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
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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();
}
}
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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;
}
}
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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;
}
}
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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
}
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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
}
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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);
}
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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
}
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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
}
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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();
}
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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;
}
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public VisualElement root => document.rootVisualElement;
/// <summary> 绑定文档 </summary>
public abstract VisualElement Element { get; }
/// <summary> 添加UI元素 </summary>
public void Add(VisualElement child) => Element.Add(child);
/// <summary> 查询UI元素 </summary>
public T Q<T>(string name = null, string className = null) where T : VisualElement => Element.Q<T>(name, className);
@@ -22,6 +22,18 @@ namespace MuHua {
#endif
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float offsetX = mousePosition.x / Screen.width;
float offsetY = mousePosition.y / Screen.height;
float x = element.resolvedStyle.width * offsetX;
float y = element.resolvedStyle.height * (1 - offsetY);
return new Vector3(x, y);
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/// <summary> 富文本: 颜色 </summary>
public static string RichTextColor(string value, Color color) {
string hexRGBA = ColorUtility.ToHtmlStringRGBA(color);
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