This commit is contained in:
MuHua-123
2025-09-30 18:01:43 +08:00
parent 0c4240b621
commit ca863976b3
35 changed files with 4187 additions and 2736 deletions
@@ -4,6 +4,8 @@ using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
using System;
using System.Security.AccessControl;
namespace MuHuaEditor {
/// <summary>
@@ -13,16 +15,26 @@ namespace MuHuaEditor {
public VisualTreeAsset ButtonTemplate = default;
private string type;
private EquipmentConst equipment;
private EquipmentType currentEquipmentType;
private UIEquipmentEnum<EquipmentType> equipmentType;
private UIEquipmentEnum<WeaponType> weaponType;
private UIEquipmentEnum<ArmorType> armorType;
private UIEquipmentEnum<AccessoryType> accessoryType;
private UIEquipmentList equipmentList;
private UIEquipmentSettings equipmentSettings;
private UIEquipmentPanel equipmentPanel;
public VisualElement VEEquipmentType => Q<VisualElement>("EquipmentType");
public VisualElement VEEquipmentExtendType => Q<VisualElement>("EquipmentExtendType");
public VisualElement EquipmentList => Q<VisualElement>("EquipmentList");
public VisualElement EquipmentSettings => Q<VisualElement>("EquipmentSettings");
public VisualElement EquipmentPanel => Q<VisualElement>("EquipmentPanel");
public Button Button1 => Q<Button>("Button1");// 创建
public Button Button2 => Q<Button>("Button2");// 删除
public Button Button3 => Q<Button>("Button3");// 刷新
[MenuItem("Window/UI Toolkit/EquipmentWindow")]
public static void ShowWindow() {
@@ -35,10 +47,16 @@ namespace MuHuaEditor {
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));
equipmentList = new UIEquipmentList(EquipmentList, rootVisualElement, ButtonTemplate, Settings);
AddControl(equipmentList);
equipmentSettings = new UIEquipmentSettings(EquipmentSettings);
equipmentPanel = new UIEquipmentPanel(EquipmentPanel);
equipmentType.Initial();
Button1.clicked += CreateEquipment;
Button2.clicked += DeleteEquipment;
Button3.clicked += () => Settings(equipment);
}
public override void OnDestroy() {
base.OnDestroy();
@@ -55,13 +73,73 @@ namespace MuHuaEditor {
if (type == EquipmentType.) { armorType.Initial(); }
if (type == EquipmentType.) { accessoryType.Initial(); }
}
/// <summary> 设置装备类 </summary>
/// <summary> 设置装备类 </summary>
private void SettingsEquipmentType(string type) {
this.type = type;
string path = $"Assets/AssetsEquipment/ScriptableObject/{currentEquipmentType}/{type}";
EnsureDirectoryExists(path);
List<EquipmentConst> equipments = FindConstAssets<EquipmentConst>(path);
equipmentList.Initial(equipments);
}
/// <summary> 设置装备 </summary>
private void Settings(EquipmentConst equipment) {
this.equipment = equipment;
Button2.EnableInClassList("ew-hide", equipment == null);
equipmentSettings.Initial(equipment);
equipmentPanel.Initial(equipment);
}
/// <summary> 创建装备 </summary>
private void CreateEquipment() {
// 创建一个新的 ConstWeapon 资源
ScriptableObject asset = null;
if (currentEquipmentType == EquipmentType.) {
WeaponConst weapon = ScriptableObject.CreateInstance<WeaponConst>();
weapon.type = (WeaponType)Enum.Parse(typeof(WeaponType), type);
asset = weapon;
}
if (currentEquipmentType == EquipmentType.) {
ArmorConst armor = ScriptableObject.CreateInstance<ArmorConst>();
armor.type = (ArmorType)Enum.Parse(typeof(ArmorType), type);
asset = armor;
}
if (currentEquipmentType == EquipmentType.) {
AccessoryConst accessory = ScriptableObject.CreateInstance<AccessoryConst>();
accessory.type = (AccessoryType)Enum.Parse(typeof(AccessoryType), type);
asset = accessory;
}
string directory = $"Assets/AssetsEquipment/ScriptableObject/{currentEquipmentType}/{type}";
EnsureDirectoryExists(directory);
string path = GetUniqueAssetPath(directory, "Equipment");
AssetDatabase.CreateAsset(asset, path);
AssetDatabase.SaveAssets();
EditorUtility.FocusProjectWindow();
Selection.activeObject = asset;
// 刷新装备列表
SettingsEquipmentType(type);
}
/// <summary> 删除装备 </summary>
private void DeleteEquipment() {
if (equipment == null) { return; }
string path = AssetDatabase.GetAssetPath(equipment);
if (string.IsNullOrEmpty(path)) { return; }
AssetDatabase.DeleteAsset(path);
AssetDatabase.SaveAssets();
equipment = null;
// 刷新装备列表
SettingsEquipmentType(type);
}
private string GetUniqueAssetPath(string directory, string baseName = "Equipment") {
string path = $"{directory}/{baseName}.asset";
int index = 1;
while (File.Exists(path)) {
path = $"{directory}/{baseName} {index}.asset";
index++;
}
return path;
}
#region
/// <summary> 查找指定文件夹下的所有 T 类型的 ScriptableObject 资源 </summary>
