetWindow<EquipmentWindow>();
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wnd.titleContent = new GUIContent("EquipmentWindow");
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}
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public override void Initial() {
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equipmentType = new UIEquipmentEnum<EquipmentType>(VEEquipmentType, ButtonTemplate, SettingsEquipmentType);
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weaponType = new UIEquipmentEnum<WeaponType>(VEEquipmentExtendType, ButtonTemplate, (value) => SettingsEquipmentType(value.ToString()));
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armorType = new UIEquipmentEnum<ArmorType>(VEEquipmentExtendType, ButtonTemplate, (value) => SettingsEquipmentType(value.ToString()));
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accessoryType = new UIEquipmentEnum<AccessoryType>(VEEquipmentExtendType, ButtonTemplate, (value) => SettingsEquipmentType(value.ToString()));
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equipmentList = new UIEquipmentList(EquipmentList, rootVisualElement, ButtonTemplate, (value) => Debug.Log(value));
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AddControl(equipmentList);
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equipmentType.Initial();
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}
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public override void OnDestroy() {
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base.OnDestroy();
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equipmentType.Release();
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weaponType.Release();
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armorType.Release();
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accessoryType.Release();
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}
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/// <summary> 设置装备类型 </summary>
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private void SettingsEquipmentType(EquipmentType type) {
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currentEquipmentType = type;
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if (type == EquipmentType.武器) { weaponType.Initial(); }
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if (type == EquipmentType.护甲) { armorType.Initial(); }
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if (type == EquipmentType.饰品) { accessoryType.Initial(); }
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}
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/// <summary> 设置装备类型 </summary>
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private void SettingsEquipmentType(string type) {
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string path = $"Assets/AssetsEquipment/ScriptableObject/{currentEquipmentType}/{type}";
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EnsureDirectoryExists(path);
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List<EquipmentConst> equipments = FindConstAssets<EquipmentConst>(path);
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equipmentList.Initial(equipments);
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}
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#region 编辑器工具
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/// <summary> 查找指定文件夹下的所有 T 类型的 ScriptableObject 资源 </summary>
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public static List<T> FindConstAssets<T>(string folderPath) where T : ScriptableObject {
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List<T> result = new List<T>();
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string filter = $"t:{typeof(T).Name}";
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string[] guids = AssetDatabase.FindAssets(filter, new[] { folderPath });
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foreach (string guid in guids) {
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string assetPath = AssetDatabase.GUIDToAssetPath(guid);
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T asset = AssetDatabase.LoadAssetAtPath<T>(assetPath);
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if (asset != null) { result.Add(asset); }
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}
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return result;
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}
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/// <summary> 确保目录存在 </summary>
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public static void EnsureDirectoryExists(string path) {
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if (!Directory.Exists(path)) { Directory.CreateDirectory(path); }
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}
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#endregion
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private void CreateConstWeapon() {
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// 创建一个新的 ConstWeapon 资源
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var asset = ScriptableObject.CreateInstance<WeaponConst>();
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string path = EditorUtility.SaveFilePanelInProject(
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"保存 ConstWeapon",
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"NewConstWeapon.asset",
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"asset",
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"请选择保存 ConstWeapon 的路径"
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);
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if (!string.IsNullOrEmpty(path)) {
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AssetDatabase.CreateAsset(asset, path);
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AssetDatabase.SaveAssets();
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EditorUtility.FocusProjectWindow();
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Selection.activeObject = asset;
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}
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}
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}
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}
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