Refactor and clean up game assets and editor modules
- Deleted unused weapon and enemy stat assets to streamline project. - Updated player form assets to reference new default weapon IDs. - Enhanced DataHub editor UI for better usability, including improved tab management and detail views. - Removed icon references in various editor modules to simplify the interface. - Added new boss skill assets and corresponding metadata for future development. - Created new folders and metadata for organizing boss-related assets, skills, and stats. - Implemented a new skill asset with updated properties for better gameplay mechanics.
This commit is contained in:
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@@ -10,7 +10,7 @@ MonoBehaviour:
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: de92221c7c3fb4a42a7cd122a8f97632, type: 3}
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m_Name: SKL_Boss_New
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m_Name: ABL_Boss_New
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m_EditorClassIdentifier:
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skillId:
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displayName:
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@@ -1,5 +1,5 @@
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m_Script: {fileID: 11500000, guid: d2443d04d1c179d4d8a4f36e7ca7156e, type: 3}
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m_Name: WPN_New
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m_EditorClassIdentifier:
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weaponId:
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displayName:
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icon: {fileID: 0}
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weaponType: 0
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groundComboSteps:
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airComboSteps:
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clip:
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comboTimeout: 0
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hitBoxId:
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hitBoxPrefab: {fileID: 0}
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vfxConfig:
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onEquipPresetId:
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weaponTrailPrefab: {fileID: 0}
|
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trailColor: {r: 1, g: 1, b: 1, a: 1}
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soulPowerGain: 10
|
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references:
|
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version: 2
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RefIds: []
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@@ -1,28 +0,0 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: ed4391dfa14c0304c8932f1ef9f8ce63, type: 3}
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m_Name: BasicEnemyStats
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m_EditorClassIdentifier:
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MaxHP: 50
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Defense: 0
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||||
WalkSpeed: 2
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RunSpeed: 4
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AttackDamage: 10
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AttackRange: 1.5
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AttackCooldown: 1
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DetectRange: 6
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KnockbackForce: 5
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HitStunDuration: 0.3
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--- !u!114 &11400000
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m_Script: {fileID: 11500000, guid: ed4391dfa14c0304c8932f1ef9f8ce63, type: 3}