@@ -81,22 +159,5 @@ namespace MuHuaEditor {
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 +1,43 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
namespace MuHuaEditor {
/// <summary>
/// 装备面板
/// </summary>
public class UIEquipmentPanel : ModuleUIPanel {
public WeaponConst weapon;
public ArmorConst armor;
public AccessoryConst accessory;
public Label Name => Q<Label>("Name");
public Label Type => Q<Label>("Type");
public UIEquipmentPanel(VisualElement element) : base(element) {
}
public void Initial(EquipmentConst equipment) {
element.EnableInClassList("ew-hide", equipment == null);
if (equipment == null) { return; }
Name.text = equipment.name;
if (equipment is WeaponConst weapon) { InitialWeapon(weapon); }
if (equipment is ArmorConst armor) { InitialArmor(armor); }
if (equipment is AccessoryConst accessory) { InitialAccessory(accessory); }
}
public void InitialWeapon(WeaponConst weapon) {
Type.text = $"Lv{weapon.level} {weapon.rarity} {weapon.type} {weapon.category}";
}
public void InitialArmor(ArmorConst armor) {
Type.text = $"Lv{armor.level} {armor.rarity} {armor.type}";
}
public void InitialAccessory(AccessoryConst accessory) {
Type.text = $"Lv{accessory.level} {accessory.rarity} {accessory.type}";
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,8 @@
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@@ -0,0 +1,71 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEngine.UIElements;
using UnityEditor.UIElements;
using MuHua;
namespace MuHuaEditor {
/// <summary>
/// 装备输入
/// </summary>
public class UIEquipmentInput : ModuleUIPanel {
public WeaponConst weapon;
public EquipmentConst equipment;
public TextField Name => Q<TextField>("Name");
public IntegerField Level => Q<IntegerField>("Level");
public ObjectField Sprite => Q<ObjectField>("Sprite");
public EnumField Rarity => Q<EnumField>("Rarity");
public EnumField WeaponCategory => Q<EnumField>("WeaponCategory");
public UIEquipmentInput(VisualElement element) : base(element) {
Name.RegisterCallback<FocusOutEvent>(evt => ModifyName());
Level.RegisterCallback<FocusOutEvent>(evt => ModifyLevel());
Sprite.RegisterCallback<FocusOutEvent>(evt => ModifySprite());
Rarity.RegisterValueChangedCallback(evt => ModifyRarity((EquipmentRarity)evt.newValue));
WeaponCategory.RegisterValueChangedCallback(evt => ModifyWeaponType((WeaponCategory)evt.newValue));
}
public void Initial(EquipmentConst equipment) {
this.equipment = equipment;
if (equipment == null) { return; }
Name.SetValueWithoutNotify(equipment.name);
Level.SetValueWithoutNotify(equipment.level);
Sprite.SetValueWithoutNotify(equipment.sprite);
Rarity.Init(equipment.rarity);
weapon = equipment as WeaponConst;
WeaponCategory.EnableInClassList("ew-hide", weapon == null);
if (weapon == null) { return; }
WeaponCategory.Init(weapon.category);
}
/// <summary> 修改名字 </summary>
private void ModifyName() {
if (Name.value == null || Name.value == "") {
Name.SetValueWithoutNotify(equipment.name);
return;
}
string oldPath = AssetDatabase.GetAssetPath(equipment);
AssetDatabase.RenameAsset(oldPath, Name.value);
equipment.name = Name.value;
Dirty();
}
/// <summary> 修改类型 </summary>
private void ModifyLevel() { equipment.level = Level.value; Dirty(); }
/// <summary> 修改预览图 </summary>
private void ModifySprite() { equipment.sprite = Sprite.value as Sprite; Dirty(); }
/// <summary> 修改布尔值 </summary>
private void ModifyRarity(EquipmentRarity rarity) { equipment.rarity = rarity; Dirty(); }
/// <summary> 修改武器类型 </summary>
private void ModifyWeaponType(WeaponCategory category) { weapon.category = category; Dirty(); }
/// <summary> 保存资源 </summary>
private void Dirty() {
EditorUtility.SetDirty(equipment);
AssetDatabase.SaveAssets();
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,29 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
namespace MuHuaEditor {
/// <summary>
/// 装备设置
/// </summary>
public class UIEquipmentSettings : ModuleUIPanel {
public EquipmentConst equipment;
public UIEquipmentInput equipmentInput;
public VisualElement EquipmentInput => Q<VisualElement>("EquipmentInput");
public UIEquipmentSettings(VisualElement element) : base(element) {
equipmentInput = new UIEquipmentInput(EquipmentInput);
}
public void Initial(EquipmentConst equipment) {
this.equipment = equipment;
element.EnableInClassList("ew-hide", equipment == null);
equipmentInput.Initial(equipment);
}
}
}
@@ -0,0 +1,11 @@
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