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
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MonoBehaviour: MonoBehaviour:
@@ -0,0 +1,56 @@
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 override void Initial() {
attributeList = new UIAttributeList(AttributeList, AttributeTemplate);
attributeList.Initial(value.instances);
AddControl(attributeList);
}
// public override void OnInspectorGUI() {
// base.OnInspectorGUI();
// if (GUILayout.Button("创建属性")) { GenerateAttribute(); }
// if (GUILayout.Button("删除属性")) { DeleteInstance(); }
// }
/// <summary> 创建属性实例 </summary>
// private void GenerateAttribute() {
// AttributeInstanceConst instance = CreateInstance<AttributeInstanceConst>();
// instance.container = container;
// // 加入容器
// container.instances.Add(instance);
// AssetDatabase.AddObjectToAsset(instance, container);
// EditorUtility.SetDirty(instance);
// EditorUtility.SetDirty(container);
// AssetDatabase.SaveAssets();
// }
/// <summary> 删除全部实例 </summary>
// private void DeleteInstance() {
// for (int i = container.instances.Count; i-- > 0;) {
// AttributeInstanceConst instance = container.instances[i];
// container.instances.Remove(instance);
// Undo.DestroyObjectImmediate(instance);
// }
// EditorUtility.SetDirty(container);
// AssetDatabase.SaveAssets();
// }
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace MuHuaEditor {
/// <summary>
/// 属性实例 - 自定义编辑器
/// </summary>
[CustomEditor(typeof(AttributeInstanceConst))]
public class AttributeInstanceConstEditor : Editor {
private AttributeInstanceConst instance;
private void Awake() => instance = target as AttributeInstanceConst;
public override void OnInspectorGUI() {
base.OnInspectorGUI();
if (instance.container == null) { return; }
EditorGUILayout.Space(20);
// 输入字段修改 name
EditorGUI.BeginChangeCheck();
string newName = EditorGUILayout.TextField("属性名称", instance.name);
if (EditorGUI.EndChangeCheck()) { ModifyName(newName); }
// 按钮功能
if (GUILayout.Button("删除属性")) { DeleteInstance(); }
}
/// <summary> 修改名字 </summary>
private void ModifyName(string newName) {
instance.name = newName;
Undo.RecordObject(instance, "修改属性名称");
EditorUtility.SetDirty(instance);
AssetDatabase.SaveAssets();
}
/// <summary> 删除实例 </summary>
private void DeleteInstance() {
AttributeContainerConst container = instance.container;
container.instances.Remove(instance);
EditorUtility.SetDirty(container);
Undo.DestroyObjectImmediate(instance);
AssetDatabase.SaveAssets();
}
}
}
@@ -1,5 +1,5 @@
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
namespace MuHuaEditor {
/// <summary>
/// 属性 - UI列表
/// </summary>
public class UIAttributeList : ModuleUIPanel, UIControl {
/// <summary> 拖拽预览 </summary>
public VisualElement preview;
/// <summary> 鼠标位置 </summary>
public Vector2 mousePosition;
/// <summary> 偏移位置 </summary>
public Vector2 offsetPosition;
/// <summary> 项目列表 </summary>
public ModuleUIItems<UIItem, AttributeInstanceConst> items;
public UIAttributeList(VisualElement element, VisualTreeAsset templateAsset) : base(element) {
items = new ModuleUIItems<UIItem, AttributeInstanceConst>(element, templateAsset,
(data, element) => new UIItem(data, element, this));
element.RegisterCallback<MouseMoveEvent>(FloatingFunc);
}
private void FloatingFunc(MouseMoveEvent evt) {
mousePosition = evt.mousePosition;
}
public void Update() {
if (preview == null) { return; }
preview.transform.position = mousePosition - offsetPosition;
}
public void Dispose() => items.Release();
/// <summary> 初始化 </summary>
public void Initial(List<AttributeInstanceConst> list) {
items.Create(list);
}
/// <summary> 设置值 </summary>
// public void Settings(T value) => callback?.Invoke(value);
public void MouseDownEvent(VisualElement element) {
preview = element;
offsetPosition = mousePosition;
// Debug.Log($"{preview.worldBound.position} - {mousePosition}");
// offsetPosition = preview.worldBound.position - mousePosition;
// Debug.Log($"{preview.worldBound.position} = {mousePosition} + {offsetPosition}");
}
public void MouseUpEvent() {
if (preview == null) { return; }
preview.transform.position = Vector2.zero;
int insertIndex = GetInsertIndex(element, preview);
int oldIndex = element.IndexOf(preview);
// 修正插入索引
// if (insertIndex > oldIndex) insertIndex--;
Debug.Log($"插入位置 {insertIndex} - 旧位置 {oldIndex}");
// 重新排序UI和数据
if (oldIndex != insertIndex) { MovePreviewElement(oldIndex, insertIndex); }
preview = null;
}
/// <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; i++) {
var child = parent[i];