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m_Name: ENM_New_Stats
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m_EditorClassIdentifier:
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MaxHP: 50
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Defense: 0
|
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WalkSpeed: 2
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RunSpeed: 4
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AttackDamage: 10
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AttackRange: 1.5
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AttackCooldown: 1
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DetectRange: 6
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KnockbackForce: 5
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HitStunDuration: 0.3
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8
Assets/_Game/Data/Enemies/Stats.meta
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8
Assets/_Game/Data/Enemies/Stats.meta
Normal file
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userData:
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@@ -15,5 +15,5 @@ MonoBehaviour:
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formId: DiHun
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displayName: "\u5730\u9B42"
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formType: 1
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defaultWeapon: {fileID: 0}
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defaultWeapon: {fileID: 11400000, guid: bde7d85bdf2d3e54da22d07b1f8d2901, type: 2}
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formAccentColor: {r: 1, g: 1, b: 1, a: 1}
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@@ -15,5 +15,5 @@ MonoBehaviour:
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formId: MingHun
|
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displayName: "\u547D\u9B42"
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formType: 2
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defaultWeapon: {fileID: 0}
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defaultWeapon: {fileID: 11400000, guid: fbe1ff6f23c995541a5833b51c52dc01, type: 2}
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formAccentColor: {r: 1, g: 1, b: 1, a: 1}
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@@ -15,5 +15,5 @@ MonoBehaviour:
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formId: TianHun
|
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displayName: "\u5929\u9B42"
|
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formType: 0
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defaultWeapon: {fileID: 0}
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defaultWeapon: {fileID: 11400000, guid: 533d4711e21d8584597a5d4569fe2eb0, type: 2}
|
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formAccentColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
|
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8
Assets/_Game/Data/Skills.meta
Normal file
8
Assets/_Game/Data/Skills.meta
Normal file
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@@ -16,7 +16,7 @@ MonoBehaviour:
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displayNameKey:
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descriptionKey:
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icon: {fileID: 0}
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resourceType: 1
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resourceType: 0
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baseCost: 0
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cooldown: 0
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castAnimation:
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@@ -29,7 +29,7 @@ MonoBehaviour:
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_Clip: {fileID: 0}
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_NormalizedStartTime: NaN
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castLockDuration: 0
