Files
MuHua-UIElements/Assets/ModuleCore/ModuleEquipment/Editor/EquipmentWindow.cs
T
MuHua-123 ca863976b3 1
2025-09-30 18:01:43 +08:00

163 lines
6.2 KiB
C#

using System.IO;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
using System;
using System.Security.AccessControl;
namespace MuHuaEditor {
/// <summary>
/// 装备 - 编辑窗口
/// </summary>
public class EquipmentWindow : ModuleUIEditorWindow {
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() {
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, 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();
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> 设置装备分类 </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>
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
}
}