if (child == preview) continue;
if (previewCenter.y < 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.RemoveAt(oldIndex);
element.Insert(newIndex, temp);
}
/// <summary> UI项 </summary>
public class UIItem : ModuleUIItem<AttributeInstanceConst> {
public readonly UIAttributeList parent;
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 UIItem(AttributeInstanceConst value, VisualElement element, UIAttributeList parent) : base(value, element) {
this.parent = parent;
Name.SetValueWithoutNotify(value.name);
Type.Init(value.type);
Type.SetValueWithoutNotify(value.type);
Value.SetValueWithoutNotify(value.defaultValue);
Range.text = $"{value.minValue} ~ {value.maxValue}";
element.RegisterCallback<MouseDownEvent>(MouseDownEvent);
element.RegisterCallback<MouseUpEvent>(MouseUpEvent);
}
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.MouseDownEvent(element);
private void MouseUpEvent(MouseUpEvent evt) => parent.MouseUpEvent();
}
}
}
@@ -1,5 +1,5 @@
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@@ -1,43 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
/// <summary>
/// 属性容器 - 自定义编辑器
/// </summary>
[CustomEditor(typeof(ConstAttributeContainer))]
public class ConstAttributeContainerEditor : Editor {
private ConstAttributeContainer container;
private void Awake() => container = target as ConstAttributeContainer;
public override void OnInspectorGUI() {
base.OnInspectorGUI();
if (GUILayout.Button("创建属性")) { GenerateAttribute(); }
if (GUILayout.Button("删除属性")) { DeleteInstance(); }
}
/// <summary> 创建属性实例 </summary>
private void GenerateAttribute() {
ConstAttributeInstance instance = CreateInstance<ConstAttributeInstance>();
instance.container = container;
// 加入容器
container.instances.Add(instance);
AssetDatabase.AddObjectToAsset(instance, container);
EditorUtility.SetDirty(instance);
EditorUtility.SetDirty(container);
AssetDatabase.SaveAssets();
}
/// <summary> 删除全部实例 </summary>
private void DeleteInstance() {
for (int i = container.instances.Count; i-- > 0;) {
ConstAttributeInstance instance = container.instances[i];
container.instances.Remove(instance);
Undo.DestroyObjectImmediate(instance);
}
EditorUtility.SetDirty(container);
AssetDatabase.SaveAssets();
}
}
@@ -1,44 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
/// <summary>
/// 属性实例 - 自定义编辑器
/// </summary>
[CustomEditor(typeof(ConstAttributeInstance))]
public class ConstAttributeInstanceEditor : Editor {
private ConstAttributeInstance instance;
private void Awake() => instance = target as ConstAttributeInstance;
public override void OnInspectorGUI() {
base.OnInspectorGUI();
if (instance.container == null) { return; }
EditorGUILayout.Space(20);
// 输入字段修改 name
EditorGUI.BeginChangeCheck();
string newName = EditorGUILayout.TextField("属性名称", instance.name);
if (EditorGUI.EndChangeCheck()) { ModifyName(newName); }
// 按钮功能
if (GUILayout.Button("删除属性")) { DeleteInstance(); }
}
/// <summary> 修改名字 </summary>
private void ModifyName(string newName) {
instance.name = newName;
Undo.RecordObject(instance, "修改属性名称");
EditorUtility.SetDirty(instance);
AssetDatabase.SaveAssets();
}
/// <summary> 删除实例 </summary>
private void DeleteInstance() {
ConstAttributeContainer container = instance.container;
container.instances.Remove(instance);
EditorUtility.SetDirty(container);
Undo.DestroyObjectImmediate(instance);
AssetDatabase.SaveAssets();
}
}
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@@ -6,10 +6,10 @@ using UnityEngine;
/// 属性容器 - 常量 /// 属性容器 - 常量
/// </summary> /// </summary>
[CreateAssetMenu(menuName = "MuHua/属性模块/属性容器")] [CreateAssetMenu(menuName = "MuHua/属性模块/属性容器")]
public class ConstAttributeContainer : ScriptableObject { public class AttributeContainerConst : ScriptableObject {
/// <summary> 属性列表 </summary> /// <summary> 属性列表 </summary>
[HideInInspector] [HideInInspector]
public List<ConstAttributeInstance> instances; public List<AttributeInstanceConst> instances;
/// <summary> 转换数据 </summary> /// <summary> 转换数据 </summary>
public AttributeContainer To() { public AttributeContainer To() {
@@ -6,7 +6,7 @@ using UnityEngine;
/// 属性实例 - 常量 /// 属性实例 - 常量
/// </summary> /// </summary>
[CreateAssetMenu(menuName = "MuHua/属性模块/属性实例")] [CreateAssetMenu(menuName = "MuHua/属性模块/属性实例")]
public class ConstAttributeInstance : ScriptableObject { public class AttributeInstanceConst : ScriptableObject {
/// <summary> 属性类型 </summary> /// <summary> 属性类型 </summary>
public AttributeType type; public AttributeType type;
/// <summary> 默认值 </summary> /// <summary> 默认值 </summary>