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effectType: 1
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effectType: 0
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damageSource: {fileID: 0}
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projectileConfig: {fileID: 0}
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isHoming: 0
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fileFormatVersion: 2
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NativeFormatImporter:
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mainObjectFileID: 11400000
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8
Assets/_Game/Data/Weapons.meta
Normal file
8
Assets/_Game/Data/Weapons.meta
Normal file
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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externalObjects: {}
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userData:
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assetBundleName:
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@@ -100,15 +100,19 @@ namespace BaseGames.Editor
|
||||
split.style.flexGrow = 1;
|
||||
root.Add(split);
|
||||
|
||||
// 列表区容器
|
||||
// 列表区容器(TwoPaneSplitView 管理宽度,不需要 flexGrow)
|
||||
_listWrapper = new VisualElement();
|
||||
_listWrapper.style.flexGrow = 1;
|
||||
_listWrapper.style.flexGrow = 1;
|
||||
_listWrapper.style.overflow = Overflow.Hidden;
|
||||
split.Add(_listWrapper);
|
||||
|
||||
// 详情区容器
|
||||
_detailWrapper = new VisualElement();
|
||||
_detailWrapper.style.flexGrow = 1;
|
||||
split.Add(_detailWrapper);
|
||||
// 详情区容器(ScrollView 支持超长内容滚动)
|
||||
var detailScroll = new ScrollView(ScrollViewMode.Vertical);
|
||||
detailScroll.style.flexGrow = 1;
|
||||
detailScroll.contentContainer.style.flexGrow = 1;
|
||||
detailScroll.contentContainer.style.flexDirection = FlexDirection.Column;
|
||||
split.Add(detailScroll);
|
||||
_detailWrapper = detailScroll.contentContainer;
|
||||
}
|
||||
|
||||
private VisualElement BuildNavSidebar()
|
||||
@@ -163,14 +167,18 @@ namespace BaseGames.Editor
|
||||
btn.style.backgroundColor = new StyleColor(Color.clear);
|
||||
btn.style.marginBottom = 2;
|
||||
|
||||
// 图标
|
||||
// 图标(容错:图标名无效时跳过,不报错)
|
||||
if (!string.IsNullOrEmpty(module.IconName))
|
||||
{
|
||||
var icon = new Image { image = EditorGUIUtility.IconContent(module.IconName).image };
|
||||
icon.style.width = 16;
|
||||
icon.style.height = 16;
|
||||
icon.style.marginRight = 6;
|
||||
btn.Add(icon);
|
||||
var content = EditorGUIUtility.IconContent(module.IconName);
|
||||
if (content?.image != null)
|
||||
{
|
||||
var icon = new Image { image = content.image };
|
||||
icon.style.width = 16;
|
||||
icon.style.height = 16;
|
||||
icon.style.marginRight = 6;
|
||||
btn.Add(icon);
|
||||
}
|
||||
}
|
||||
|
||||
var label = new Label(module.DisplayName);
|
||||
|
||||
@@ -17,7 +17,7 @@ namespace BaseGames.Editor.Modules
|
||||
|
||||
public string ModuleId => "boss";
|
||||
public string DisplayName => "Boss技能";
|
||||
public string IconName => "d_SkinnedMeshRenderer Icon";
|
||||
public string IconName => null;
|
||||
|
||||
private int _activeTab = 0;
|
||||
|
||||
|
||||
@@ -17,7 +17,7 @@ namespace BaseGames.Editor.Modules
|
||||
|
||||
public string ModuleId => "enemy";
|
||||
public string DisplayName => "敌人";
|
||||
public string IconName => "d_Avatar Icon";
|
||||
public string IconName => null;
|
||||
|
||||
private int _activeTab = 0; // 0=Stats, 1=Loot
|
||||
|
||||
|
||||
@@ -8,7 +8,7 @@ using BaseGames.Player;
|
||||
namespace BaseGames.Editor.Modules
|
||||
{
|
||||
/// <summary>
|
||||
/// DataHub 形态模块 —— 管理 FormConfigSO(含三列 FormSO 预览)和 FormSO 资产。
|
||||
/// DataHub 形态模块 —— Tab 切换管理 FormConfigSO 和 FormSO 资产。
|
||||
/// </summary>
|
||||
public class FormModule : IDataModule
|
||||
{
|
||||
@@ -17,11 +17,17 @@ namespace BaseGames.Editor.Modules
|
||||
|
||||
public string ModuleId => "form";
|
||||
public string DisplayName => "形态";
|
||||
public string IconName => "d_AvatarPivot";
|
||||
public string IconName => null;
|
||||
|
||||
private SoListPane<FormConfigSO> _listPane;
|
||||
private DetailHeader _header;
|
||||
private FormConfigSO _selected;
|
||||
private int _activeTab = 0; // 0=FormConfig, 1=FormSO
|
||||
|
||||
private SoListPane<FormConfigSO> _configPane;
|
||||
private SoListPane<FormSO> _formPane;
|
||||
private Action<UnityEngine.Object> _onSelected;
|
||||
|
||||
private DetailHeader _header;
|
||||
private FormConfigSO _selectedConfig;
|
||||
private FormSO _selectedForm;
|
||||
|
||||
private static readonly (FormType type, string label, Color accent)[] FormDefs =
|
||||
{
|
||||
@@ -32,59 +38,137 @@ namespace BaseGames.Editor.Modules
|
||||
|
||||
public void Initialize()
|
||||
{
|
||||
_listPane = new SoListPane<FormConfigSO>(ConfigFolder, "PLY_FormConfig_");
|
||||
_configPane = new SoListPane<FormConfigSO>(ConfigFolder, "PLY_FormConfig_");
|
||||
_configPane.SelectionChanged = s => { _selectedConfig = s; _onSelected?.Invoke(s); };
|
||||
|
||||
_formPane = new SoListPane<FormSO>(FormFolder, "PLY_Form_",
|
||||
f => f.formType.ToString());
|
||||
_formPane.SelectionChanged = s => { _selectedForm = s; _onSelected?.Invoke(s); };
|
||||
}
|
||||
|
||||
public void BuildListPane(VisualElement container, Action<UnityEngine.Object> onSelected)
|
||||
{
|
||||
_listPane.SelectionChanged = sel =>
|
||||
{
|
||||
_selected = sel;
|
||||
onSelected?.Invoke(sel);
|
||||
};
|
||||
container.Add(_listPane);
|
||||
_listPane.Refresh();
|
||||
_onSelected = onSelected;
|
||||
container.style.flexDirection = FlexDirection.Column;
|
||||
|
||||
// Tab bar
|
||||
var tabBar = new VisualElement();
|
||||
tabBar.style.flexDirection = FlexDirection.Row;
|
||||
tabBar.style.borderBottomWidth = 1;
|
||||
tabBar.style.borderBottomColor = new StyleColor(new Color(0.5f, 0.5f, 0.5f, 0.3f));
|
||||
container.Add(tabBar);
|
||||
|
||||
var btnConfig = BuildTabBtn("配置 (Config)", 0, tabBar);
|
||||
var btnForm = BuildTabBtn("形态 (Form)", 1, tabBar);
|
||||
|
||||
var listArea = new VisualElement();
|
||||
listArea.style.flexGrow = 1;
|
||||
container.Add(listArea);
|
||||
|
||||
ShowTab(0, listArea, new[] { btnConfig, btnForm });
|
||||
btnConfig.clicked += () => ShowTab(0, listArea, new[] { btnConfig, btnForm });
|
||||
btnForm.clicked += () => ShowTab(1, listArea, new[] { btnConfig, btnForm });
|
||||
|
||||
_configPane.Refresh();
|
||||
_formPane.Refresh();
|
||||
}
|
||||
|
||||
public void BuildDetailPane(VisualElement container, UnityEngine.Object selected)
|
||||
{
|
||||
_selected = selected as FormConfigSO;
|
||||
|
||||
_header = new DetailHeader();
|
||||
_header.SetAsset(_selected);
|
||||
_header.RenameRequested += OnRenameRequested;
|
||||
_header.SetAsset(selected);
|
||||
_header.RenameRequested += name => OnRenameRequested(selected, name);
|
||||
container.Add(_header);
|
||||
|
||||
if (_selected == null) return;
|
||||
if (selected == null) return;
|
||||
|
||||
// 操作按钮
|
||||
container.Add(BuildActionBar(_selected));
|
||||
container.Add(SkillModule.MakeDivider());
|
||||
|
||||
// 三列形态网格
|
||||
var grid = BuildFormGrid(_selected);
|
||||
container.Add(grid);
|
||||
|
||||
container.Add(SkillModule.MakeDivider());
|
||||
|
||||
// Raw Inspector
|
||||
var insp = new InspectorElement(_selected);
|
||||
insp.style.flexGrow = 1;
|
||||
container.Add(insp);
|
||||
if (selected is FormConfigSO config)
|
||||
{
|
||||
container.Add(BuildConfigActionBar(config));
|
||||
container.Add(SkillModule.MakeDivider());
|
||||
container.Add(BuildFormGrid(config));
|
||||
container.Add(SkillModule.MakeDivider());
|
||||
var insp = new InspectorElement(config);
|
||||
insp.style.flexGrow = 1;
|
||||
container.Add(insp);
|
||||
}
|
||||
else if (selected is FormSO form)
|
||||
{
|
||||
container.Add(BuildFormCard(form));
|
||||
container.Add(BuildFormActionBar(form));
|
||||
container.Add(SkillModule.MakeDivider());
|
||||
var insp = new InspectorElement(form);
|
||||
insp.style.flexGrow = 1;
|
||||
container.Add(insp);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnActivated() => _listPane?.Refresh();
