This commit is contained in:
MuHua-123
2025-09-05 18:02:13 +08:00
parent 9a20ee8ac5
commit f7fab248d4
53 changed files with 1499 additions and 64 deletions
+8
View File
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 498e3f400477d1040a16f935cc815387
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,38 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 相机控制器
/// </summary>
public abstract class CameraController : MonoBehaviour {
/// <summary> 位置 </summary>
public abstract Vector3 Position { get; set; }
/// <summary> 正向 </summary>
public abstract Vector3 Forward { get; set; }
/// <summary> 右向 </summary>
public abstract Vector3 Right { get; set; }
/// <summary> 旋转 </summary>
public abstract Vector3 EulerAngles { get; set; }
/// <summary> 视野 </summary>
public abstract float VisualField { get; set; }
/// <summary> 初始化 </summary>
public virtual void Initial() {
ModuleCamera.OnCameraMode += ModuleCamera_OnCameraMode;
}
/// <summary> 释放 </summary>
public virtual void Release() {
ModuleCamera.OnCameraMode -= ModuleCamera_OnCameraMode;
}
/// <summary> 相机模式 </summary>
public abstract void ModuleCamera_OnCameraMode(EnumCameraMode mode);
/// <summary> 重置相机 </summary>
public abstract void ResetCamera();
/// <summary> 屏幕坐标转换世界坐标 </summary>
public virtual Vector3 ScreenToWorldPosition(Vector3 screenPosition) {
throw new System.NotImplementedException();
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 4e120a7c12f40d74cac5e48d41461d2c
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: d00e77fe0a528d74b9779c92c146dcf8
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,61 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 移轴 - 相机
/// </summary>
public class CameraAxis : CameraController {
public Camera mainCamera;
public Camera Screenshot;
[HideInInspector]
public RenderTexture renderTexture;
private float originalVisualField;
private Vector3 originalPosition;
private Vector3 originalEulerAngles;
public override Vector3 Position {
get => transform.position;
set => transform.position = value;
}
public override Vector3 Forward {
get => mainCamera.transform.forward;
set => mainCamera.transform.forward = value;
}
public override Vector3 Right {
get => mainCamera.transform.right;
set => mainCamera.transform.right = value;
}
public override Vector3 EulerAngles {
get => transform.eulerAngles;
set => transform.eulerAngles = value;
}
public override float VisualField {
get => mainCamera.transform.localPosition.z;
set => mainCamera.transform.localPosition = new Vector3(0, 0, value);
}
public override void Initial() {
base.Initial();
originalPosition = Position;
originalEulerAngles = EulerAngles;
originalVisualField = VisualField;
renderTexture = new RenderTexture(1920, 1080, 16, RenderTextureFormat.ARGB32);
Screenshot.targetTexture = renderTexture;
}
public override void ModuleCamera_OnCameraMode(EnumCameraMode mode) {
gameObject.SetActive(mode == EnumCameraMode.Axis);
if (mode == EnumCameraMode.Axis) { ModuleCamera.CurrentCamera = this; }
}
public override void ResetCamera() {
// if (!Utilities.FindObject(out MonoSceneSettings settings)) { return; }
// Position = settings.initialPosition.position;
// EulerAngles = settings.initialPosition.eulerAngles;
// VisualField = settings.visualField.localPosition.z;
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: a57fb20032bb3e5488a7b363d12f19fd
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,43 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 默认 - 相机
/// </summary>
public class CameraDefault : CameraController {
public Camera mainCamera;
public override Vector3 Position {
get => transform.position;
set => transform.position = value;
}
public override Vector3 Forward {
get => mainCamera.transform.forward;
set => mainCamera.transform.forward = value;
}
public override Vector3 Right {
get => mainCamera.transform.right;
set => mainCamera.transform.right = value;
}
public override Vector3 EulerAngles {
get => transform.eulerAngles;
set => transform.eulerAngles = value;
}
public override float VisualField {
get => throw new System.NotImplementedException();
set => throw new System.NotImplementedException();
}
public override void ModuleCamera_OnCameraMode(EnumCameraMode mode) {
gameObject.SetActive(mode == EnumCameraMode.None);
if (mode == EnumCameraMode.None) { ModuleCamera.CurrentCamera = this; }
}
public override void ResetCamera() {
// if (!Utilities.FindObject(out SettingsScene settings)) { return; }
// transform.position = settings.InitialPosition.position;
// transform.eulerAngles = settings.InitialPosition.eulerAngles;
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 317ca1fd043483b42b67b042380a2f54
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,47 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
/// <summary>
/// 相机模块
/// </summary>
public class ModuleCamera : ModuleSingle<ModuleCamera> {
/// <summary> 当前相机 </summary>
public static CameraController CurrentCamera;
/// <summary> 相机模式事件 </summary>
public static event Action<EnumCameraMode> OnCameraMode;
/// <summary> 设置相机模式 </summary>
public static void Settings(EnumCameraMode mode, bool isReset = true) {
OnCameraMode?.Invoke(mode);
if (isReset) { I.ResetCamera(); }
}
public List<CameraController> cameras;
protected override void Awake() {
NoReplace();
cameras.ForEach(obj => obj.Initial());
}
private void OnDestroy() => cameras.ForEach(obj => obj.Release());
/// <summary> 重置相机 </summary>
public void ResetCamera() => cameras.ForEach(obj => obj.ResetCamera());
}
/// <summary>
/// 相机模式
/// </summary>
public enum EnumCameraMode {
None,// 无
Axis,// 移轴相机
// FreeEdit,// 自由编辑
// ThirdPerson,// 第三人称
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 745a630404a79d243a8041c505ec469c