@@ -14,11 +14,11 @@ public class ConstAttributeInstance : ScriptableObject {
/// <summary> 最小值 </summary> /// <summary> 最小值 </summary>
public float minValue; public float minValue;
/// <summary> 最大值 </summary> /// <summary> 最大值 </summary>
public float maxValue = float.MaxValue; public float maxValue = 9999;
/// <summary> 属性容器 </summary> /// <summary> 属性容器 </summary>
[HideInInspector] [HideInInspector]
public ConstAttributeContainer container; public AttributeContainerConst container;
/// <summary> 转换数据 </summary> /// <summary> 转换数据 </summary>
public AttributeInstance To() { public AttributeInstance To() {
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<ui:VisualElement name="AttributeList" style="flex-grow: 1;">
<ui:Instance template="AttributeTemplate" name="AttributeTemplate" />
<ui:Instance template="AttributeTemplate" name="AttributeTemplate" />
<ui:Instance template="AttributeTemplate" name="AttributeTemplate" />
<ui:Instance template="AttributeTemplate" name="AttributeTemplate" />
</ui:VisualElement>
<ui:VisualElement name="ButtonGroup" style="flex-direction: row;">
<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 style="flex-grow: 1;" />
<ui:Button text="删除属性" parse-escape-sequences="true" display-tooltip-when-elided="true" name="Button3" 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>
</ui:UXML>
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<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: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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@@ -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 @@
fileFormatVersion: 2
guid: ec99af1e55d08254f8089eba7fa65bcd
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences:
- m_ViewDataDictionary: {instanceID: 0}
- VisualTreeAsset: {fileID: 9197481963319205126, guid: 866ca35095f42154d97c957787b91a83, type: 3}
- ButtonTemplate: {fileID: 9197481963319205126, guid: 72d39f3bc55f0a94196e83e8bfea1857, type: 3}
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: fe6d086cc2b6beb4e8d9dfe9339270f5
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -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 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: d8ae6bbae674e19448216fd6b41cd012 guid: 1a27a9357cd2dfb46b03783e745821ff
MonoImporter: MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2
@@ -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);
}
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: ea8d2198def9909448f54d619cfc65aa
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
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userData:
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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;
}
}
@@ -0,0 +1,8 @@
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guid: 191c3d543ef38514a8845f693eb75de3
folderAsset: yes
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externalObjects: {}
userData:
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@@ -0,0 +1,8 @@
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guid: 1eaf517ccfb649341aa59df1d7d437c2
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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
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 5bc9afb170700e64a902cc2b868b8b04
MonoImporter:
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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
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 3851fbd666690f247b52ab57af296c62
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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
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
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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 @@
fileFormatVersion: 2
guid: 505a2c6d7fed9924591dfcdccbe928c9
MonoImporter:
externalObjects: {}
serializedVersion: 2
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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 @@
fileFormatVersion: 2
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@@ -2,7 +2,7 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class ConstWeaponEditor : MonoBehaviour public class Accessory : MonoBehaviour
{ {
// Start is called before the first frame update // Start is called before the first frame update
void Start() 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()
{
}
}

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