|
||||
|
||||
// ── 内部 ─────────────────────────────────────────────────────────────
|
||||
|
||||
private void OnRenameRequested(string newName)
|
||||
public void OnActivated()
|
||||
{
|
||||
if (_selected == null) return;
|
||||
var (ok, err) = AssetOperations.Rename(_selected, newName);
|
||||
if (!ok) EditorUtility.DisplayDialog("重命名失败", err, "确定");
|
||||
else { _header.SetAsset(_selected); _listPane.Invalidate(); }
|
||||
_configPane?.Refresh();
|
||||
_formPane?.Refresh();
|
||||
}
|
||||
|
||||
// ── Tab UI ────────────────────────────────────────────────────────────
|
||||
|
||||
private Button BuildTabBtn(string text, int tabIdx, VisualElement bar)
|
||||
{
|
||||
var btn = new Button { text = text };
|
||||
btn.style.flexGrow = 1;
|
||||
btn.style.paddingTop = 5;
|
||||
btn.style.paddingBottom = 5;
|
||||
btn.style.borderTopLeftRadius = 0;
|
||||
btn.style.borderTopRightRadius = 0;
|
||||
btn.style.borderBottomLeftRadius = 0;
|
||||
btn.style.borderBottomRightRadius = 0;
|
||||
btn.style.borderLeftWidth = 0;
|
||||
btn.style.borderRightWidth = 0;
|
||||
btn.style.borderTopWidth = 0;
|
||||
btn.style.borderBottomWidth = 0;
|
||||
btn.style.backgroundColor = new StyleColor(Color.clear);
|
||||
btn.userData = tabIdx;
|
||||
bar.Add(btn);
|
||||
return btn;
|
||||
}
|
||||
|
||||
private void ShowTab(int tab, VisualElement area, Button[] tabBtns)
|
||||
{
|
||||
_activeTab = tab;
|
||||
area.Clear();
|
||||
for (int i = 0; i < tabBtns.Length; i++)
|
||||
{
|
||||
if (i == tab)
|
||||
{
|
||||
tabBtns[i].style.borderBottomWidth = 2;
|
||||
tabBtns[i].style.borderBottomColor = new StyleColor(new Color(0.4f, 0.65f, 1f, 1f));
|
||||
tabBtns[i].style.opacity = 1f;
|
||||
}
|
||||
else
|
||||
{
|
||||
tabBtns[i].style.borderBottomWidth = 0;
|
||||
tabBtns[i].style.opacity = 0.65f;
|
||||
}
|
||||
}
|
||||
if (tab == 0) { _configPane.style.flexGrow = 1; area.Add(_configPane); }
|
||||
else { _formPane.style.flexGrow = 1; area.Add(_formPane); }
|
||||
}
|
||||
|
||||
// ── 重命名 ────────────────────────────────────────────────────────────
|
||||
|
||||
private void OnRenameRequested(UnityEngine.Object asset, string newName)
|
||||
{
|
||||
var (ok, err) = AssetOperations.Rename(asset, newName);
|
||||
if (!ok) EditorUtility.DisplayDialog("重命名失败", err, "确定");
|
||||
else
|
||||
{
|
||||
_header.SetAsset(asset);
|
||||
if (_activeTab == 0) _configPane.Invalidate();
|
||||
else _formPane.Invalidate();
|
||||
}
|
||||
}
|
||||
|
||||
// ── FormConfigSO 详情 ─────────────────────────────────────────────────
|
||||
|
||||
private VisualElement BuildFormGrid(FormConfigSO config)
|
||||
{
|
||||
var grid = new VisualElement();
|
||||
@@ -108,17 +192,17 @@ namespace BaseGames.Editor.Modules
|
||||
FormConfigSO config, FormType ft, string label, Color accent)
|
||||
{
|
||||
var col = new VisualElement();
|
||||
col.style.flexGrow = 1;
|
||||
col.style.borderTopWidth = 2;
|
||||
col.style.borderTopColor = new StyleColor(accent);
|
||||
col.style.borderLeftWidth = 1;
|
||||
col.style.borderRightWidth = 1;
|
||||
col.style.borderBottomWidth = 1;
|
||||
col.style.borderLeftColor = new StyleColor(new Color(accent.r, accent.g, accent.b, 0.35f));
|
||||
col.style.borderRightColor = new StyleColor(new Color(accent.r, accent.g, accent.b, 0.35f));
|
||||
col.style.borderBottomColor = new StyleColor(new Color(accent.r, accent.g, accent.b, 0.35f));
|
||||
col.style.borderTopLeftRadius = 4;
|
||||
col.style.borderTopRightRadius = 4;
|
||||
col.style.flexGrow = 1;
|
||||
col.style.borderTopWidth = 2;
|
||||
col.style.borderTopColor = new StyleColor(accent);
|
||||
col.style.borderLeftWidth = 1;
|
||||
col.style.borderRightWidth = 1;
|
||||
col.style.borderBottomWidth = 1;
|
||||
col.style.borderLeftColor = new StyleColor(new Color(accent.r, accent.g, accent.b, 0.35f));
|
||||
col.style.borderRightColor = new StyleColor(new Color(accent.r, accent.g, accent.b, 0.35f));
|
||||
col.style.borderBottomColor = new StyleColor(new Color(accent.r, accent.g, accent.b, 0.35f));
|
||||
col.style.borderTopLeftRadius = 4;
|
||||
col.style.borderTopRightRadius = 4;
|
||||
col.style.borderBottomLeftRadius = 4;
|
||||
col.style.borderBottomRightRadius = 4;
|
||||
col.style.paddingLeft = 8;
|
||||
@@ -133,8 +217,8 @@ namespace BaseGames.Editor.Modules
|
||||
titleRow.style.marginBottom = 6;
|
||||
|
||||
var dot = new VisualElement();
|
||||
dot.style.width = 10;
|
||||
dot.style.height = 10;
|
||||
dot.style.width = 10;
|
||||
dot.style.height = 10;
|
||||
dot.style.borderTopLeftRadius = 5;
|
||||
dot.style.borderTopRightRadius = 5;
|
||||
dot.style.borderBottomLeftRadius = 5;
|
||||
@@ -149,10 +233,7 @@ namespace BaseGames.Editor.Modules
|
||||
FormSO current = config.GetFormByType(ft);
|
||||
var formField = new ObjectField("FormSO") { objectType = typeof(FormSO), value = current };
|
||||
formField.RegisterValueChangedCallback(e =>
|
||||
{
|
||||
var newForm = e.newValue as FormSO;
|
||||
SetFormByType(config, ft, newForm);
|
||||
});
|
||||
SetFormByType(config, ft, e.newValue as FormSO));
|
||||
col.Add(formField);
|
||||
|
||||
// 武器只读预览
|
||||
@@ -179,31 +260,59 @@ namespace BaseGames.Editor.Modules
|
||||
EditorUtility.SetDirty(config);
|
||||
}
|
||||
|
||||
private VisualElement BuildActionBar(FormConfigSO config)
|
||||
private VisualElement BuildConfigActionBar(FormConfigSO config)
|
||||
{
|
||||
var bar = SkillModule.MakeActionBar();
|
||||
new Button(() => { EditorGUIUtility.PingObject(config); Selection.activeObject = config; })
|
||||
{ text = "定位" }.AlsoAddTo(bar);
|
||||
new Button(() =>
|
||||
{
|
||||
var c = AssetOperations.Clone(config, ConfigFolder);
|
||||
if (c != null) _listPane.Refresh(c);
|
||||
}) { text = "克隆..." }.AlsoAddTo(bar);
|
||||
var del = new Button(() =>
|
||||
{
|
||||
if (AssetOperations.Delete(config)) _listPane.Refresh(null);
|
||||
}) { text = "删除" };
|
||||
del.style.borderLeftColor = new StyleColor(new Color(0.8f, 0.3f, 0.3f, 0.6f));
|
||||
del.style.borderRightColor = new StyleColor(new Color(0.8f, 0.3f, 0.3f, 0.6f));
|
||||
del.style.borderTopColor = new StyleColor(new Color(0.8f, 0.3f, 0.3f, 0.6f));
|
||||
del.style.borderBottomColor = new StyleColor(new Color(0.8f, 0.3f, 0.3f, 0.6f));
|
||||
del.style.borderLeftWidth = 1;
|
||||
del.style.borderRightWidth = 1;
|
||||
del.style.borderTopWidth = 1;
|
||||
del.style.borderBottomWidth = 1;
|
||||
del.style.marginLeft = 8;
|
||||
new Button(() => { var c = AssetOperations.Clone(config, ConfigFolder); if (c != null) _configPane.Refresh(c); })
|
||||
{ text = "克隆..." }.AlsoAddTo(bar);
|
||||
var del = new Button(() => { if (AssetOperations.Delete(config)) _configPane.Refresh(null); }) { text = "删除" };
|
||||
ApplyDeleteStyle(del);
|
||||
del.AlsoAddTo(bar);
|
||||
return bar;
|
||||
}
|
||||
|
||||
// ── FormSO 详情 ───────────────────────────────────────────────────────
|
||||
|
||||
private static VisualElement BuildFormCard(FormSO f)
|
||||
{
|
||||
var card = SkillModule.MakeCard();
|
||||
SkillModule.AddChip(card, "类型", f.formType.ToString());
|
||||
SkillModule.AddChip(card, "ID", string.IsNullOrEmpty(f.formId) ? "-" : f.formId);
|
||||
SkillModule.AddChip(card, "显示名", string.IsNullOrEmpty(f.displayName) ? "-" : f.displayName);
|
||||
if (f.defaultWeapon != null)
|
||||
SkillModule.AddChip(card, "默认武器", f.defaultWeapon.name);
|
||||
return card;
|
||||
}
|
||||
|
||||
private VisualElement BuildFormActionBar(FormSO form)
|
||||
{
|
||||
var bar = SkillModule.MakeActionBar();
|
||||
new Button(() => { EditorGUIUtility.PingObject(form); Selection.activeObject = form; })
|
||||
{ text = "定位" }.AlsoAddTo(bar);
|
||||
new Button(() => { var c = AssetOperations.Clone(form, FormFolder); if (c != null) _formPane.Refresh(c); })
|
||||
{ text = "克隆..." }.AlsoAddTo(bar);
|
||||
var del = new Button(() => { if (AssetOperations.Delete(form)) _formPane.Refresh(null); }) { text = "删除" };
|
||||
ApplyDeleteStyle(del);
|
||||
del.AlsoAddTo(bar);
|
||||
return bar;
|
||||
}
|
||||
|
||||
// ── 共用 ─────────────────────────────────────────────────────────────
|
||||
|
||||
private static void ApplyDeleteStyle(Button btn)
|
||||
{
|
||||
var c = new StyleColor(new Color(0.8f, 0.3f, 0.3f, 0.6f));
|
||||
btn.style.borderLeftColor = c;
|
||||
btn.style.borderRightColor = c;
|
||||
btn.style.borderTopColor = c;
|
||||
btn.style.borderBottomColor = c;
|
||||
btn.style.borderLeftWidth = 1;
|
||||
btn.style.borderRightWidth = 1;
|
||||
btn.style.borderTopWidth = 1;
|
||||
btn.style.borderBottomWidth = 1;
|
||||
btn.style.marginLeft = 8;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -17,7 +17,7 @@ namespace BaseGames.Editor.Modules
|
||||
|
||||
public string ModuleId => "skill";
|
||||
public string DisplayName => "技能";
|
||||
public string IconName => "d_Lighting Icon";
|
||||
public string IconName => null;
|
||||
|
||||
private SoListPane<FormSkillSO> _listPane;
|
||||
private DetailHeader _header;
|
||||
|
||||
@@ -17,7 +17,7 @@ namespace BaseGames.Editor.Modules
|
||||
|
||||
public string ModuleId => "weapon";
|
||||
public string DisplayName => "武器";
|
||||
public string IconName => "d_Sword Icon";
|
||||
public string IconName => null;
|
||||
|
||||
private SoListPane<WeaponSO> _listPane;
|
||||
private DetailHeader _header;
|
||||
|
||||
@@ -53,29 +53,36 @@ namespace BaseGames.Editor
|
||||
|
||||
private void BuildUI()
|
||||
{
|
||||
// Toolbar
|
||||
var toolbar = new VisualElement();
|
||||
toolbar.style.flexDirection = FlexDirection.Row;
|
||||
toolbar.style.alignItems = Align.Center;
|
||||
toolbar.style.paddingLeft = 6;
|
||||
toolbar.style.paddingRight = 6;
|
||||
toolbar.style.paddingTop = 5;
|
||||
toolbar.style.paddingBottom = 5;
|
||||
toolbar.style.borderBottomWidth = 1;
|
||||
toolbar.style.borderBottomColor = new StyleColor(new Color(0.5f, 0.5f, 0.5f, 0.3f));
|
||||
Add(toolbar);
|
||||
// 搜索栏
|
||||
var searchRow = new VisualElement();
|
||||
searchRow.style.flexDirection = FlexDirection.Row;
|
||||
searchRow.style.alignItems = Align.Center;
|
||||
searchRow.style.paddingLeft = 6;
|
||||
searchRow.style.paddingRight = 6;
|
||||
searchRow.style.paddingTop = 5;
|
||||
searchRow.style.paddingBottom = 4;
|
||||
Add(searchRow);
|
||||
|
||||
var searchField = new TextField();
|
||||
searchField.style.flexGrow = 1;
|
||||
searchField.style.marginRight = 4;
|
||||
searchField.style.flexGrow = 1;
|
||||
searchField.style.minWidth = 0;
|
||||
searchField.RegisterValueChangedCallback(e => { _search = e.newValue; ApplyFilter(); });
|
||||
toolbar.Add(searchField);
|
||||
searchRow.Add(searchField);
|
||||
|
||||
// 新建按钮(独占一行,宽度填满)
|
||||
var btnNew = new Button(OnCreateClicked) { text = "+ 新建" };
|
||||
btnNew.style.height = 20;
|
||||
btnNew.style.paddingLeft = 8;
|
||||
btnNew.style.paddingRight = 8;
|
||||
toolbar.Add(btnNew);
|
||||
btnNew.style.marginLeft = 6;
|
||||
btnNew.style.marginRight = 6;
|
||||
btnNew.style.marginBottom = 4;
|
||||
btnNew.style.height = 22;
|
||||
Add(btnNew);
|
||||
|
||||
// 分隔线
|
||||
var sep = new VisualElement();
|
||||
sep.style.height = 1;
|
||||
sep.style.backgroundColor = new StyleColor(new Color(0.5f, 0.5f, 0.5f, 0.25f));
|
||||
sep.style.marginBottom = 2;
|
||||
Add(sep);
|
||||
|
||||
// ListView
|
||||
_listView = new ListView(_filtered, 24, MakeItem, BindItem);
|
||||
@@ -92,9 +99,9 @@ namespace BaseGames.Editor
|
||||
|
||||
// Count footer
|
||||
_countLabel = new Label();
|
||||
_countLabel.style.fontSize = 10;
|
||||
_countLabel.style.opacity = 0.55f;
|
||||
_countLabel.style.paddingLeft = 6;
|
||||
_countLabel.style.fontSize = 10;
|
||||
_countLabel.style.opacity = 0.55f;
|
||||
_countLabel.style.paddingLeft = 6;
|
||||
_countLabel.style.paddingBottom = 3;
|
||||
_countLabel.style.paddingTop = 2;
|
||||
Add(_countLabel);
|
||||
@@ -220,6 +227,9 @@ namespace BaseGames.Editor
|
||||
{
|
||||
_listView.SetSelection(i);
|
||||
_listView.ScrollToItem(i);
|
||||
// SetSelection 在 RefreshItems 同帧内不保证触发 onSelectionChange,
|
||||
// 显式调用以确保详情区始终同步。
|
||||
SelectionChanged?.Invoke(_filtered[i]);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user