feat(wizard): 敌人/Boss 加默认外观 Sprite 字段并透传给脚手架(碰撞体尺寸依据)

This commit is contained in:
2026-07-20 16:42:13 +08:00
parent 3af4e4140b
commit 2d4b3cfd96
@@ -62,6 +62,7 @@ namespace BaseGames.Editor
// 小怪类型选择 — 具体敌人类型
private int _enemyTypeIndex = 0;
private SceneObjectPlacerTool.EnemyBodyColliderType _enemyBodyCollider = SceneObjectPlacerTool.EnemyBodyColliderType.Box;
private Sprite _defaultSprite; // 敌人/Boss 默认外观 Sprite:碰撞体尺寸依据(可留空)
private static readonly (string id, string name)[] EnemyTypes =
{
("E001", "草蛭"),
@@ -298,9 +299,14 @@ namespace BaseGames.Editor
colliderField.RegisterValueChangedCallback(evt => _enemyBodyCollider = (SceneObjectPlacerTool.EnemyBodyColliderType)evt.newValue);
container.Add(colliderField);
var spriteField = new UnityEditor.UIElements.ObjectField("默认外观 Sprite(碰撞体尺寸依据,可留空)")
{ objectType = typeof(Sprite), allowSceneObjects = false, value = _defaultSprite };
spriteField.RegisterValueChangedCallback(evt => _defaultSprite = evt.newValue as Sprite);
container.Add(spriteField);
var sceneGroup = MakeActionGroup();
string sceneLabel = $"放置 {id} {name} 到场景";
sceneGroup.Add(MakeSceneButton(sceneLabel, () => PlaceSpecificEnemy(id, _enemyBodyCollider)));
sceneGroup.Add(MakeSceneButton(sceneLabel, () => PlaceSpecificEnemy(id, _enemyBodyCollider, _defaultSprite)));
sceneGroup.Add(MakeSceneButton("迁移选中对象 Visual 节点", MigrateSelectedEnemyVisualNode));
container.Add(sceneGroup);
}
@@ -340,8 +346,14 @@ namespace BaseGames.Editor
root.Add(MakeSectionHeader("▶ 场景搭建"));
root.Add(MakeHelpBox("放置嘲风完整组件树(ChaoFengBoss + 浮空控制器 + 击倒计数 + Phase1 HitBox × 4 + 炮口 × 3)。"));
var bossSpriteField = new UnityEditor.UIElements.ObjectField("默认外观 Sprite(碰撞体尺寸依据,可留空)")
{ objectType = typeof(Sprite), allowSceneObjects = false, value = _defaultSprite };
bossSpriteField.RegisterValueChangedCallback(evt => _defaultSprite = evt.newValue as Sprite);
root.Add(bossSpriteField);
var sceneGroup = MakeActionGroup();
sceneGroup.Add(MakeSceneButton("放置嘲风到场景并绑定 SO", SceneObjectPlacerTool.PlaceChaoFeng));
sceneGroup.Add(MakeSceneButton("放置嘲风到场景并绑定 SO",
() => SceneObjectPlacerTool.PlaceChaoFeng(SceneObjectPlacerTool.EnemyBodyColliderType.Box, _defaultSprite)));
sceneGroup.Add(MakeSceneButton("迁移选中对象 Visual 节点", MigrateSelectedEnemyVisualNode));
root.Add(sceneGroup);
@@ -617,19 +629,19 @@ namespace BaseGames.Editor
$"全部 {id} SO 已创建(已存在的跳过)。\n请放置到场景后检查组件绑定。", "确定");
}
private static void PlaceSpecificEnemy(string id, SceneObjectPlacerTool.EnemyBodyColliderType bodyCollider)
private static void PlaceSpecificEnemy(string id, SceneObjectPlacerTool.EnemyBodyColliderType bodyCollider, Sprite defaultSprite)
{
switch (id)
{
case "E001": SceneObjectPlacerTool.PlaceE001_CaoZhi(bodyCollider); break;
case "E002": SceneObjectPlacerTool.PlaceE002_HuangZhi(bodyCollider); break;
case "E003": SceneObjectPlacerTool.PlaceE003_YouZhi_Enemy(bodyCollider); break;
case "E004": SceneObjectPlacerTool.PlaceE004_ZhiMu_Enemy(bodyCollider); break;
case "E005": SceneObjectPlacerTool.PlaceE005_FeiZhi_Enemy(bodyCollider); break;
case "E006": SceneObjectPlacerTool.PlaceE006_Huan(bodyCollider); break;
case "E001": SceneObjectPlacerTool.PlaceE001_CaoZhi(bodyCollider, defaultSprite); break;
case "E002": SceneObjectPlacerTool.PlaceE002_HuangZhi(bodyCollider, defaultSprite); break;
case "E003": SceneObjectPlacerTool.PlaceE003_YouZhi_Enemy(bodyCollider, defaultSprite); break;
case "E004": SceneObjectPlacerTool.PlaceE004_ZhiMu_Enemy(bodyCollider, defaultSprite); break;
case "E005": SceneObjectPlacerTool.PlaceE005_FeiZhi_Enemy(bodyCollider, defaultSprite); break;
case "E006": SceneObjectPlacerTool.PlaceE006_Huan(bodyCollider, defaultSprite); break;
default:
Debug.LogError($"[CharacterWizardWindow] 未注册的敌人 id '{id}',请在 SceneObjectPlacerTool 中实现对应 PlaceE...() 方法并注册。");
SceneObjectPlacerTool.PlaceEnemy(bodyCollider);
SceneObjectPlacerTool.PlaceEnemy(bodyCollider, defaultSprite);
break;
}
}