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:
2026-05-21 07:59:01 +08:00
parent bb3afd130f
commit 27c0d200c9
23 changed files with 282 additions and 290 deletions

View File

@@ -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;

View File

@@ -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

View File

@@ -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;
}
}
}

View File

@@ -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;

View File

@@ -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;