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+8
View File
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 1c72786dd03e5934cb9edc370f3127ab
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,20 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
/// <summary>
/// 基础输入
/// </summary>
[RequireComponent(typeof(PlayerInput))]
public class InputBasic : MonoBehaviour {
public Vector3 mousePosition;
#region
/// <summary> 鼠标位置 </summary>
public void OnMousePosition(InputValue inputValue) {
mousePosition = inputValue.Get<Vector2>();
ModuleInput.mousePosition = mousePosition;
}
#endregion
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: dee866dfe25bee147af6c082a02e6088
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,23 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
/// <summary>
/// 输入 - 控制
/// </summary>
[RequireComponent(typeof(PlayerInput))]
public abstract class InputControl : MonoBehaviour {
protected virtual void Awake() {
ModuleInput.OnInputMode += ModuleInput_OnInputMode;
}
protected virtual void OnDestroy() {
ModuleInput.OnInputMode -= ModuleInput_OnInputMode;
}
/// <summary> 输入模式 </summary>
protected abstract void ModuleInput_OnInputMode(InputMode mode);
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: fccf5d06f2bfe274ca0c36cb9f830a89
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: ea1d3ff12fa75374db81a3fa96568dbf
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,21 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
/// <summary>
/// 菜单 - 输入
/// </summary>
public class InputMenu : InputControl {
protected override void ModuleInput_OnInputMode(InputMode mode) {
// throw new System.NotImplementedException();
}
#region
/// <summary> 鼠标右键 </summary>
public void OnMouseRight(InputValue inputValue) {
UIMenuManager.I.Open();
}
#endregion
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 2c410af27a0301a42af9f1934da770a6
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,69 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using MuHua;
/// <summary>
/// 输入模块
/// </summary>
public class ModuleInput : ModuleSingle<ModuleInput> {
/// <summary> 当前输入模式 </summary>
public static InputMode Current;
/// <summary> 回退输入模式 </summary>
public static InputMode BackMode;
/// <summary> 鼠标指针位置 </summary>
public static Vector2 mousePosition;
/// <summary> 转换模式事件 </summary>
public static event Action<InputMode> OnInputMode;
/// <summary> 指针是否在UI上 </summary>
private static bool isPointerOverUIObject;
/// <summary> 指针是否在UI上 </summary>
public static bool IsPointerOverUIObject => isPointerOverUIObject;
/// <summary> 设置输入模式 </summary>
public static void Settings(InputMode mode) {
BackMode = Current;
Current = mode;
OnInputMode?.Invoke(Current);
}
/// <summary> 设置输入模式 </summary>
public static void Back() {
Current = BackMode;
OnInputMode?.Invoke(Current);
}
protected override void Awake() => NoReplace();
private void Update() {
#if UNITY_STANDALONE
//电脑平台
isPointerOverUIObject = EventSystem.current.IsPointerOverGameObject();
#elif UNITY_WEBGL
//WebGL平台
isPointerOverUIObject = EventSystem.current.IsPointerOverGameObject();
#elif UNITY_ANDROID
//安卓平台
isPointerOverUIObject = EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId);
#elif UNITY_IOS
//苹果平台
isPointerOverUIObject = EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId);
#endif
}
}
/// <summary>
/// 输入模式
/// </summary>
public enum InputMode {
None,// 无
FashionDesign,// 服装设计
OrnamentDesign,// 配饰设计
FashionDisplay,// 服装展示
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 660f596e493d2b547b176b764baa4a7c
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
/// <summary>
/// 测试管理器
/// </summary>
public class TestManager : ModuleSingle<TestManager> {
protected override void Awake() => NoReplace();
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 48413b9054701704499e7cb2c698ac97
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,73 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
/// <summary>
/// UI菜单管理器
/// </summary>
public class UIMenuManager : ModuleUISingle<UIMenuManager> {
/// <summary> 菜单模板 </summary>
public VisualTreeAsset menuTreeAsset;
/// <summary> 项目模板 </summary>
public VisualTreeAsset itemTreeAsset;
private UIMenuPanel menu;
public override VisualElement Element => root.Q<VisualElement>("Menu");
protected override void Awake() => NoReplace(false);
public void Open() {
if (menu != null) { Close(); }
Vector3 mousePosition = UITool.GetMousePosition(Element);
menu = BuildMenu(mousePosition);
}
public void Close() {
Element.Clear();
}
public void Settings() {
}
/// <summary> 创建菜单 </summary>
public UIMenuPanel BuildMenu(Vector3 position) {
VisualElement element = menuTreeAsset.Instantiate();
Element.Add(element);
element.transform.position = position;
return new UIMenuPanel(element, itemTreeAsset);
}
}
/// <summary>
/// UI菜单面板
/// </summary>
public class UIMenuPanel : ModuleUIPanel {
public ModuleUIItems<UIItem, DataMenuItem> items;
public VisualElement Container => Q<VisualElement>("Container");
public UIMenuPanel(VisualElement element, VisualTreeAsset templateAsset) : base(element) {
items = new ModuleUIItems<UIItem, DataMenuItem>(Container, templateAsset,
(data, element) => new UIItem(data, element));
}
public void Release() => items.Release();
/// <summary> UI项目 </summary>
public class UIItem : ModuleUIItem<DataMenuItem> {
public UIItem(DataMenuItem value, VisualElement element) : base(value, element) {
}
}
}
/// <summary>
/// 菜单项目
/// </summary>
public class DataMenuItem {
/// <summary> 名称 </summary>
public string name;
/// <summary> 回调 </summary>
public Action callback;
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 422a458e7229d6b4a8fff66af1840238
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant: