UI系统优化
This commit is contained in:
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Assets/_Game/Resources.meta
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Assets/_Game/Resources.meta
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8
Assets/_Game/Resources/Localization.meta
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8
Assets/_Game/Resources/Localization.meta
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@@ -0,0 +1,7 @@
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{
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"entries": [
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{ "key": "TOAST_ACHIEVEMENT_TITLE", "value": "成就解锁" },
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{ "key": "TOAST_ABILITY_TITLE", "value": "能力获得" },
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{ "key": "REBIND_WAITING_PROMPT", "value": "按下新按键…" }
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]
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}
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@@ -0,0 +1,7 @@
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8
Assets/_Game/Resources/Localization/English.meta
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8
Assets/_Game/Resources/Localization/English.meta
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@@ -0,0 +1,8 @@
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7
Assets/_Game/Resources/Localization/English/UI.json
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7
Assets/_Game/Resources/Localization/English/UI.json
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@@ -0,0 +1,7 @@
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{
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"entries": [
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{ "key": "TOAST_ACHIEVEMENT_TITLE", "value": "Achievement Unlocked" },
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{ "key": "TOAST_ABILITY_TITLE", "value": "Ability Acquired" },
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{ "key": "REBIND_WAITING_PROMPT", "value": "Press New Key…" }
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]
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}
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7
Assets/_Game/Resources/Localization/English/UI.json.meta
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7
Assets/_Game/Resources/Localization/English/UI.json.meta
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8
Assets/_Game/Resources/Localization/Japanese.meta
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8
Assets/_Game/Resources/Localization/Japanese.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 560d5306a24338a43b2b5bc363f3be73
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7
Assets/_Game/Resources/Localization/Japanese/UI.json
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7
Assets/_Game/Resources/Localization/Japanese/UI.json
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@@ -0,0 +1,7 @@
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{
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"entries": [
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{ "key": "TOAST_ACHIEVEMENT_TITLE", "value": "実績アンロック" },
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{ "key": "TOAST_ABILITY_TITLE", "value": "アビリティ獲得" },
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{ "key": "REBIND_WAITING_PROMPT", "value": "新しいキーを押してください…" }
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]
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}
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@@ -0,0 +1,7 @@
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8
Assets/_Game/Resources/Localization/Korean.meta
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Assets/_Game/Resources/Localization/Korean.meta
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fileFormatVersion: 2
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Assets/_Game/Resources/Localization/Korean/UI.json
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Assets/_Game/Resources/Localization/Korean/UI.json
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@@ -0,0 +1,7 @@
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{
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"entries": [
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{ "key": "TOAST_ACHIEVEMENT_TITLE", "value": "업적 잊금" },
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{ "key": "TOAST_ABILITY_TITLE", "value": "능력 획득" },
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{ "key": "REBIND_WAITING_PROMPT", "value": "새 키를 누르세요…" }
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]
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}
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Assets/_Game/Resources/Localization/Korean/UI.json.meta
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7
Assets/_Game/Resources/Localization/Korean/UI.json.meta
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@@ -0,0 +1,7 @@
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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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@@ -20,6 +20,9 @@ namespace BaseGames.Core.Assets
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/// <summary>Addressable key,用于 Addressables.LoadSceneAsync。</summary>
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public const string SceneMainMenu = "Scene_MainMenu";
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/// <summary>Addressable key,第一个游戏章节场景。</summary>
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public const string SceneGameChapter1 = "Scene_Game_Chapter1";
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// ── Player ──────────────────────────────────────────────────────
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public const string PrefabPlayer = "PLY_Player";
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 46d9a88adb6ede743a783e306209d4e2
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guid: 748a2d0bc197fa0448028ab28d0309f2
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externalObjects: {}
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serializedVersion: 2
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@@ -1,9 +1,11 @@
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using System.Collections.Generic;
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using UnityEngine;
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using BaseGames.Localization;
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namespace BaseGames.Dialogue
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{
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/// <summary>
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/// 对话角色定义 SO(架构 14_NarrativeModule §3)。
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/// (架构 14_NarrativeModule §3)。
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/// 将 NPC 的显示名、头像、对话气泡颜色集中在一处管理。
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/// DialogueLine.actor 引用此 SO,修改头像/名称只需改一个资产,
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/// 无需批量编辑所有对话行。
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@@ -11,7 +13,7 @@ namespace BaseGames.Dialogue
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/// 资产路径:Assets/_Game/Data/Dialogue/Actors/Actor_{actorId}.asset
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/// </summary>
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[CreateAssetMenu(menuName = "BaseGames/Dialogue/DialogueActor")]
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public class DialogueActorSO : ScriptableObject
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public class DialogueActorSO : ScriptableObject, ILocalizableAsset
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{
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[Header("标识")]
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[Tooltip("唯一 ID,如 \"NPC_Elder\",供 DialogueLine 引用")]
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@@ -77,5 +79,11 @@ namespace BaseGames.Dialogue
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}
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}
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#endif
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public IEnumerable<LocalizationKeyRef> GetLocalizationKeys()
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{
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if (!string.IsNullOrEmpty(nameKey))
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yield return new LocalizationKeyRef(nameKey, "Dialogue", nameof(nameKey));
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}
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}
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}
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@@ -1,5 +1,7 @@
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using System.Collections.Generic;
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using UnityEngine;
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using BaseGames.Core;
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using BaseGames.Localization;
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namespace BaseGames.Dialogue
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{
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@@ -80,7 +82,7 @@ namespace BaseGames.Dialogue
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/// 资产路径: Assets/ScriptableObjects/Dialogue/DLG_{NpcId}_{Context}.asset
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/// </summary>
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[CreateAssetMenu(menuName = "BaseGames/Dialogue/DialogueSequence")]
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public class DialogueSequenceSO : ScriptableObject
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public class DialogueSequenceSO : ScriptableObject, ILocalizableAsset
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{
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[Header("标识")]
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[Tooltip("序列唯一 ID,如 \"DLG_Elder_Quest_Available\"。OnValidate 会自动以资产名填充,也可手动指定。")]
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@@ -320,5 +322,22 @@ namespace BaseGames.Dialogue
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return false;
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}
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#endif
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public IEnumerable<LocalizationKeyRef> GetLocalizationKeys()
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{
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if (lines == null) yield break;
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foreach (var line in lines)
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{
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if (!string.IsNullOrEmpty(line.textKey))
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yield return new LocalizationKeyRef(line.textKey, "Dialogue", "lines.textKey");
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// speakerNameKey only relevant when actor is absent (override path)
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if (line.actor == null && !string.IsNullOrEmpty(line.speakerNameKey))
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yield return new LocalizationKeyRef(line.speakerNameKey, "Dialogue", "lines.speakerNameKey");
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if (line.choices != null)
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foreach (var choice in line.choices)
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if (!string.IsNullOrEmpty(choice.textKey))
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yield return new LocalizationKeyRef(choice.textKey, "Dialogue", "lines.choices.textKey");
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}
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}
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}
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}
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@@ -90,7 +90,7 @@ namespace BaseGames.Dialogue
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bool hasSpeaker = !string.IsNullOrEmpty(resolvedNameKey);
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if (_speakerNamePanel != null) _speakerNamePanel.SetActive(hasSpeaker);
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if (hasSpeaker && _speakerNameText != null)
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_speakerNameText.text = LocalizationManager.Get(resolvedNameKey, "Dialogue");
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_speakerNameText.text = LocalizationManager.Get(resolvedNameKey, LocalizationTable.Dialogue);
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// 说话人名称框背景颜色(accentColor):有 actor 时着色,无 actor 时还原默认色
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if (_speakerNameBackground != null)
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@@ -145,7 +145,7 @@ namespace BaseGames.Dialogue
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}
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else
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{
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_dialogueText.text = LocalizationManager.Get(key, "Dialogue");
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_dialogueText.text = LocalizationManager.Get(key, LocalizationTable.Dialogue);
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}
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}
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IsTyping = false;
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@@ -200,7 +200,7 @@ namespace BaseGames.Dialogue
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var (go, btn, lbl) = _choicePool[i];
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go.SetActive(true);
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if (lbl != null)
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lbl.text = LocalizationManager.Get(choices[i].textKey ?? "", "Dialogue");
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lbl.text = LocalizationManager.Get(choices[i].textKey ?? "", LocalizationTable.Dialogue);
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if (btn != null)
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{
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btn.onClick.RemoveAllListeners();
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@@ -253,7 +253,7 @@ namespace BaseGames.Dialogue
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}
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else
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{
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text = LocalizationManager.Get(line.textKey, "Dialogue");
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text = LocalizationManager.Get(line.textKey, LocalizationTable.Dialogue);
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}
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// 复用缓存 StringBuilder,避免每行 new 分配;TMP SetText(StringBuilder) 零分配
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@@ -39,7 +39,7 @@ namespace BaseGames.Dialogue
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{
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if (!string.IsNullOrEmpty(_interactPromptKey))
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{
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var resolved = LocalizationManager.Get(_interactPromptKey, "UI");
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var resolved = LocalizationManager.Get(_interactPromptKey, LocalizationTable.UI);
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if (!string.IsNullOrEmpty(resolved)) return resolved;
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}
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return "对话";
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@@ -81,7 +81,11 @@ namespace BaseGames.Dialogue
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}
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// ── 子类覆盖点 ──────────────────────────────────────────────────────
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/// <summary>组件启用时调用。子类可覆盖且应调用 base.OnEnable()。</summary>
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protected virtual void OnEnable() { }
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/// <summary>组件禁用时调用。子类可覆盖且应调用 base.OnDisable()。</summary>
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protected virtual void OnDisable() { }
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/// <summary>交互前置逻辑(如任务接收/完成判断)。子类覆盖此方法。</summary>
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protected virtual void Interact_Internal(Transform player) { }
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@@ -73,6 +73,9 @@ namespace BaseGames.Dialogue
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private void Update()
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{
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// 完全隐藏且不需要淡出时,跳过所有计算
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if (!_visible && _alpha <= 0f) return;
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// 位置偏移(世界空间气泡)
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if (_offset != Vector3.zero)
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transform.position = (_npc != null ? _npc.transform.position : transform.parent.position) + _offset;
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@@ -1,4 +1,6 @@
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using System.Collections.Generic;
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using UnityEngine;
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using BaseGames.Localization;
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namespace BaseGames.Dialogue
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{
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@@ -14,7 +16,7 @@ namespace BaseGames.Dialogue
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/// 资产路径:Assets/_Game/Data/NPC/NPC_{npcId}.asset
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/// </summary>
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[CreateAssetMenu(menuName = "BaseGames/NPC/NPC")]
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public class NpcSO : ScriptableObject
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public class NpcSO : ScriptableObject, ILocalizableAsset
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{
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[Header("标识")]
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[Tooltip("NPC 唯一 ID,如 \"NPC_Elder\"。需与 InteractableNPC._npcId 保持一致。")]
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@@ -90,5 +92,14 @@ namespace BaseGames.Dialogue
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}
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}
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#endif
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public IEnumerable<LocalizationKeyRef> GetLocalizationKeys()
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{
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string table = string.IsNullOrEmpty(localizationTable) ? "UI" : localizationTable;
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if (!string.IsNullOrEmpty(nameKey))
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yield return new LocalizationKeyRef(nameKey, table, nameof(nameKey));
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if (!string.IsNullOrEmpty(interactPromptKey))
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yield return new LocalizationKeyRef(interactPromptKey, "UI", nameof(interactPromptKey));
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: ae50b43961101f54f9b0c8c42f833c52
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -40,8 +40,8 @@ namespace BaseGames.Editor.Dialogue
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if (string.IsNullOrEmpty(resolved))
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{
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EditorGUILayout.HelpBox(
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$"nameKey「{npc.nameKey}」在本地化表「{npc.localizationTable}」中未找到对应文本(或 LocalizationManager 未初始化)。\n" +
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"请检查本地化表中是否存在此 Key。",
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$"nameKey「{npc.nameKey}」在本地化表「{npc.localizationTable}」中未找到对应文本。\n" +
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"请检查本地化 JSON 文件中是否存在此 Key。",
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MessageType.Warning);
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}
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else
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@@ -51,10 +51,15 @@ namespace BaseGames.Editor.Dialogue
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||||
s_previewStyle);
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}
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// ── 跳转到本地化文件 ────────────────────────────────────────────
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// ── 操作按钮行 ─────────────────────────────────────────────────
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EditorGUILayout.Space(4);
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EditorGUILayout.BeginHorizontal();
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GUILayout.FlexibleSpace();
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if (GUILayout.Button("刷新预览", GUILayout.Width(80)))
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{
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BaseGames.Localization.LocalizationManager.ClearEditorPreviewCache();
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Repaint();
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}
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if (GUILayout.Button($"跳转到本地化文件({npc.localizationTable} 表)", GUILayout.Width(220)))
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{
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PingLocalizationFile(npc.localizationTable);
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@@ -63,21 +68,13 @@ namespace BaseGames.Editor.Dialogue
|
||||
}
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/// <summary>
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/// 尝试通过 LocalizationManager(若已加载)解析 nameKey;
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/// 如未初始化或找不到 Key,返回 null。
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/// 编辑器预览:直接从 Resources 读取本地化文本,无需运行时服务实例。
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/// 找不到时返回 null(让上层显示 warning 而非 key 本身)。
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/// </summary>
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private static string TryResolveNameKey(string key, string table = "UI")
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private static string TryResolveNameKey(string key, string table = BaseGames.Localization.LocalizationTable.UI)
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{
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||||
try
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{
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// LocalizationManager.Get 在编辑器下可能返回空字符串(未初始化),视为未找到
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var resolved = BaseGames.Localization.LocalizationManager.Get(key, table);
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return string.IsNullOrEmpty(resolved) ? null : resolved;
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||||
}
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||||
catch
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||||
{
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||||
return null;
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||||
}
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||||
// GetEditorPreview 直接读 JSON,编辑器下不依赖 ServiceLocator 实例
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||||
return BaseGames.Localization.LocalizationManager.GetEditorPreview(key, table);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
11
Assets/_Game/Scripts/Editor/Dialogue/NpcSOEditor.cs.meta
Normal file
11
Assets/_Game/Scripts/Editor/Dialogue/NpcSOEditor.cs.meta
Normal file
@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 9c09dcd9907ab854da42443d37ff52f9
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
|
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assetBundleVariant:
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8
Assets/_Game/Scripts/Editor/Localization.meta
Normal file
8
Assets/_Game/Scripts/Editor/Localization.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5512b3a2ed772ad45a18a6340924f961
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
388
Assets/_Game/Scripts/Editor/Localization/LocalizationCsvTool.cs
Normal file
388
Assets/_Game/Scripts/Editor/Localization/LocalizationCsvTool.cs
Normal file
@@ -0,0 +1,388 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using BaseGames.Localization;
|
||||
|
||||
namespace BaseGames.Editor.Localization
|
||||
{
|
||||
/// <summary>
|
||||
/// 本地化 CSV 导入/导出工具。
|
||||
///
|
||||
/// 每个表导出为独立 CSV,列顺序:key, ChineseSimplified, English, Japanese, Korean。
|
||||
/// 文件存放路径:Assets/_Game/Localization/Export/{TableName}.csv
|
||||
///
|
||||
/// 导入:读取 CSV → 回写 Resources/Localization/{Language}/{TableName}.json
|
||||
///
|
||||
/// 菜单:BaseGames / Localization / CSV 导入导出工具
|
||||
/// </summary>
|
||||
public class LocalizationCsvTool : EditorWindow
|
||||
{
|
||||
[MenuItem("BaseGames/Localization/CSV 导入导出工具")]
|
||||
private static void Open()
|
||||
{
|
||||
var win = GetWindow<LocalizationCsvTool>("本地化 CSV 工具");
|
||||
win.minSize = new Vector2(480, 360);
|
||||
}
|
||||
|
||||
// ── 状态 ─────────────────────────────────────────────────────────────
|
||||
|
||||
private static readonly Language[] s_allLanguages =
|
||||
(Language[])Enum.GetValues(typeof(Language));
|
||||
|
||||
private static readonly string[] s_allTables =
|
||||
{
|
||||
LocalizationTable.UI,
|
||||
LocalizationTable.Dialogue,
|
||||
LocalizationTable.Quest,
|
||||
LocalizationTable.Spells,
|
||||
LocalizationTable.Skills,
|
||||
LocalizationTable.Items,
|
||||
LocalizationTable.Character,
|
||||
LocalizationTable.Tutorial,
|
||||
};
|
||||
|
||||
private const string ExportDir = "Assets/_Game/Localization/Export";
|
||||
|
||||
private readonly bool[] _exportSelected = new bool[s_allTables.Length];
|
||||
private readonly bool[] _importSelected = new bool[s_allTables.Length];
|
||||
private string _statusMessage = "";
|
||||
private MessageType _statusType = MessageType.None;
|
||||
private Vector2 _scroll;
|
||||
|
||||
// ── GUI ───────────────────────────────────────────────────────────────
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
_scroll = EditorGUILayout.BeginScrollView(_scroll);
|
||||
|
||||
EditorGUILayout.Space(6);
|
||||
GUILayout.Label("📤 导出 → CSV", EditorStyles.boldLabel);
|
||||
EditorGUILayout.HelpBox(
|
||||
$"将 Resources/Localization/ 中的 JSON 表导出为 CSV 文件。\n" +
|
||||
$"目标目录:{ExportDir}/",
|
||||
MessageType.Info);
|
||||
|
||||
EditorGUI.indentLevel++;
|
||||
for (int i = 0; i < s_allTables.Length; i++)
|
||||
_exportSelected[i] = EditorGUILayout.Toggle(s_allTables[i], _exportSelected[i]);
|
||||
EditorGUI.indentLevel--;
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
if (GUILayout.Button("全选")) SetAll(_exportSelected, true);
|
||||
if (GUILayout.Button("全不选")) SetAll(_exportSelected, false);
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.Space(4);
|
||||
if (GUILayout.Button("▶ 导出选中表", GUILayout.Height(30)))
|
||||
RunExport();
|
||||
|
||||
EditorGUILayout.Space(16);
|
||||
EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
|
||||
|
||||
GUILayout.Label("📥 导入 ← CSV", EditorStyles.boldLabel);
|
||||
EditorGUILayout.HelpBox(
|
||||
$"读取 {ExportDir}/ 中的 CSV,回写至 Resources/Localization/ JSON 文件。\n" +
|
||||
"已有 Key 覆盖,新增 Key 追加,不删除多余 Key。",
|
||||
MessageType.Info);
|
||||
|
||||
EditorGUI.indentLevel++;
|
||||
for (int i = 0; i < s_allTables.Length; i++)
|
||||
_importSelected[i] = EditorGUILayout.Toggle(s_allTables[i], _importSelected[i]);
|
||||
EditorGUI.indentLevel--;
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
if (GUILayout.Button("全选")) SetAll(_importSelected, true);
|
||||
if (GUILayout.Button("全不选")) SetAll(_importSelected, false);
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.Space(4);
|
||||
if (GUILayout.Button("▶ 导入选中表", GUILayout.Height(30)))
|
||||
RunImport();
|
||||
|
||||
EditorGUILayout.Space(8);
|
||||
if (!string.IsNullOrEmpty(_statusMessage))
|
||||
EditorGUILayout.HelpBox(_statusMessage, _statusType);
|
||||
|
||||
EditorGUILayout.Space(6);
|
||||
EditorGUILayout.EndScrollView();
|
||||
}
|
||||
|
||||
// ── 导出 ─────────────────────────────────────────────────────────────
|
||||
|
||||
private void RunExport()
|
||||
{
|
||||
EnsureDirectory(ExportDir);
|
||||
int exported = 0;
|
||||
|
||||
try
|
||||
{
|
||||
for (int ti = 0; ti < s_allTables.Length; ti++)
|
||||
{
|
||||
if (!_exportSelected[ti]) continue;
|
||||
string tableName = s_allTables[ti];
|
||||
|
||||
EditorUtility.DisplayProgressBar("导出 CSV", $"导出 {tableName}…", (float)ti / s_allTables.Length);
|
||||
|
||||
// 收集所有语言的字典(以第一个语言的 Key 集合为主键集)
|
||||
var langDicts = new Dictionary<Language, Dictionary<string, string>>();
|
||||
var allKeys = new SortedSet<string>(StringComparer.Ordinal);
|
||||
|
||||
foreach (var lang in s_allLanguages)
|
||||
{
|
||||
LocalizationManager.ClearEditorPreviewCache();
|
||||
var dict = LocalizationManager.GetEditorTable(lang, tableName);
|
||||
if (dict != null)
|
||||
{
|
||||
langDicts[lang] = dict;
|
||||
foreach (var k in dict.Keys) allKeys.Add(k);
|
||||
}
|
||||
}
|
||||
|
||||
if (allKeys.Count == 0)
|
||||
{
|
||||
Debug.LogWarning($"[CsvTool] 表「{tableName}」无数据,跳过导出。");
|
||||
continue;
|
||||
}
|
||||
|
||||
var sb = new StringBuilder();
|
||||
// 表头
|
||||
sb.Append("key");
|
||||
foreach (var lang in s_allLanguages)
|
||||
sb.Append(',').Append(lang);
|
||||
sb.AppendLine();
|
||||
|
||||
// 数据行
|
||||
foreach (var key in allKeys)
|
||||
{
|
||||
sb.Append(CsvEscape(key));
|
||||
foreach (var lang in s_allLanguages)
|
||||
{
|
||||
string val = "";
|
||||
if (langDicts.TryGetValue(lang, out var d))
|
||||
d.TryGetValue(key, out val);
|
||||
sb.Append(',').Append(CsvEscape(val ?? ""));
|
||||
}
|
||||
sb.AppendLine();
|
||||
}
|
||||
|
||||
string csvPath = $"{ExportDir}/{tableName}.csv";
|
||||
File.WriteAllText(csvPath, sb.ToString(), Encoding.UTF8);
|
||||
exported++;
|
||||
}
|
||||
}
|
||||
finally
|
||||
{
|
||||
EditorUtility.ClearProgressBar();
|
||||
}
|
||||
|
||||
AssetDatabase.Refresh();
|
||||
SetStatus($"✅ 成功导出 {exported} 个表到 {ExportDir}/", MessageType.Info);
|
||||
}
|
||||
|
||||
// ── 导入 ─────────────────────────────────────────────────────────────
|
||||
|
||||
private void RunImport()
|
||||
{
|
||||
int imported = 0;
|
||||
int errors = 0;
|
||||
|
||||
try
|
||||
{
|
||||
for (int ti = 0; ti < s_allTables.Length; ti++)
|
||||
{
|
||||
if (!_importSelected[ti]) continue;
|
||||
string tableName = s_allTables[ti];
|
||||
string csvPath = Path.Combine(Path.GetDirectoryName(Application.dataPath)!, $"{ExportDir}/{tableName}.csv");
|
||||
|
||||
EditorUtility.DisplayProgressBar("导入 CSV", $"导入 {tableName}…", (float)ti / s_allTables.Length);
|
||||
|
||||
if (!File.Exists(csvPath))
|
||||
{
|
||||
Debug.LogWarning($"[CsvTool] CSV 文件不存在,跳过:{ExportDir}/{tableName}.csv");
|
||||
continue;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
var rows = ParseCsv(File.ReadAllText(csvPath, Encoding.UTF8));
|
||||
if (rows.Count < 2) continue;
|
||||
|
||||
// 表头行解析出列对应的语言
|
||||
var header = rows[0];
|
||||
var langCols = new List<(int col, Language lang)>();
|
||||
for (int col = 1; col < header.Count; col++)
|
||||
{
|
||||
if (Enum.TryParse<Language>(header[col].Trim(), out var lang))
|
||||
langCols.Add((col, lang));
|
||||
}
|
||||
|
||||
// 为每个语言准备合并后的字典
|
||||
var mergedDicts = new Dictionary<Language, Dictionary<string, string>>();
|
||||
foreach (var (_, lang) in langCols)
|
||||
{
|
||||
LocalizationManager.ClearEditorPreviewCache();
|
||||
var existing = LocalizationManager.GetEditorTable(lang, tableName)
|
||||
?? new Dictionary<string, string>(StringComparer.Ordinal);
|
||||
mergedDicts[lang] = new Dictionary<string, string>(existing, StringComparer.Ordinal);
|
||||
}
|
||||
|
||||
// 用 CSV 数据覆盖/追加
|
||||
for (int row = 1; row < rows.Count; row++)
|
||||
{
|
||||
var cells = rows[row];
|
||||
if (cells.Count == 0 || string.IsNullOrWhiteSpace(cells[0])) continue;
|
||||
string key = cells[0];
|
||||
foreach (var (col, lang) in langCols)
|
||||
{
|
||||
string val = col < cells.Count ? cells[col] : "";
|
||||
mergedDicts[lang][key] = val;
|
||||
}
|
||||
}
|
||||
|
||||
// 写回 JSON
|
||||
foreach (var (lang, dict) in mergedDicts)
|
||||
{
|
||||
string jsonPath = GetJsonPath(lang, tableName);
|
||||
EnsureDirectory(Path.GetDirectoryName(jsonPath));
|
||||
File.WriteAllText(jsonPath, DictToJson(dict), Encoding.UTF8);
|
||||
}
|
||||
|
||||
imported++;
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"[CsvTool] 导入「{tableName}」失败:{ex.Message}");
|
||||
errors++;
|
||||
}
|
||||
}
|
||||
}
|
||||
finally
|
||||
{
|
||||
EditorUtility.ClearProgressBar();
|
||||
}
|
||||
|
||||
AssetDatabase.Refresh();
|
||||
LocalizationManager.ClearEditorPreviewCache();
|
||||
|
||||
string msg = errors == 0
|
||||
? $"✅ 成功导入 {imported} 个表。"
|
||||
: $"⚠ 导入 {imported} 个表,{errors} 个失败(见控制台)。";
|
||||
SetStatus(msg, errors == 0 ? MessageType.Info : MessageType.Warning);
|
||||
}
|
||||
|
||||
// ── 工具函数 ─────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>将 value 按 RFC 4180 规范包裹(含逗号/双引号/换行时用双引号包裹,内部双引号转义为 "")。</summary>
|
||||
private static string CsvEscape(string value)
|
||||
{
|
||||
if (value == null) return "";
|
||||
bool needsQuote = value.Contains(',') || value.Contains('"') || value.Contains('\n') || value.Contains('\r');
|
||||
if (!needsQuote) return value;
|
||||
return "\"" + value.Replace("\"", "\"\"") + "\"";
|
||||
}
|
||||
|
||||
/// <summary>简单 CSV 解析器,支持 RFC 4180 带引号字段(含换行)。</summary>
|
||||
private static List<List<string>> ParseCsv(string text)
|
||||
{
|
||||
var rows = new List<List<string>>();
|
||||
var row = new List<string>();
|
||||
var cell = new StringBuilder();
|
||||
bool inQuote = false;
|
||||
int i = 0;
|
||||
|
||||
while (i < text.Length)
|
||||
{
|
||||
char c = text[i];
|
||||
if (inQuote)
|
||||
{
|
||||
if (c == '"')
|
||||
{
|
||||
if (i + 1 < text.Length && text[i + 1] == '"')
|
||||
{ cell.Append('"'); i += 2; }
|
||||
else
|
||||
{ inQuote = false; i++; }
|
||||
}
|
||||
else
|
||||
{ cell.Append(c); i++; }
|
||||
}
|
||||
else
|
||||
{
|
||||
if (c == '"')
|
||||
{ inQuote = true; i++; }
|
||||
else if (c == ',')
|
||||
{ row.Add(cell.ToString()); cell.Clear(); i++; }
|
||||
else if (c == '\r')
|
||||
{
|
||||
row.Add(cell.ToString()); cell.Clear();
|
||||
rows.Add(row); row = new List<string>();
|
||||
if (i + 1 < text.Length && text[i + 1] == '\n') i++;
|
||||
i++;
|
||||
}
|
||||
else if (c == '\n')
|
||||
{ row.Add(cell.ToString()); cell.Clear(); rows.Add(row); row = new List<string>(); i++; }
|
||||
else
|
||||
{ cell.Append(c); i++; }
|
||||
}
|
||||
}
|
||||
|
||||
if (cell.Length > 0 || row.Count > 0)
|
||||
{
|
||||
row.Add(cell.ToString());
|
||||
rows.Add(row);
|
||||
}
|
||||
|
||||
return rows;
|
||||
}
|
||||
|
||||
/// <summary>将字符串字典序列化为最小 JSON 对象(UTF-8,适合直接写入 Resources JSON)。</summary>
|
||||
private static string DictToJson(Dictionary<string, string> dict)
|
||||
{
|
||||
var sb = new StringBuilder();
|
||||
sb.AppendLine("{");
|
||||
int written = 0;
|
||||
foreach (var kv in dict)
|
||||
{
|
||||
sb.Append(" ").Append(JsonString(kv.Key)).Append(": ").Append(JsonString(kv.Value));
|
||||
if (++written < dict.Count) sb.Append(',');
|
||||
sb.AppendLine();
|
||||
}
|
||||
sb.Append('}');
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
private static string JsonString(string s)
|
||||
{
|
||||
if (s == null) return "\"\"";
|
||||
s = s.Replace("\\", "\\\\")
|
||||
.Replace("\"", "\\\"")
|
||||
.Replace("\n", "\\n")
|
||||
.Replace("\r", "\\r")
|
||||
.Replace("\t", "\\t");
|
||||
return $"\"{s}\"";
|
||||
}
|
||||
|
||||
private static string GetJsonPath(Language lang, string tableName)
|
||||
=> $"Assets/Resources/Localization/{lang}/{tableName}.json";
|
||||
|
||||
private static void EnsureDirectory(string dir)
|
||||
{
|
||||
if (!string.IsNullOrEmpty(dir) && !Directory.Exists(dir))
|
||||
Directory.CreateDirectory(dir);
|
||||
}
|
||||
|
||||
private static void SetAll(bool[] arr, bool v)
|
||||
{
|
||||
for (int i = 0; i < arr.Length; i++) arr[i] = v;
|
||||
}
|
||||
|
||||
private void SetStatus(string msg, MessageType type)
|
||||
{
|
||||
_statusMessage = msg;
|
||||
_statusType = type;
|
||||
Repaint();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8b7198a6db4ff314b9fadc980f266744
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,298 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using BaseGames.Localization;
|
||||
|
||||
namespace BaseGames.Editor.Localization
|
||||
{
|
||||
/// <summary>
|
||||
/// 带搜索框的本地化 Key 选择器窗口。
|
||||
/// 替代 <c>GenericMenu</c>,支持 1000+ 条目的快速模糊搜索(key 和译文均可搜索)。
|
||||
///
|
||||
/// 键盘操作:
|
||||
/// ↑ / ↓ — 上下移动高亮行
|
||||
/// Enter — 确认选择当前高亮行
|
||||
/// Esc — 关闭窗口(不选中任何 key)
|
||||
///
|
||||
/// 用法:
|
||||
/// <code>
|
||||
/// LocalizationKeyPickerWindow.Show(table, currentKey, selectedKey => {
|
||||
/// _keyProp.stringValue = selectedKey;
|
||||
/// serializedObject.ApplyModifiedProperties();
|
||||
/// });
|
||||
/// </code>
|
||||
/// </summary>
|
||||
public class LocalizationKeyPickerWindow : EditorWindow
|
||||
{
|
||||
// ── 状态 ──────────────────────────────────────────────────────────────
|
||||
private string _searchText = "";
|
||||
private Vector2 _scroll;
|
||||
private List<(string key, string preview)> _allEntries = new();
|
||||
private List<(string key, string preview)> _filtered = new();
|
||||
private Action<string> _onSelected;
|
||||
private string _currentKey;
|
||||
private int _hoveredIndex = -1;
|
||||
private int _keyboardIndex = -1; // 键盘当前高亮行
|
||||
|
||||
// 预缓存样式,避免每帧 new GUIStyle
|
||||
private GUIStyle _keyStyle;
|
||||
private GUIStyle _previewStyle;
|
||||
|
||||
private const float RowHeight = 40f;
|
||||
private const float SearchHeight = 22f;
|
||||
|
||||
// ── 公开入口 ──────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// 打开 Key 选择器窗口。
|
||||
/// </summary>
|
||||
/// <param name="table">要从哪张表加载 Key(先查简体中文,找不到查英文)。</param>
|
||||
/// <param name="currentKey">当前已选 Key(高亮显示)。</param>
|
||||
/// <param name="onSelected">选中 Key 后的回调。</param>
|
||||
public static void Show(string table, string currentKey, Action<string> onSelected)
|
||||
{
|
||||
var dict = LocalizationManager.GetEditorTable(Language.ChineseSimplified, table)
|
||||
?? LocalizationManager.GetEditorTable(Language.English, table);
|
||||
|
||||
if (dict == null || dict.Count == 0)
|
||||
{
|
||||
EditorUtility.DisplayDialog("Key 选择器",
|
||||
$"表「{table}」尚无可用 Key。\n" +
|
||||
$"请先在 Resources/Localization/{{语言}}/{table}.json 中添加条目。",
|
||||
"确定");
|
||||
return;
|
||||
}
|
||||
|
||||
var win = CreateInstance<LocalizationKeyPickerWindow>();
|
||||
win.titleContent = new GUIContent($"Key 选择器 — {table}");
|
||||
win.minSize = new Vector2(440, 520);
|
||||
win._currentKey = currentKey;
|
||||
win._onSelected = onSelected;
|
||||
win._allEntries = dict
|
||||
.Select(kvp => (kvp.Key, kvp.Value))
|
||||
.OrderBy(t => t.Item1, StringComparer.Ordinal)
|
||||
.ToList();
|
||||
win.ApplyFilter();
|
||||
|
||||
// 把键盘索引初始化到当前 key 所在行
|
||||
int idx = win._filtered.FindIndex(t => t.key == currentKey);
|
||||
if (idx >= 0)
|
||||
{
|
||||
win._keyboardIndex = idx;
|
||||
win._scroll = new Vector2(0, idx * RowHeight);
|
||||
}
|
||||
|
||||
win.ShowUtility();
|
||||
}
|
||||
|
||||
// ── GUI ───────────────────────────────────────────────────────────────
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
EnsureStyles();
|
||||
HandleKeyboardInput(); // 在绘制之前处理按键,当帧即生效
|
||||
DrawSearchBar();
|
||||
DrawEntryCount();
|
||||
DrawList();
|
||||
}
|
||||
|
||||
// ── 键盘导航 ──────────────────────────────────────────────────────────
|
||||
|
||||
private void HandleKeyboardInput()
|
||||
{
|
||||
var e = Event.current;
|
||||
if (e.type != EventType.KeyDown) return;
|
||||
|
||||
switch (e.keyCode)
|
||||
{
|
||||
case KeyCode.UpArrow:
|
||||
MoveKeyboardSelection(-1);
|
||||
e.Use();
|
||||
break;
|
||||
|
||||
case KeyCode.DownArrow:
|
||||
MoveKeyboardSelection(+1);
|
||||
e.Use();
|
||||
break;
|
||||
|
||||
case KeyCode.Return:
|
||||
case KeyCode.KeypadEnter:
|
||||
if (_keyboardIndex >= 0 && _keyboardIndex < _filtered.Count)
|
||||
{
|
||||
_onSelected?.Invoke(_filtered[_keyboardIndex].key);
|
||||
e.Use();
|
||||
Close();
|
||||
}
|
||||
break;
|
||||
|
||||
case KeyCode.Escape:
|
||||
e.Use();
|
||||
Close();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void MoveKeyboardSelection(int delta)
|
||||
{
|
||||
if (_filtered.Count == 0) return;
|
||||
|
||||
_keyboardIndex = _keyboardIndex < 0
|
||||
? (delta > 0 ? 0 : _filtered.Count - 1)
|
||||
: Mathf.Clamp(_keyboardIndex + delta, 0, _filtered.Count - 1);
|
||||
|
||||
ScrollToKeyboardIndex();
|
||||
Repaint();
|
||||
}
|
||||
|
||||
/// <summary>调整滚动位置,保证 _keyboardIndex 行始终在可见视口内。</summary>
|
||||
private void ScrollToKeyboardIndex()
|
||||
{
|
||||
float viewportH = position.height - SearchHeight - 30f;
|
||||
float rowTop = _keyboardIndex * RowHeight;
|
||||
float rowBot = rowTop + RowHeight;
|
||||
|
||||
if (rowTop < _scroll.y)
|
||||
_scroll.y = rowTop;
|
||||
else if (rowBot > _scroll.y + viewportH)
|
||||
_scroll.y = rowBot - viewportH;
|
||||
}
|
||||
|
||||
// ── 搜索栏 ────────────────────────────────────────────────────────────
|
||||
|
||||
private void DrawSearchBar()
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
|
||||
GUI.SetNextControlName("SearchField");
|
||||
var newSearch = EditorGUILayout.TextField(_searchText, EditorStyles.toolbarSearchField);
|
||||
if (GUILayout.Button("✕", EditorStyles.toolbarButton, GUILayout.Width(22)))
|
||||
newSearch = "";
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
if (newSearch != _searchText)
|
||||
{
|
||||
_searchText = newSearch;
|
||||
_hoveredIndex = -1;
|
||||
_keyboardIndex = -1;
|
||||
ApplyFilter();
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawEntryCount()
|
||||
{
|
||||
EditorGUILayout.LabelField(
|
||||
$"共 {_filtered.Count} 个结果(总 {_allEntries.Count} 条) | ↑↓ 导航 Enter 选中 Esc 关闭",
|
||||
EditorStyles.centeredGreyMiniLabel);
|
||||
EditorGUILayout.Space(2);
|
||||
}
|
||||
|
||||
// ── 列表(虚拟渲染)──────────────────────────────────────────────────
|
||||
|
||||
private void DrawList()
|
||||
{
|
||||
float viewportH = position.height - SearchHeight - 30f;
|
||||
|
||||
_scroll = EditorGUILayout.BeginScrollView(_scroll,
|
||||
GUILayout.Height(viewportH));
|
||||
|
||||
int firstVisible = Mathf.Max(0, (int)(_scroll.y / RowHeight) - 1);
|
||||
int lastVisible = Mathf.Min(_filtered.Count - 1,
|
||||
(int)((_scroll.y + viewportH) / RowHeight) + 1);
|
||||
|
||||
// 顶部占位(未渲染行)
|
||||
if (firstVisible > 0)
|
||||
GUILayout.Space(firstVisible * RowHeight);
|
||||
|
||||
for (int i = firstVisible; i <= lastVisible && i < _filtered.Count; i++)
|
||||
{
|
||||
var (key, preview) = _filtered[i];
|
||||
bool isCurrent = string.Equals(key, _currentKey, StringComparison.Ordinal);
|
||||
bool isKeyboard = i == _keyboardIndex;
|
||||
bool isHovered = i == _hoveredIndex;
|
||||
|
||||
var rowRect = GUILayoutUtility.GetRect(0, RowHeight, GUILayout.ExpandWidth(true));
|
||||
|
||||
// 背景优先级:当前选中 > 键盘高亮 > 鼠标悬停
|
||||
Color bg = isCurrent ? new Color(0.25f, 0.55f, 1f, 0.25f)
|
||||
: isKeyboard ? new Color(0.40f, 0.75f, 0.4f, 0.20f)
|
||||
: isHovered ? new Color(1f, 1f, 1f, 0.05f)
|
||||
: Color.clear;
|
||||
|
||||
if (bg.a > 0)
|
||||
EditorGUI.DrawRect(rowRect, bg);
|
||||
|
||||
// 当前 key 左边蓝色竖条
|
||||
if (isCurrent)
|
||||
EditorGUI.DrawRect(new Rect(rowRect.x, rowRect.y, 3, rowRect.height),
|
||||
new Color(0.3f, 0.7f, 1f, 1f));
|
||||
// 键盘选中绿色竖条
|
||||
else if (isKeyboard)
|
||||
EditorGUI.DrawRect(new Rect(rowRect.x, rowRect.y, 3, rowRect.height),
|
||||
new Color(0.4f, 0.9f, 0.4f, 1f));
|
||||
|
||||
// Key 文本
|
||||
EditorGUI.LabelField(
|
||||
new Rect(rowRect.x + 8, rowRect.y + 4, rowRect.width - 12, 18),
|
||||
key, _keyStyle);
|
||||
|
||||
// 预览文本(绿色)
|
||||
string previewText = preview.Length > 60 ? preview[..60] + "…" : preview;
|
||||
EditorGUI.LabelField(
|
||||
new Rect(rowRect.x + 8, rowRect.y + 22, rowRect.width - 12, 14),
|
||||
previewText, _previewStyle);
|
||||
|
||||
// 鼠标交互
|
||||
var ev = Event.current;
|
||||
if (rowRect.Contains(ev.mousePosition))
|
||||
{
|
||||
if (_hoveredIndex != i) { _hoveredIndex = i; Repaint(); }
|
||||
|
||||
if (ev.type == EventType.MouseDown && ev.button == 0)
|
||||
{
|
||||
_onSelected?.Invoke(key);
|
||||
ev.Use();
|
||||
Close();
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 底部占位(未渲染行)
|
||||
int remaining = _filtered.Count - lastVisible - 1;
|
||||
if (remaining > 0)
|
||||
GUILayout.Space(remaining * RowHeight);
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
}
|
||||
|
||||
// ── 辅助 ──────────────────────────────────────────────────────────────
|
||||
|
||||
private void ApplyFilter()
|
||||
{
|
||||
if (string.IsNullOrEmpty(_searchText))
|
||||
{
|
||||
_filtered = new List<(string, string)>(_allEntries);
|
||||
return;
|
||||
}
|
||||
|
||||
_filtered = _allEntries
|
||||
.Where(t => t.key.IndexOf(_searchText, StringComparison.OrdinalIgnoreCase) >= 0
|
||||
|| t.preview.IndexOf(_searchText, StringComparison.OrdinalIgnoreCase) >= 0)
|
||||
.ToList();
|
||||
}
|
||||
|
||||
private void EnsureStyles()
|
||||
{
|
||||
_keyStyle ??= new GUIStyle(EditorStyles.boldLabel)
|
||||
{
|
||||
fontSize = 11,
|
||||
};
|
||||
_previewStyle ??= new GUIStyle(EditorStyles.miniLabel)
|
||||
{
|
||||
normal = { textColor = new Color(0.5f, 0.88f, 0.5f) },
|
||||
fontSize = 10,
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f25bdb0dfede0f24f863e08c78db8a87
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
143
Assets/_Game/Scripts/Editor/Localization/LocalizedTextEditor.cs
Normal file
143
Assets/_Game/Scripts/Editor/Localization/LocalizedTextEditor.cs
Normal file
@@ -0,0 +1,143 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using BaseGames.Localization;
|
||||
|
||||
namespace BaseGames.Editor.Localization
|
||||
{
|
||||
/// <summary>
|
||||
/// <see cref="LocalizedText"/> 自定义 Inspector。
|
||||
/// 在 key / table 字段下方实时预览解析后的本地化文本,无需进入 Play Mode。
|
||||
/// 支持模拟格式化参数预览(逗号分隔)。
|
||||
/// </summary>
|
||||
[CustomEditor(typeof(LocalizedText))]
|
||||
public class LocalizedTextEditor : UnityEditor.Editor
|
||||
{
|
||||
private static GUIStyle s_foundStyle;
|
||||
|
||||
private SerializedProperty _keyProp;
|
||||
private SerializedProperty _tableProp;
|
||||
|
||||
// 编辑器内模拟格式化参数(逗号分隔字符串,仅用于预览,不持久化)
|
||||
private string _previewFormatArgs = "";
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
_keyProp = serializedObject.FindProperty("_key");
|
||||
_tableProp = serializedObject.FindProperty("_table");
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
serializedObject.Update();
|
||||
DrawDefaultInspector();
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
|
||||
if (s_foundStyle == null)
|
||||
{
|
||||
s_foundStyle = new GUIStyle(EditorStyles.helpBox)
|
||||
{
|
||||
fontSize = 11,
|
||||
alignment = TextAnchor.MiddleLeft,
|
||||
padding = new RectOffset(8, 8, 4, 4),
|
||||
};
|
||||
s_foundStyle.normal.textColor = new Color(0.55f, 0.90f, 0.55f);
|
||||
}
|
||||
|
||||
string key = _keyProp?.stringValue;
|
||||
string table = _tableProp?.stringValue ?? LocalizationTable.UI;
|
||||
if (string.IsNullOrEmpty(key)) return;
|
||||
|
||||
EditorGUILayout.Space(4);
|
||||
|
||||
// ── 格式化参数模拟输入 ──────────────────────────────────────────
|
||||
EditorGUI.BeginChangeCheck();
|
||||
_previewFormatArgs = EditorGUILayout.TextField(
|
||||
new GUIContent("预览参数", "模拟格式化参数,逗号分隔。例:\"100, 玩家名\" → 代入 {0} {1}"),
|
||||
_previewFormatArgs);
|
||||
bool argsChanged = EditorGUI.EndChangeCheck();
|
||||
if (argsChanged) Repaint();
|
||||
|
||||
// ── 预览文本 ────────────────────────────────────────────────────
|
||||
string rawPreview = LocalizationManager.GetEditorPreview(key, table);
|
||||
|
||||
if (string.IsNullOrEmpty(rawPreview))
|
||||
{
|
||||
EditorGUILayout.HelpBox(
|
||||
$"Key「{key}」在表「{table}」中未找到(简体中文表与英文表均未命中)。\n" +
|
||||
$"请检查 Resources/Localization/{{Language}}/{table}.json 文件。",
|
||||
MessageType.Warning);
|
||||
}
|
||||
else
|
||||
{
|
||||
string displayText = ApplyPreviewArgs(rawPreview, _previewFormatArgs);
|
||||
bool hasArgs = !string.IsNullOrWhiteSpace(_previewFormatArgs);
|
||||
|
||||
string label = hasArgs
|
||||
? $"▸ 预览(参数展开):{displayText}"
|
||||
: $"▸ 预览(简体中文):{displayText}";
|
||||
EditorGUILayout.LabelField(label, s_foundStyle);
|
||||
|
||||
if (hasArgs && displayText == rawPreview)
|
||||
EditorGUILayout.HelpBox(
|
||||
"格式化参数未能代入(模板中可能没有 {0} 占位符,或参数数量不足)。",
|
||||
MessageType.Info);
|
||||
}
|
||||
|
||||
EditorGUILayout.Space(2);
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
GUILayout.FlexibleSpace();
|
||||
if (GUILayout.Button("选择 Key ▾", GUILayout.Width(90)))
|
||||
LocalizationKeyPickerWindow.Show(table, key, selectedKey =>
|
||||
{
|
||||
_keyProp.stringValue = selectedKey;
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
((LocalizedText)target).UpdateEditorPreview();
|
||||
Repaint();
|
||||
});
|
||||
if (GUILayout.Button("刷新预览", GUILayout.Width(80)))
|
||||
{
|
||||
LocalizationManager.ClearEditorPreviewCache();
|
||||
((LocalizedText)target).UpdateEditorPreview();
|
||||
Repaint();
|
||||
}
|
||||
if (GUILayout.Button($"跳转到表文件({table})", GUILayout.Width(160)))
|
||||
PingLocalizationFile(table);
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
/// <summary>将逗号分隔的参数字符串解析为 object[] 并代入模板。</summary>
|
||||
private static string ApplyPreviewArgs(string template, string argsInput)
|
||||
{
|
||||
if (string.IsNullOrWhiteSpace(argsInput)) return template;
|
||||
|
||||
// 按逗号分割,保留空白(策划可能输入 "100, ")
|
||||
string[] parts = argsInput.Split(',');
|
||||
var args = new object[parts.Length];
|
||||
for (int i = 0; i < parts.Length; i++)
|
||||
args[i] = parts[i].Trim();
|
||||
|
||||
try { return string.Format(template, args); }
|
||||
catch { return template; }
|
||||
}
|
||||
|
||||
private static void PingLocalizationFile(string tableName)
|
||||
{
|
||||
string[] guids = AssetDatabase.FindAssets(
|
||||
$"t:TextAsset {tableName}",
|
||||
new[] { "Assets/Resources/Localization" });
|
||||
|
||||
foreach (var guid in guids)
|
||||
{
|
||||
string path = AssetDatabase.GUIDToAssetPath(guid);
|
||||
if (!path.EndsWith($"/{tableName}.json", System.StringComparison.OrdinalIgnoreCase)) continue;
|
||||
var asset = AssetDatabase.LoadAssetAtPath<TextAsset>(path);
|
||||
if (asset == null) continue;
|
||||
EditorGUIUtility.PingObject(asset);
|
||||
Selection.activeObject = asset;
|
||||
return;
|
||||
}
|
||||
Debug.LogWarning($"[LocalizedTextEditor] 未找到本地化表文件:Resources/Localization/…/{tableName}.json");
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2de9be8c918457447ad647c1af2b3c14
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -4,6 +4,7 @@ using UnityEditor.UIElements;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UIElements;
|
||||
using BaseGames.Dialogue;
|
||||
using BaseGames.Localization;
|
||||
|
||||
namespace BaseGames.Editor.Modules
|
||||
{
|
||||
@@ -81,7 +82,7 @@ namespace BaseGames.Editor.Modules
|
||||
// 名称:优先显示本地化实际文本,回退到 key 本身
|
||||
string nameDisplay = string.IsNullOrEmpty(a.nameKey)
|
||||
? "(未设置)"
|
||||
: (BaseGames.Localization.LocalizationManager.GetEditorPreview(a.nameKey, "Dialogue") ?? a.nameKey);
|
||||
: (BaseGames.Localization.LocalizationManager.GetEditorPreview(a.nameKey, LocalizationTable.Dialogue) ?? a.nameKey);
|
||||
SkillModule.AddChip(card, "名称", nameDisplay);
|
||||
if (!string.IsNullOrEmpty(a.nameKey))
|
||||
SkillModule.AddChip(card, "名称 Key", a.nameKey);
|
||||
|
||||
@@ -6,6 +6,7 @@ using UnityEngine.UIElements;
|
||||
using BaseGames.Dialogue;
|
||||
using BaseGames.Editor.Dialogue;
|
||||
using BaseGames.Editor.Shared;
|
||||
using BaseGames.Localization;
|
||||
|
||||
namespace BaseGames.Editor.Modules
|
||||
{
|
||||
@@ -97,9 +98,9 @@ namespace BaseGames.Editor.Modules
|
||||
};
|
||||
}
|
||||
|
||||
filterRow.Add(QuestModule.MakeFilterChip("有变体", v => { filterVariants = v; RebuildFilter(); }));
|
||||
filterRow.Add(QuestModule.MakeFilterChip("有分支", v => { filterBranches = v; RebuildFilter(); }));
|
||||
filterRow.Add(QuestModule.MakeFilterChip("无语音", v => { filterNoVoice = v; RebuildFilter(); }));
|
||||
filterRow.Add(DataHubEditorKit.MakeFilterChip("有变体", v => { filterVariants = v; RebuildFilter(); }));
|
||||
filterRow.Add(DataHubEditorKit.MakeFilterChip("有分支", v => { filterBranches = v; RebuildFilter(); }));
|
||||
filterRow.Add(DataHubEditorKit.MakeFilterChip("无语音", v => { filterNoVoice = v; RebuildFilter(); }));
|
||||
|
||||
container.Add(_listPane);
|
||||
_listPane.Refresh();
|
||||
@@ -219,7 +220,7 @@ namespace BaseGames.Editor.Modules
|
||||
string speakerKey = line.ResolvedNameKey;
|
||||
if (!string.IsNullOrEmpty(speakerKey))
|
||||
{
|
||||
var speakerResolved = BaseGames.Localization.LocalizationManager.GetEditorPreview(speakerKey, "Dialogue");
|
||||
var speakerResolved = BaseGames.Localization.LocalizationManager.GetEditorPreview(speakerKey, LocalizationTable.Dialogue);
|
||||
bool speakerMissing = speakerResolved == null;
|
||||
string speakerText = speakerMissing ? speakerKey : speakerResolved;
|
||||
var spk = new Label(speakerText + ":");
|
||||
@@ -255,7 +256,7 @@ namespace BaseGames.Editor.Modules
|
||||
}
|
||||
else
|
||||
{
|
||||
var resolved = BaseGames.Localization.LocalizationManager.GetEditorPreview(line.textKey, "Dialogue");
|
||||
var resolved = BaseGames.Localization.LocalizationManager.GetEditorPreview(line.textKey, LocalizationTable.Dialogue);
|
||||
if (resolved != null)
|
||||
{
|
||||
textPreview = resolved;
|
||||
@@ -454,7 +455,7 @@ namespace BaseGames.Editor.Modules
|
||||
string GetLoc(string key)
|
||||
{
|
||||
if (locCache.TryGetValue(key, out var v)) return v;
|
||||
v = BaseGames.Localization.LocalizationManager.GetEditorPreview(key, "Dialogue");
|
||||
v = BaseGames.Localization.LocalizationManager.GetEditorPreview(key, LocalizationTable.Dialogue);
|
||||
locCache[key] = v;
|
||||
return v;
|
||||
}
|
||||
|
||||
@@ -74,9 +74,9 @@ namespace BaseGames.Editor.Modules
|
||||
};
|
||||
}
|
||||
|
||||
filterRow.Add(QuestModule.MakeFilterChip("可重复", v => { filterRepeatable = v; RebuildFilter(); }));
|
||||
filterRow.Add(QuestModule.MakeFilterChip("无条件", v => { filterNoCondition = v; RebuildFilter(); }));
|
||||
filterRow.Add(QuestModule.MakeFilterChip("无动作", v => { filterNoAction = v; RebuildFilter(); }));
|
||||
filterRow.Add(DataHubEditorKit.MakeFilterChip("可重复", v => { filterRepeatable = v; RebuildFilter(); }));
|
||||
filterRow.Add(DataHubEditorKit.MakeFilterChip("无条件", v => { filterNoCondition = v; RebuildFilter(); }));
|
||||
filterRow.Add(DataHubEditorKit.MakeFilterChip("无动作", v => { filterNoAction = v; RebuildFilter(); }));
|
||||
|
||||
container.Add(_listPane);
|
||||
_listPane.Refresh();
|
||||
|
||||
11
Assets/_Game/Scripts/Editor/Modules/EventChainModule.cs.meta
Normal file
11
Assets/_Game/Scripts/Editor/Modules/EventChainModule.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c65f27c4b0792904087283cc4e901118
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -81,8 +81,8 @@ namespace BaseGames.Editor.Modules
|
||||
filterRow.style.paddingBottom = 3;
|
||||
container.Add(filterRow);
|
||||
|
||||
filterRow.Add(QuestModule.MakeFilterChip("仅孤立", v => { _filterOrphan = v; RebuildList(); }));
|
||||
filterRow.Add(QuestModule.MakeFilterChip("仅未注册", v => { _filterUnregistered = v; RebuildList(); }));
|
||||
filterRow.Add(DataHubEditorKit.MakeFilterChip("仅孤立", v => { _filterOrphan = v; RebuildList(); }));
|
||||
filterRow.Add(DataHubEditorKit.MakeFilterChip("仅未注册", v => { _filterUnregistered = v; RebuildList(); }));
|
||||
|
||||
// 列表 ScrollView
|
||||
var scroll = new ScrollView();
|
||||
|
||||
11
Assets/_Game/Scripts/Editor/Modules/FlagAuditModule.cs.meta
Normal file
11
Assets/_Game/Scripts/Editor/Modules/FlagAuditModule.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: de4bd4ec2a39e3c4e89649069cb0f6e2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
11
Assets/_Game/Scripts/Editor/Modules/IdCodegenModule.cs.meta
Normal file
11
Assets/_Game/Scripts/Editor/Modules/IdCodegenModule.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4cbbfd509dce2f0489febf07574b652a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
572
Assets/_Game/Scripts/Editor/Modules/LocalizationAuditModule.cs
Normal file
572
Assets/_Game/Scripts/Editor/Modules/LocalizationAuditModule.cs
Normal file
@@ -0,0 +1,572 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text.RegularExpressions;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UIElements;
|
||||
using BaseGames.Localization;
|
||||
|
||||
namespace BaseGames.Editor.Modules
|
||||
{
|
||||
/// <summary>
|
||||
/// DataHub 本地化审计模块。
|
||||
/// 通过 <see cref="ILocalizableAsset"/> 接口扫描项目中所有 ScriptableObject 的本地化 Key,
|
||||
/// 与 Resources/Localization/ JSON 表比对,列出缺失条目和命名不规范条目。
|
||||
///
|
||||
/// 菜单入口:DataHub → "本地化审计"
|
||||
/// </summary>
|
||||
public class LocalizationAuditModule : IDataModule, IDataModuleOrdered
|
||||
{
|
||||
public string ModuleId => "localization-audit";
|
||||
public string DisplayName => "本地化审计";
|
||||
public string IconName => "d_UnityEditor.InspectorWindow";
|
||||
public int DisplayOrder => 135;
|
||||
|
||||
// Key 命名规范:UPPER_SNAKE_CASE(大写字母、数字、下划线,首字符必须是大写字母)
|
||||
private static readonly Regex s_keyPattern = new(@"^[A-Z][A-Z0-9_]*$", RegexOptions.Compiled);
|
||||
|
||||
// ── 数据 ─────────────────────────────────────────────────────────────
|
||||
|
||||
private readonly List<AuditIssue> _issues = new();
|
||||
private readonly List<NamingIssue> _namingIssues = new();
|
||||
private readonly List<Language> _availableLanguages = new();
|
||||
private int _totalLanguageCount;
|
||||
private bool _hasScanned;
|
||||
|
||||
private class AuditIssue
|
||||
{
|
||||
public string key;
|
||||
public string table;
|
||||
public string soPath;
|
||||
public string fieldName;
|
||||
public UnityEngine.Object asset;
|
||||
public readonly List<string> missingLanguages = new();
|
||||
}
|
||||
|
||||
private class NamingIssue
|
||||
{
|
||||
public string key;
|
||||
public string table;
|
||||
public string soPath;
|
||||
public string fieldName;
|
||||
public UnityEngine.Object asset;
|
||||
}
|
||||
|
||||
// ── UI 引用 ───────────────────────────────────────────────────────────
|
||||
|
||||
private VisualElement _listItems;
|
||||
private Label _summaryLabel;
|
||||
private VisualElement _detailRoot;
|
||||
private VisualElement _namingSection;
|
||||
private bool _filterMissingAll, _filterMissingPartial, _filterNamingIssue;
|
||||
private string _filterTableName = "";
|
||||
|
||||
// ── IDataModule ───────────────────────────────────────────────────────
|
||||
|
||||
public void Initialize() { }
|
||||
|
||||
public void BuildListPane(VisualElement container, Action<UnityEngine.Object> onSelected)
|
||||
{
|
||||
// 扫描 + 导出 按钮行
|
||||
var btnRow = new VisualElement();
|
||||
btnRow.style.flexDirection = FlexDirection.Row;
|
||||
btnRow.style.marginTop = 8;
|
||||
btnRow.style.marginLeft = 8;
|
||||
btnRow.style.marginRight = 8;
|
||||
btnRow.style.marginBottom = 4;
|
||||
container.Add(btnRow);
|
||||
|
||||
var scanBtn = new Button(RunScan) { text = "🔍 扫描本地化缺失" };
|
||||
scanBtn.style.flexGrow = 1;
|
||||
scanBtn.style.marginRight = 4;
|
||||
btnRow.Add(scanBtn);
|
||||
|
||||
var exportBtn = new Button(ExportReport) { text = "📄 导出报告" };
|
||||
exportBtn.style.width = 90;
|
||||
btnRow.Add(exportBtn);
|
||||
|
||||
_summaryLabel = new Label("尚未扫描,点击左侧按钮开始。");
|
||||
_summaryLabel.style.fontSize = 10;
|
||||
_summaryLabel.style.opacity = 0.6f;
|
||||
_summaryLabel.style.paddingLeft = 10;
|
||||
_summaryLabel.style.marginBottom = 4;
|
||||
container.Add(_summaryLabel);
|
||||
|
||||
// 过滤行
|
||||
var filterRow = new VisualElement();
|
||||
filterRow.style.flexDirection = FlexDirection.Row;
|
||||
filterRow.style.flexWrap = Wrap.Wrap;
|
||||
filterRow.style.paddingLeft = 6;
|
||||
filterRow.style.paddingRight = 6;
|
||||
filterRow.style.paddingBottom = 3;
|
||||
container.Add(filterRow);
|
||||
|
||||
filterRow.Add(DataHubEditorKit.MakeFilterChip("全部语言缺失", v => { _filterMissingAll = v; RebuildList(); }));
|
||||
filterRow.Add(DataHubEditorKit.MakeFilterChip("部分语言缺失", v => { _filterMissingPartial = v; RebuildList(); }));
|
||||
// "命名不规范"Chip 现在只控制命名折叠区展开/折叠,不再隐藏缺失列表
|
||||
filterRow.Add(DataHubEditorKit.MakeFilterChip("展开命名问题", v => { _filterNamingIssue = v; RebuildList(); }));
|
||||
|
||||
// 表名过滤输入框
|
||||
var tableField = new TextField("表名过滤") { value = "" };
|
||||
tableField.style.paddingLeft = 6;
|
||||
tableField.style.paddingRight = 6;
|
||||
tableField.style.marginBottom = 3;
|
||||
tableField.RegisterValueChangedCallback(e =>
|
||||
{
|
||||
_filterTableName = e.newValue?.Trim() ?? "";
|
||||
RebuildList();
|
||||
});
|
||||
container.Add(tableField);
|
||||
|
||||
var scroll = new ScrollView { style = { flexGrow = 1 } };
|
||||
container.Add(scroll);
|
||||
|
||||
_listItems = new VisualElement();
|
||||
scroll.Add(_listItems);
|
||||
|
||||
_namingSection = new VisualElement();
|
||||
scroll.Add(_namingSection);
|
||||
}
|
||||
|
||||
public void BuildDetailPane(VisualElement container, UnityEngine.Object selected)
|
||||
{
|
||||
_detailRoot = container;
|
||||
RebuildDetail(null);
|
||||
}
|
||||
|
||||
public void OnActivated() { }
|
||||
|
||||
// ── 扫描 ──────────────────────────────────────────────────────────────
|
||||
|
||||
private void RunScan()
|
||||
{
|
||||
_issues.Clear();
|
||||
_namingIssues.Clear();
|
||||
_availableLanguages.Clear();
|
||||
LocalizationManager.ClearEditorPreviewCache();
|
||||
_hasScanned = true;
|
||||
|
||||
DiscoverLanguages();
|
||||
_totalLanguageCount = _availableLanguages.Count;
|
||||
|
||||
ScanAllLocalizableAssets();
|
||||
|
||||
int total = _issues.Count;
|
||||
int misAll = _issues.Count(i => i.missingLanguages.Count == _totalLanguageCount);
|
||||
int naming = _namingIssues.Count;
|
||||
|
||||
_summaryLabel.text = total == 0 && naming == 0
|
||||
? $"✅ 全部通过!已检查 {_totalLanguageCount} 个语言。"
|
||||
: $"⚠ {total} 个缺失问题(全语言缺失 {misAll} 个),{naming} 个命名不规范。";
|
||||
|
||||
RebuildList();
|
||||
}
|
||||
|
||||
// ── 语言发现 ──────────────────────────────────────────────────────────
|
||||
|
||||
private void DiscoverLanguages()
|
||||
{
|
||||
string root = "Assets/Resources/Localization";
|
||||
if (!AssetDatabase.IsValidFolder(root)) return;
|
||||
|
||||
foreach (var langFolder in AssetDatabase.GetSubFolders(root))
|
||||
{
|
||||
string langName = Path.GetFileName(langFolder);
|
||||
if (Enum.TryParse<Language>(langName, out var lang))
|
||||
_availableLanguages.Add(lang);
|
||||
}
|
||||
}
|
||||
|
||||
// ── 通用 ILocalizableAsset 扫描 ───────────────────────────────────────
|
||||
|
||||
private void ScanAllLocalizableAssets()
|
||||
{
|
||||
string[] guids = AssetDatabase.FindAssets("t:ScriptableObject");
|
||||
int total = guids.Length;
|
||||
|
||||
try
|
||||
{
|
||||
for (int i = 0; i < total; i++)
|
||||
{
|
||||
if (EditorUtility.DisplayCancelableProgressBar(
|
||||
"本地化审计", $"扫描中… ({i + 1}/{total})", (float)(i + 1) / total))
|
||||
break;
|
||||
|
||||
string path = AssetDatabase.GUIDToAssetPath(guids[i]);
|
||||
var so = AssetDatabase.LoadAssetAtPath<ScriptableObject>(path);
|
||||
if (so == null || so is not ILocalizableAsset loc) continue;
|
||||
|
||||
foreach (var keyRef in loc.GetLocalizationKeys())
|
||||
{
|
||||
CheckKey(so, keyRef.Key, keyRef.Table, keyRef.FieldName);
|
||||
CheckKeyNamingConvention(so, keyRef.Key, keyRef.Table, keyRef.FieldName, path);
|
||||
}
|
||||
}
|
||||
}
|
||||
finally
|
||||
{
|
||||
EditorUtility.ClearProgressBar();
|
||||
}
|
||||
}
|
||||
|
||||
// ── 导出审计报告 ──────────────────────────────────────────────────────
|
||||
|
||||
private void ExportReport()
|
||||
{
|
||||
if (!_hasScanned)
|
||||
{
|
||||
EditorUtility.DisplayDialog("导出报告", "请先执行扫描,再导出报告。", "确定");
|
||||
return;
|
||||
}
|
||||
|
||||
string timestamp = DateTime.Now.ToString("yyyyMMdd_HHmmss");
|
||||
string dir = Path.Combine(Application.dataPath, "_Game", "Localization");
|
||||
Directory.CreateDirectory(dir);
|
||||
string filePath = Path.Combine(dir, $"AuditReport_{timestamp}.txt");
|
||||
|
||||
using var sw = new StreamWriter(filePath, false, System.Text.Encoding.UTF8);
|
||||
|
||||
sw.WriteLine("====================================================");
|
||||
sw.WriteLine(" 本地化审计报告");
|
||||
sw.WriteLine($" 生成时间:{DateTime.Now:yyyy-MM-dd HH:mm:ss}");
|
||||
sw.WriteLine("====================================================");
|
||||
sw.WriteLine();
|
||||
sw.WriteLine($"缺失条目:{_issues.Count} 个");
|
||||
sw.WriteLine($"命名不规范:{_namingIssues.Count} 个");
|
||||
sw.WriteLine();
|
||||
|
||||
if (_issues.Count > 0)
|
||||
{
|
||||
sw.WriteLine("── 缺失翻译 ────────────────────────────────────────");
|
||||
foreach (var issue in _issues)
|
||||
{
|
||||
sw.WriteLine($" [{issue.table}] {issue.key}");
|
||||
sw.WriteLine($" 字段:{issue.fieldName}");
|
||||
sw.WriteLine($" 路径:{issue.soPath}");
|
||||
sw.WriteLine($" 缺失语言:{string.Join(", ", issue.missingLanguages)}");
|
||||
sw.WriteLine();
|
||||
}
|
||||
}
|
||||
|
||||
if (_namingIssues.Count > 0)
|
||||
{
|
||||
sw.WriteLine("── 命名不规范(应为 UPPER_SNAKE_CASE)────────────────");
|
||||
foreach (var ni in _namingIssues)
|
||||
{
|
||||
sw.WriteLine($" [{ni.table}] {ni.key}");
|
||||
sw.WriteLine($" 字段:{ni.fieldName}");
|
||||
sw.WriteLine($" 路径:{ni.soPath}");
|
||||
sw.WriteLine();
|
||||
}
|
||||
}
|
||||
|
||||
sw.WriteLine("====================================================");
|
||||
sw.Flush();
|
||||
|
||||
AssetDatabase.Refresh();
|
||||
|
||||
string relPath = $"Assets/_Game/Localization/AuditReport_{timestamp}.txt";
|
||||
var asset = AssetDatabase.LoadAssetAtPath<TextAsset>(relPath);
|
||||
if (asset != null) EditorGUIUtility.PingObject(asset);
|
||||
|
||||
EditorUtility.DisplayDialog("导出成功",
|
||||
$"报告已保存至:\n{filePath}", "打开文件夹");
|
||||
EditorUtility.RevealInFinder(filePath);
|
||||
}
|
||||
|
||||
// ── Key 检查 ──────────────────────────────────────────────────────────
|
||||
|
||||
|
||||
private void CheckKey(UnityEngine.Object asset, string key, string table, string fieldName)
|
||||
{
|
||||
if (string.IsNullOrEmpty(key)) return;
|
||||
|
||||
var issue = new AuditIssue
|
||||
{
|
||||
key = key,
|
||||
table = table,
|
||||
fieldName = fieldName,
|
||||
soPath = AssetDatabase.GetAssetPath(asset),
|
||||
asset = asset,
|
||||
};
|
||||
|
||||
foreach (var lang in _availableLanguages)
|
||||
{
|
||||
var dict = LocalizationManager.GetEditorTable(lang, table);
|
||||
if (dict == null || !dict.ContainsKey(key))
|
||||
issue.missingLanguages.Add(lang.ToString());
|
||||
}
|
||||
|
||||
if (issue.missingLanguages.Count > 0)
|
||||
_issues.Add(issue);
|
||||
}
|
||||
|
||||
private void CheckKeyNamingConvention(UnityEngine.Object asset, string key, string table,
|
||||
string fieldName, string path)
|
||||
{
|
||||
if (string.IsNullOrEmpty(key)) return;
|
||||
if (s_keyPattern.IsMatch(key)) return;
|
||||
|
||||
_namingIssues.Add(new NamingIssue
|
||||
{
|
||||
key = key,
|
||||
table = table,
|
||||
fieldName = fieldName,
|
||||
soPath = path,
|
||||
asset = asset,
|
||||
});
|
||||
}
|
||||
|
||||
// ── 列表 / 详情 UI ────────────────────────────────────────────────────
|
||||
|
||||
private AuditIssue _selectedIssue;
|
||||
|
||||
private void RebuildList()
|
||||
{
|
||||
_listItems.Clear();
|
||||
_namingSection.Clear();
|
||||
if (!_hasScanned) return;
|
||||
|
||||
// ── 缺失问题列表(始终显示,不受命名 Chip 影响)─────────────────
|
||||
var filtered = _issues.AsEnumerable();
|
||||
|
||||
if (_filterMissingAll)
|
||||
filtered = filtered.Where(i => i.missingLanguages.Count == _totalLanguageCount);
|
||||
else if (_filterMissingPartial)
|
||||
filtered = filtered.Where(i => i.missingLanguages.Count > 0 && i.missingLanguages.Count < _totalLanguageCount);
|
||||
|
||||
if (!string.IsNullOrEmpty(_filterTableName))
|
||||
filtered = filtered.Where(i => i.table.IndexOf(_filterTableName, StringComparison.OrdinalIgnoreCase) >= 0);
|
||||
|
||||
var list = filtered.ToList();
|
||||
|
||||
if (list.Count == 0)
|
||||
{
|
||||
_listItems.Add(new Label("无缺失问题或无匹配结果。") { style = { paddingLeft = 10, opacity = 0.5f } });
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (var issue in list)
|
||||
{
|
||||
var row = BuildMissingRow(issue);
|
||||
_listItems.Add(row);
|
||||
}
|
||||
}
|
||||
|
||||
// ── 命名不规范列表(独立折叠区)────────────────────────────────
|
||||
if (_namingIssues.Count > 0)
|
||||
{
|
||||
var foldout = new Foldout
|
||||
{
|
||||
text = $"命名不规范 Key({_namingIssues.Count} 个)",
|
||||
value = _filterNamingIssue,
|
||||
};
|
||||
foldout.style.paddingLeft = 4;
|
||||
_namingSection.Add(foldout);
|
||||
|
||||
var namingFiltered = _namingIssues.AsEnumerable();
|
||||
if (!string.IsNullOrEmpty(_filterTableName))
|
||||
namingFiltered = namingFiltered.Where(i => i.table.IndexOf(_filterTableName, StringComparison.OrdinalIgnoreCase) >= 0);
|
||||
|
||||
foreach (var ni in namingFiltered)
|
||||
{
|
||||
var row = new VisualElement();
|
||||
row.style.flexDirection = FlexDirection.Row;
|
||||
row.style.paddingLeft = 8;
|
||||
row.style.paddingRight = 8;
|
||||
row.style.paddingTop = 3;
|
||||
row.style.paddingBottom = 3;
|
||||
row.style.borderBottomWidth = 1;
|
||||
row.style.borderBottomColor = new StyleColor(new Color(0.3f, 0.3f, 0.3f, 0.4f));
|
||||
row.style.backgroundColor = new StyleColor(new Color(0.2f, 0.2f, 0.45f, 0.25f));
|
||||
|
||||
var capturedNi = ni;
|
||||
row.RegisterCallback<ClickEvent>(_ =>
|
||||
{
|
||||
if (capturedNi.asset != null)
|
||||
{
|
||||
EditorGUIUtility.PingObject(capturedNi.asset);
|
||||
Selection.activeObject = capturedNi.asset;
|
||||
}
|
||||
RebuildNamingDetail(capturedNi);
|
||||
});
|
||||
|
||||
var lbl = new Label($"[{ni.table}] {ni.key} ({ni.fieldName})");
|
||||
lbl.style.flexGrow = 1;
|
||||
lbl.style.fontSize = 11;
|
||||
row.Add(lbl);
|
||||
|
||||
var hint = new Label("应为 UPPER_SNAKE_CASE");
|
||||
hint.style.fontSize = 10;
|
||||
hint.style.opacity = 0.6f;
|
||||
row.Add(hint);
|
||||
|
||||
foldout.Add(row);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private VisualElement BuildMissingRow(AuditIssue issue)
|
||||
{
|
||||
var row = new VisualElement();
|
||||
row.style.flexDirection = FlexDirection.Row;
|
||||
row.style.paddingLeft = 8;
|
||||
row.style.paddingRight = 8;
|
||||
row.style.paddingTop = 4;
|
||||
row.style.paddingBottom = 4;
|
||||
row.style.borderBottomWidth = 1;
|
||||
row.style.borderBottomColor = new StyleColor(new Color(0.3f, 0.3f, 0.3f, 0.4f));
|
||||
|
||||
var captured = issue;
|
||||
row.RegisterCallback<ClickEvent>(_ =>
|
||||
{
|
||||
_selectedIssue = captured;
|
||||
RebuildDetail(captured);
|
||||
if (captured.asset != null)
|
||||
EditorGUIUtility.PingObject(captured.asset);
|
||||
});
|
||||
|
||||
bool allMissing = issue.missingLanguages.Count == _totalLanguageCount;
|
||||
row.style.backgroundColor = new StyleColor(allMissing
|
||||
? new Color(0.45f, 0.15f, 0.05f, 0.35f)
|
||||
: new Color(0.40f, 0.35f, 0.00f, 0.25f));
|
||||
|
||||
var left = new Label($"[{issue.table}] {issue.key}");
|
||||
left.style.flexGrow = 1;
|
||||
left.style.fontSize = 11;
|
||||
left.style.unityFontStyleAndWeight = FontStyle.Bold;
|
||||
row.Add(left);
|
||||
|
||||
var right = new Label(string.Join(", ", issue.missingLanguages));
|
||||
right.style.fontSize = 10;
|
||||
right.style.opacity = 0.7f;
|
||||
row.Add(right);
|
||||
|
||||
return row;
|
||||
}
|
||||
|
||||
private void RebuildDetail(AuditIssue issue)
|
||||
{
|
||||
if (_detailRoot == null) return;
|
||||
_detailRoot.Clear();
|
||||
|
||||
if (issue == null)
|
||||
{
|
||||
_detailRoot.Add(new Label("← 选择左侧条目查看详情。") { style = { paddingLeft = 16, paddingTop = 16, opacity = 0.5f } });
|
||||
return;
|
||||
}
|
||||
|
||||
var title = new Label($"Key:{issue.key}");
|
||||
title.style.fontSize = 14;
|
||||
title.style.unityFontStyleAndWeight = FontStyle.Bold;
|
||||
title.style.paddingLeft = 12;
|
||||
title.style.paddingTop = 10;
|
||||
title.style.paddingBottom = 6;
|
||||
_detailRoot.Add(title);
|
||||
|
||||
AddDetailRow(_detailRoot, "表名", issue.table);
|
||||
AddDetailRow(_detailRoot, "字段", issue.fieldName);
|
||||
AddDetailRow(_detailRoot, "资产路径", issue.soPath);
|
||||
|
||||
_detailRoot.Add(new Label("缺失语言:") { style = { paddingLeft = 12, paddingTop = 8, fontSize = 11, unityFontStyleAndWeight = FontStyle.Bold } });
|
||||
foreach (var lang in issue.missingLanguages)
|
||||
_detailRoot.Add(new Label($" • {lang}") { style = { paddingLeft = 20, fontSize = 11 } });
|
||||
|
||||
_detailRoot.Add(new VisualElement { style = { height = 8 } });
|
||||
var btnRow = new VisualElement { style = { flexDirection = FlexDirection.Row, paddingLeft = 10, paddingRight = 10 } };
|
||||
_detailRoot.Add(btnRow);
|
||||
|
||||
var pingBtn = new Button(() =>
|
||||
{
|
||||
if (issue.asset != null)
|
||||
{
|
||||
EditorGUIUtility.PingObject(issue.asset);
|
||||
Selection.activeObject = issue.asset;
|
||||
}
|
||||
}) { text = "定位 SO 资产", style = { flexGrow = 1, marginRight = 4 } };
|
||||
btnRow.Add(pingBtn);
|
||||
|
||||
var copyBtn = new Button(() =>
|
||||
{
|
||||
EditorGUIUtility.systemCopyBuffer = issue.key;
|
||||
Debug.Log($"[LocalizationAudit] 已复制 Key:{issue.key}");
|
||||
}) { text = "复制 Key", style = { flexGrow = 1 } };
|
||||
btnRow.Add(copyBtn);
|
||||
|
||||
foreach (var lang in issue.missingLanguages)
|
||||
{
|
||||
var capturedLang = lang;
|
||||
var openBtn = new Button(() => PingTableFile(capturedLang, issue.table))
|
||||
{
|
||||
text = $"打开 {lang}/{issue.table}.json",
|
||||
style = { marginTop = 4, marginLeft = 10, marginRight = 10 },
|
||||
};
|
||||
_detailRoot.Add(openBtn);
|
||||
}
|
||||
}
|
||||
|
||||
private void RebuildNamingDetail(NamingIssue ni)
|
||||
{
|
||||
if (_detailRoot == null) return;
|
||||
_detailRoot.Clear();
|
||||
|
||||
var title = new Label($"命名不规范:{ni.key}");
|
||||
title.style.fontSize = 14;
|
||||
title.style.unityFontStyleAndWeight = FontStyle.Bold;
|
||||
title.style.paddingLeft = 12;
|
||||
title.style.paddingTop = 10;
|
||||
title.style.paddingBottom = 6;
|
||||
_detailRoot.Add(title);
|
||||
|
||||
AddDetailRow(_detailRoot, "表名", ni.table);
|
||||
AddDetailRow(_detailRoot, "字段", ni.fieldName);
|
||||
AddDetailRow(_detailRoot, "资产路径", ni.soPath);
|
||||
|
||||
_detailRoot.Add(new Label("规范要求:UPPER_SNAKE_CASE(如 QUEST_FIND_HERB_NAME)")
|
||||
{ style = { paddingLeft = 12, paddingTop = 8, fontSize = 11, opacity = 0.7f } });
|
||||
|
||||
_detailRoot.Add(new VisualElement { style = { height = 8 } });
|
||||
var pingBtn = new Button(() =>
|
||||
{
|
||||
if (ni.asset != null)
|
||||
{
|
||||
EditorGUIUtility.PingObject(ni.asset);
|
||||
Selection.activeObject = ni.asset;
|
||||
}
|
||||
}) { text = "定位 SO 资产", style = { marginLeft = 10, marginRight = 10 } };
|
||||
_detailRoot.Add(pingBtn);
|
||||
|
||||
var copyBtn = new Button(() =>
|
||||
{
|
||||
EditorGUIUtility.systemCopyBuffer = ni.key;
|
||||
Debug.Log($"[LocalizationAudit] 已复制 Key:{ni.key}");
|
||||
}) { text = "复制 Key", style = { marginLeft = 10, marginRight = 10, marginTop = 4 } };
|
||||
_detailRoot.Add(copyBtn);
|
||||
}
|
||||
|
||||
private static void AddDetailRow(VisualElement parent, string label, string value)
|
||||
{
|
||||
var row = new VisualElement { style = { flexDirection = FlexDirection.Row, paddingLeft = 12, paddingTop = 2, paddingBottom = 2 } };
|
||||
row.Add(new Label(label + ":") { style = { width = 80, opacity = 0.6f, fontSize = 11 } });
|
||||
row.Add(new Label(value) { style = { flexGrow = 1, fontSize = 11 } });
|
||||
parent.Add(row);
|
||||
}
|
||||
|
||||
private static void PingTableFile(string language, string tableName)
|
||||
{
|
||||
string path = $"Assets/Resources/Localization/{language}/{tableName}.json";
|
||||
var asset = AssetDatabase.LoadAssetAtPath<TextAsset>(path);
|
||||
if (asset != null)
|
||||
{
|
||||
EditorGUIUtility.PingObject(asset);
|
||||
Selection.activeObject = asset;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"[LocalizationAudit] 未找到表文件:{path}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b311cc7d8950e35458e44e0523e23ef0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -6,6 +6,7 @@ using UnityEngine.UIElements;
|
||||
using BaseGames.Dialogue;
|
||||
using BaseGames.Quest;
|
||||
using BaseGames.Editor.Shared;
|
||||
using BaseGames.Localization;
|
||||
|
||||
namespace BaseGames.Editor.Modules
|
||||
{
|
||||
@@ -70,8 +71,8 @@ namespace BaseGames.Editor.Modules
|
||||
};
|
||||
}
|
||||
|
||||
filterRow.Add(QuestModule.MakeFilterChip("有好感度", v => { filterAffinity = v; RebuildFilter(); }));
|
||||
filterRow.Add(QuestModule.MakeFilterChip("有头像", v => { filterPortrait = v; RebuildFilter(); }));
|
||||
filterRow.Add(DataHubEditorKit.MakeFilterChip("有好感度", v => { filterAffinity = v; RebuildFilter(); }));
|
||||
filterRow.Add(DataHubEditorKit.MakeFilterChip("有头像", v => { filterPortrait = v; RebuildFilter(); }));
|
||||
|
||||
container.Add(_listPane);
|
||||
_listPane.Refresh();
|
||||
@@ -114,7 +115,7 @@ namespace BaseGames.Editor.Modules
|
||||
|
||||
string nameDisplay = string.IsNullOrEmpty(n.nameKey)
|
||||
? "(未设置)"
|
||||
: (BaseGames.Localization.LocalizationManager.GetEditorPreview(n.nameKey, "Dialogue") ?? n.nameKey);
|
||||
: (BaseGames.Localization.LocalizationManager.GetEditorPreview(n.nameKey, LocalizationTable.Dialogue) ?? n.nameKey);
|
||||
SkillModule.AddChip(card, "名称", nameDisplay);
|
||||
if (!string.IsNullOrEmpty(n.nameKey))
|
||||
SkillModule.AddChip(card, "名称 Key", n.nameKey);
|
||||
@@ -263,7 +264,7 @@ namespace BaseGames.Editor.Modules
|
||||
string GetLoc(string key)
|
||||
{
|
||||
if (locCache.TryGetValue(key, out var v)) return v;
|
||||
v = BaseGames.Localization.LocalizationManager.GetEditorPreview(key, "Dialogue");
|
||||
v = BaseGames.Localization.LocalizationManager.GetEditorPreview(key, LocalizationTable.Dialogue);
|
||||
locCache[key] = v;
|
||||
return v;
|
||||
}
|
||||
|
||||
@@ -8,6 +8,7 @@ using UnityEngine;
|
||||
using UnityEngine.UIElements;
|
||||
using BaseGames.Quest;
|
||||
using BaseGames.Editor.Shared;
|
||||
using BaseGames.Localization;
|
||||
|
||||
namespace BaseGames.Editor.Modules
|
||||
{
|
||||
@@ -32,7 +33,7 @@ namespace BaseGames.Editor.Modules
|
||||
private System.Action<UnityEditor.PlayModeStateChange> _playModeHandler;
|
||||
|
||||
// 依赖关系图中 FindAll<QuestSO>() 的静态缓存,同一编辑器会话内复用,避免重复扫描磁盘
|
||||
private static QuestSO[] s_allQuestCache;
|
||||
private static List<QuestSO> s_allQuestCache;
|
||||
private static double s_allQuestCacheTime;
|
||||
private const double k_AllQuestCacheTtl = 5.0; // 秒;超时后下次打开 foldout 时刷新
|
||||
|
||||
@@ -96,62 +97,26 @@ namespace BaseGames.Editor.Modules
|
||||
};
|
||||
}
|
||||
|
||||
filterRow.Add(MakeFilterChip("主线", v => { filterCategory = v ? QuestCategory.Main : (QuestCategory?)null; RebuildFilter(); }));
|
||||
filterRow.Add(MakeFilterChip("支线", v => { filterCategory = v ? QuestCategory.Side : (QuestCategory?)null; RebuildFilter(); }));
|
||||
filterRow.Add(MakeFilterChip("日常", v => { filterCategory = v ? QuestCategory.Daily : (QuestCategory?)null; RebuildFilter(); }));
|
||||
filterRow.Add(MakeFilterChip("隐藏", v => { filterCategory = v ? QuestCategory.Hidden : (QuestCategory?)null; RebuildFilter(); }));
|
||||
filterRow.Add(DataHubEditorKit.MakeFilterChip("主线", v => { filterCategory = v ? QuestCategory.Main : (QuestCategory?)null; RebuildFilter(); }));
|
||||
filterRow.Add(DataHubEditorKit.MakeFilterChip("支线", v => { filterCategory = v ? QuestCategory.Side : (QuestCategory?)null; RebuildFilter(); }));
|
||||
filterRow.Add(DataHubEditorKit.MakeFilterChip("日常", v => { filterCategory = v ? QuestCategory.Daily : (QuestCategory?)null; RebuildFilter(); }));
|
||||
filterRow.Add(DataHubEditorKit.MakeFilterChip("隐藏", v => { filterCategory = v ? QuestCategory.Hidden : (QuestCategory?)null; RebuildFilter(); }));
|
||||
// 分隔
|
||||
var sep = new Label("|");
|
||||
sep.style.opacity = 0.3f;
|
||||
sep.style.marginLeft = 2;
|
||||
sep.style.marginRight = 2;
|
||||
filterRow.Add(sep);
|
||||
filterRow.Add(MakeFilterChip("有前置", v => { filterPrereq = v; RebuildFilter(); }));
|
||||
filterRow.Add(MakeFilterChip("无目标", v => { filterNoObj = v; RebuildFilter(); }));
|
||||
filterRow.Add(MakeFilterChip("可失败", v => { filterCanFail = v; RebuildFilter(); }));
|
||||
filterRow.Add(DataHubEditorKit.MakeFilterChip("有前置", v => { filterPrereq = v; RebuildFilter(); }));
|
||||
filterRow.Add(DataHubEditorKit.MakeFilterChip("无目标", v => { filterNoObj = v; RebuildFilter(); }));
|
||||
filterRow.Add(DataHubEditorKit.MakeFilterChip("可失败", v => { filterCanFail = v; RebuildFilter(); }));
|
||||
|
||||
container.Add(_listPane);
|
||||
_listPane.Refresh();
|
||||
}
|
||||
|
||||
internal static VisualElement MakeFilterChip(string label, System.Action<bool> onToggle)
|
||||
{
|
||||
bool active = false;
|
||||
var chip = new Label(label);
|
||||
chip.style.fontSize = 10;
|
||||
chip.style.paddingLeft = 6;
|
||||
chip.style.paddingRight = 6;
|
||||
chip.style.paddingTop = 2;
|
||||
chip.style.paddingBottom = 2;
|
||||
chip.style.marginRight = 4;
|
||||
chip.style.marginBottom = 2;
|
||||
chip.style.borderTopLeftRadius = 8;
|
||||
chip.style.borderTopRightRadius = 8;
|
||||
chip.style.borderBottomLeftRadius = 8;
|
||||
chip.style.borderBottomRightRadius = 8;
|
||||
chip.style.borderTopWidth = 1;
|
||||
chip.style.borderRightWidth = 1;
|
||||
chip.style.borderBottomWidth = 1;
|
||||
chip.style.borderLeftWidth = 1;
|
||||
chip.style.borderTopColor = new StyleColor(new Color(0.5f, 0.5f, 0.5f, 0.4f));
|
||||
chip.style.borderRightColor = new StyleColor(new Color(0.5f, 0.5f, 0.5f, 0.4f));
|
||||
chip.style.borderBottomColor = new StyleColor(new Color(0.5f, 0.5f, 0.5f, 0.4f));
|
||||
chip.style.borderLeftColor = new StyleColor(new Color(0.5f, 0.5f, 0.5f, 0.4f));
|
||||
chip.style.opacity = 0.6f;
|
||||
|
||||
void SetActive(bool on)
|
||||
{
|
||||
active = on;
|
||||
chip.style.opacity = on ? 1f : 0.6f;
|
||||
chip.style.backgroundColor = on
|
||||
? new StyleColor(new Color(0.3f, 0.6f, 1f, 0.25f))
|
||||
: StyleKeyword.None;
|
||||
onToggle(on);
|
||||
}
|
||||
|
||||
chip.RegisterCallback<ClickEvent>(_ => SetActive(!active));
|
||||
return chip;
|
||||
}
|
||||
=> DataHubEditorKit.MakeFilterChip(label, onToggle);
|
||||
|
||||
public void BuildDetailPane(VisualElement container, UnityEngine.Object selected)
|
||||
{
|
||||
@@ -201,7 +166,7 @@ namespace BaseGames.Editor.Modules
|
||||
}
|
||||
else
|
||||
{
|
||||
var resolved = BaseGames.Localization.LocalizationManager.GetEditorPreview(s.displayNameKey, "Quest");
|
||||
var resolved = BaseGames.Localization.LocalizationManager.GetEditorPreview(s.displayNameKey, LocalizationTable.Quest);
|
||||
nameDisplay = resolved != null ? resolved : s.displayNameKey + " ⚠ [缺少本地化]";
|
||||
}
|
||||
SkillModule.AddChip(card, "名称", nameDisplay);
|
||||
@@ -343,7 +308,7 @@ namespace BaseGames.Editor.Modules
|
||||
// 目标描述(本地化预览,灰色小字,显示策划填写的实际内容)
|
||||
if (!string.IsNullOrEmpty(obj.displayTextKey))
|
||||
{
|
||||
var resolved = BaseGames.Localization.LocalizationManager.GetEditorPreview(obj.displayTextKey, "Quest");
|
||||
var resolved = BaseGames.Localization.LocalizationManager.GetEditorPreview(obj.displayTextKey, LocalizationTable.Quest);
|
||||
bool l10nMissing = resolved == null;
|
||||
string descText = l10nMissing ? obj.displayTextKey + " ⚠ [缺少本地化]" : resolved;
|
||||
var desc = new Label(descText);
|
||||
|
||||
@@ -55,16 +55,19 @@ namespace BaseGames.Editor.Modules
|
||||
|
||||
if (_selected == null) return;
|
||||
|
||||
// Stats Card
|
||||
// Stats Card(复用 SkillModule 共享构建方法)
|
||||
var statsCard = BuildStatsCard(_selected);
|
||||
container.Add(statsCard);
|
||||
|
||||
// 操作按钮行
|
||||
var toolbar = BuildActionBar(_selected);
|
||||
container.Add(toolbar);
|
||||
// 操作按钮行(复用 BuildStandardActionBar,统一按钮样式)
|
||||
container.Add(SkillModule.BuildStandardActionBar<WeaponSO>(
|
||||
_selected, Folder, Prefix,
|
||||
created => _listPane.Refresh(created),
|
||||
cloned => _listPane.Refresh(cloned),
|
||||
() => _listPane.Refresh(null)));
|
||||
|
||||
// 分隔线
|
||||
container.Add(MakeDivider());
|
||||
container.Add(SkillModule.MakeDivider());
|
||||
|
||||
// Inspector
|
||||
var insp = new InspectorElement(_selected); container.Add(insp);
|
||||
@@ -92,92 +95,12 @@ namespace BaseGames.Editor.Modules
|
||||
|
||||
private static VisualElement BuildStatsCard(WeaponSO w)
|
||||
{
|
||||
var card = new VisualElement();
|
||||
card.style.flexDirection = FlexDirection.Row;
|
||||
card.style.flexWrap = Wrap.Wrap;
|
||||
card.style.paddingLeft = 12;
|
||||
card.style.paddingRight = 12;
|
||||
card.style.paddingTop = 8;
|
||||
card.style.paddingBottom = 8;
|
||||
card.style.marginBottom = 4;
|
||||
card.style.backgroundColor = new StyleColor(new Color(0.5f, 0.5f, 0.5f, 0.08f));
|
||||
card.style.borderBottomWidth = 1;
|
||||
card.style.borderBottomColor = new StyleColor(new Color(0.5f, 0.5f, 0.5f, 0.2f));
|
||||
|
||||
AddStatChip(card, "类型", w.weaponType.ToString());
|
||||
AddStatChip(card, "地面段数", (w.groundComboSteps?.Length ?? 0).ToString());
|
||||
AddStatChip(card, "空中段数", (w.airComboSteps?.Length ?? 0).ToString());
|
||||
AddStatChip(card, "ID", string.IsNullOrEmpty(w.weaponId) ? "-" : w.weaponId);
|
||||
var card = SkillModule.MakeCard();
|
||||
SkillModule.AddChip(card, "类型", w.weaponType.ToString());
|
||||
SkillModule.AddChip(card, "地面段数", (w.groundComboSteps?.Length ?? 0).ToString());
|
||||
SkillModule.AddChip(card, "空中段数", (w.airComboSteps?.Length ?? 0).ToString());
|
||||
SkillModule.AddChip(card, "ID", string.IsNullOrEmpty(w.weaponId) ? "-" : w.weaponId);
|
||||
return card;
|
||||
}
|
||||
|
||||
private static void AddStatChip(VisualElement parent, string label, string value)
|
||||
{
|
||||
var chip = new VisualElement();
|
||||
chip.style.flexDirection = FlexDirection.Row;
|
||||
chip.style.alignItems = Align.Center;
|
||||
chip.style.marginRight = 14;
|
||||
chip.style.marginBottom = 2;
|
||||
|
||||
var lbl = new Label(label + ":");
|
||||
lbl.style.opacity = 0.6f;
|
||||
lbl.style.fontSize = 11;
|
||||
lbl.style.marginRight = 3;
|
||||
chip.Add(lbl);
|
||||
|
||||
var val = new Label(value);
|
||||
val.style.fontSize = 11;
|
||||
val.style.unityFontStyleAndWeight = UnityEngine.FontStyle.Bold;
|
||||
chip.Add(val);
|
||||
|
||||
parent.Add(chip);
|
||||
}
|
||||
|
||||
private VisualElement BuildActionBar(WeaponSO w)
|
||||
{
|
||||
var bar = new VisualElement();
|
||||
bar.style.flexDirection = FlexDirection.Row;
|
||||
bar.style.paddingLeft = 12;
|
||||
bar.style.paddingRight = 12;
|
||||
bar.style.paddingTop = 6;
|
||||
bar.style.paddingBottom = 6;
|
||||
bar.style.flexWrap = Wrap.Wrap;
|
||||
|
||||
var btnPing = new Button(() => { EditorGUIUtility.PingObject(w); Selection.activeObject = w; })
|
||||
{ text = "在 Project 中定位", tooltip = "在 Project 窗口高亮此资产" };
|
||||
bar.Add(btnPing);
|
||||
|
||||
var btnClone = new Button(() =>
|
||||
{
|
||||
var clone = AssetOperations.Clone(w, Folder);
|
||||
if (clone != null) _listPane.Refresh(clone);
|
||||
}) { text = "克隆..." };
|
||||
bar.Add(btnClone);
|
||||
|
||||
var btnDel = new Button(() =>
|
||||
{
|
||||
if (AssetOperations.Delete(w)) _listPane.Refresh(null);
|
||||
}) { text = "删除" };
|
||||
btnDel.style.borderLeftColor = new StyleColor(new Color(0.8f, 0.3f, 0.3f, 0.6f));
|
||||
btnDel.style.borderRightColor = new StyleColor(new Color(0.8f, 0.3f, 0.3f, 0.6f));
|
||||
btnDel.style.borderTopColor = new StyleColor(new Color(0.8f, 0.3f, 0.3f, 0.6f));
|
||||
btnDel.style.borderBottomColor = new StyleColor(new Color(0.8f, 0.3f, 0.3f, 0.6f));
|
||||
btnDel.style.borderLeftWidth = 1;
|
||||
btnDel.style.borderRightWidth = 1;
|
||||
btnDel.style.borderTopWidth = 1;
|
||||
btnDel.style.borderBottomWidth = 1;
|
||||
btnDel.style.marginLeft = 8;
|
||||
bar.Add(btnDel);
|
||||
|
||||
return bar;
|
||||
}
|
||||
|
||||
private static VisualElement MakeDivider()
|
||||
{
|
||||
var d = new VisualElement();
|
||||
d.style.height = 1;
|
||||
d.style.backgroundColor = new StyleColor(new Color(0.5f, 0.5f, 0.5f, 0.2f));
|
||||
return d;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 463effce1dd1fc648aea0ed635a9e7a6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
11
Assets/_Game/Scripts/Editor/Quest/QuestSOEditor.cs.meta
Normal file
11
Assets/_Game/Scripts/Editor/Quest/QuestSOEditor.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 363d113e10945e240bf0260221ae2aff
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 472cbbc6ac2cacd46947af5235b8e47b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
56
Assets/_Game/Scripts/Editor/Shared/DataHubEditorKit.cs
Normal file
56
Assets/_Game/Scripts/Editor/Shared/DataHubEditorKit.cs
Normal file
@@ -0,0 +1,56 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UIElements;
|
||||
|
||||
namespace BaseGames.Editor
|
||||
{
|
||||
/// <summary>
|
||||
/// DataHub 模块通用 UI 工具集。提供跨模块复用的 UIElements 控件工厂方法。
|
||||
/// </summary>
|
||||
public static class DataHubEditorKit
|
||||
{
|
||||
/// <summary>
|
||||
/// 创建可切换的过滤标签按钮(圆角 chip 样式)。
|
||||
/// 点击后切换激活/非激活状态,并触发 <paramref name="onToggle"/> 回调。
|
||||
/// </summary>
|
||||
public static VisualElement MakeFilterChip(string label, Action<bool> onToggle)
|
||||
{
|
||||
bool active = false;
|
||||
var chip = new Label(label);
|
||||
chip.style.fontSize = 10;
|
||||
chip.style.paddingLeft = 6;
|
||||
chip.style.paddingRight = 6;
|
||||
chip.style.paddingTop = 2;
|
||||
chip.style.paddingBottom = 2;
|
||||
chip.style.marginRight = 4;
|
||||
chip.style.marginBottom = 2;
|
||||
chip.style.borderTopLeftRadius = 8;
|
||||
chip.style.borderTopRightRadius = 8;
|
||||
chip.style.borderBottomLeftRadius = 8;
|
||||
chip.style.borderBottomRightRadius = 8;
|
||||
chip.style.borderTopWidth = 1;
|
||||
chip.style.borderRightWidth = 1;
|
||||
chip.style.borderBottomWidth = 1;
|
||||
chip.style.borderLeftWidth = 1;
|
||||
var borderColor = new StyleColor(new Color(0.5f, 0.5f, 0.5f, 0.4f));
|
||||
chip.style.borderTopColor = borderColor;
|
||||
chip.style.borderRightColor = borderColor;
|
||||
chip.style.borderBottomColor = borderColor;
|
||||
chip.style.borderLeftColor = borderColor;
|
||||
chip.style.opacity = 0.6f;
|
||||
|
||||
void SetActive(bool on)
|
||||
{
|
||||
active = on;
|
||||
chip.style.opacity = on ? 1f : 0.6f;
|
||||
chip.style.backgroundColor = on
|
||||
? new StyleColor(new Color(0.3f, 0.6f, 1f, 0.25f))
|
||||
: StyleKeyword.None;
|
||||
onToggle(on);
|
||||
}
|
||||
|
||||
chip.RegisterCallback<ClickEvent>(_ => SetActive(!active));
|
||||
return chip;
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/_Game/Scripts/Editor/Shared/DataHubEditorKit.cs.meta
Normal file
11
Assets/_Game/Scripts/Editor/Shared/DataHubEditorKit.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 666eee8c08676294db8404d0eb3409f2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -247,7 +247,6 @@ namespace BaseGames.Editor
|
||||
if (_extraFilter != null && !_extraFilter(item)) continue;
|
||||
_filtered.Add(item);
|
||||
}
|
||||
}
|
||||
|
||||
_listView.RefreshItems();
|
||||
_countLabel.text = _all.Count == _filtered.Count
|
||||
|
||||
8
Assets/_Game/Scripts/Editor/UI.meta
Normal file
8
Assets/_Game/Scripts/Editor/UI.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f33c1c7220eea6d45a73820db7b94e35
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
121
Assets/_Game/Scripts/Editor/UI/UIManagerEditor.cs
Normal file
121
Assets/_Game/Scripts/Editor/UI/UIManagerEditor.cs
Normal file
@@ -0,0 +1,121 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using BaseGames.UI;
|
||||
|
||||
namespace BaseGames.Editor.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// UIManager 自定义 Inspector。
|
||||
///
|
||||
/// 功能:
|
||||
/// 1. 绘制默认 Inspector(原有字段布局不变)
|
||||
/// 2. 在面板注册表下方实时显示验证状态:
|
||||
/// · 红色错误:PanelId 重复注册
|
||||
/// · 黄色警告:GameObject 引用为 null
|
||||
/// · 绿色信息:全部验证通过
|
||||
/// 3. 提供一键测试按钮(仅 Play Mode 有效)
|
||||
/// </summary>
|
||||
[CustomEditor(typeof(UIManager))]
|
||||
public class UIManagerEditor : UnityEditor.Editor
|
||||
{
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
DrawDefaultInspector();
|
||||
|
||||
EditorGUILayout.Space(6);
|
||||
EditorGUILayout.LabelField("── 注册表验证 ──────────────────────", EditorStyles.boldLabel);
|
||||
|
||||
var panelsProp = serializedObject.FindProperty("_panels");
|
||||
if (panelsProp == null || !panelsProp.isArray || panelsProp.arraySize == 0)
|
||||
{
|
||||
EditorGUILayout.HelpBox("面板注册表为空,请在 Inspector 中添加面板绑定。", MessageType.Warning);
|
||||
}
|
||||
else
|
||||
{
|
||||
var seenIds = new HashSet<int>();
|
||||
bool hasError = false;
|
||||
bool hasWarning = false;
|
||||
|
||||
for (int i = 0; i < panelsProp.arraySize; i++)
|
||||
{
|
||||
var elem = panelsProp.GetArrayElementAtIndex(i);
|
||||
var idProp = elem.FindPropertyRelative("id");
|
||||
var rootProp = elem.FindPropertyRelative("root");
|
||||
|
||||
string idName = idProp != null
|
||||
? idProp.enumDisplayNames[idProp.enumValueIndex]
|
||||
: $"[{i}]";
|
||||
|
||||
if (rootProp != null && rootProp.objectReferenceValue == null)
|
||||
{
|
||||
EditorGUILayout.HelpBox($"[{i}] PanelId.{idName} 的 GameObject 引用为 null!", MessageType.Warning);
|
||||
hasWarning = true;
|
||||
}
|
||||
|
||||
if (idProp != null && !seenIds.Add(idProp.enumValueIndex))
|
||||
{
|
||||
EditorGUILayout.HelpBox($"[{i}] PanelId.{idName} 重复注册!同一 ID 只允许绑定一个 GameObject。", MessageType.Error);
|
||||
hasError = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (!hasError && !hasWarning)
|
||||
EditorGUILayout.HelpBox($"注册表验证通过 ✓ 共 {panelsProp.arraySize} 个面板", MessageType.Info);
|
||||
}
|
||||
|
||||
EditorGUILayout.Space(4);
|
||||
EditorGUILayout.LabelField("── 运行期快速测试(需 Play Mode)─────", EditorStyles.boldLabel);
|
||||
|
||||
using (new EditorGUI.DisabledScope(!Application.isPlaying))
|
||||
{
|
||||
var manager = (UIManager)target;
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
if (GUILayout.Button("打开 Pause")) manager.OpenPanel(PanelId.Pause);
|
||||
if (GUILayout.Button("打开 Map")) manager.OpenPanel(PanelId.Map);
|
||||
if (GUILayout.Button("打开 Shop")) manager.OpenPanel(PanelId.Shop);
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
if (GUILayout.Button("打开 CharmPanel")) manager.OpenPanel(PanelId.CharmPanel);
|
||||
if (GUILayout.Button("打开 Settings")) manager.OpenPanel(PanelId.Settings);
|
||||
if (GUILayout.Button("关闭栈顶面板")) manager.CloseTopPanel();
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// ── 面板栈实时可视化 ───────────────────────────────────────────
|
||||
EditorGUILayout.Space(4);
|
||||
EditorGUILayout.LabelField("── 面板栈(栊顶 = 第一行)───────────────────", EditorStyles.boldLabel);
|
||||
|
||||
var snapshot = manager.EditorGetPanelSnapshot();
|
||||
if (snapshot == null || snapshot.Length == 0)
|
||||
{
|
||||
EditorGUILayout.HelpBox("面板栈为空", MessageType.None);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < snapshot.Length; i++)
|
||||
{
|
||||
var go = snapshot[i];
|
||||
string label = go != null ? go.name : "(null)";
|
||||
if (i == 0)
|
||||
{
|
||||
// 栈顶面板加粗显示
|
||||
var style = new GUIStyle(EditorStyles.label)
|
||||
{
|
||||
fontStyle = FontStyle.Bold,
|
||||
};
|
||||
EditorGUILayout.LabelField($"▶ [{i}] {label} (栈顶)", style);
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorGUILayout.LabelField($" [{i}] {label}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override bool RequiresConstantRepaint() => Application.isPlaying;
|
||||
}
|
||||
}
|
||||
11
Assets/_Game/Scripts/Editor/UI/UIManagerEditor.cs.meta
Normal file
11
Assets/_Game/Scripts/Editor/UI/UIManagerEditor.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 95f2af7feffeab44799a4127da2c7f8f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -14,7 +14,8 @@
|
||||
"BaseGames.Combat",
|
||||
"BaseGames.Feedback",
|
||||
"BaseGames.Skills",
|
||||
"BaseGames.Core.Save"
|
||||
"BaseGames.Core.Save",
|
||||
"BaseGames.Localization"
|
||||
],
|
||||
"autoReferenced": true,
|
||||
"overrideReferences": false,
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using BaseGames.Localization;
|
||||
|
||||
namespace BaseGames.Equipment
|
||||
{
|
||||
@@ -8,7 +9,7 @@ namespace BaseGames.Equipment
|
||||
/// 资产路径: Assets/ScriptableObjects/Equipment/Charms/Charm_{Name}.asset
|
||||
/// </summary>
|
||||
[CreateAssetMenu(menuName = "BaseGames/Equipment/Charm")]
|
||||
public class CharmSO : ScriptableObject
|
||||
public class CharmSO : ScriptableObject, ILocalizableAsset
|
||||
{
|
||||
[Header("Identity")]
|
||||
public string charmId; // 全局唯一 ID,如 "Charm_QuickSlash"
|
||||
@@ -31,5 +32,13 @@ namespace BaseGames.Equipment
|
||||
[Header("Lore")]
|
||||
public bool isUnique;
|
||||
public string unlockHint;
|
||||
|
||||
public IEnumerable<LocalizationKeyRef> GetLocalizationKeys()
|
||||
{
|
||||
if (!string.IsNullOrEmpty(displayNameKey))
|
||||
yield return new LocalizationKeyRef(displayNameKey, "Items", nameof(displayNameKey));
|
||||
if (!string.IsNullOrEmpty(descriptionKey))
|
||||
yield return new LocalizationKeyRef(descriptionKey, "Items", nameof(descriptionKey));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -15,7 +15,7 @@ namespace BaseGames.Equipment
|
||||
/// 挂在 Player 上,管理护符的装备/卸下及 Notch 容量。
|
||||
/// 实现 ISaveable 以持久化装备状态。
|
||||
/// </summary>
|
||||
public class EquipmentManager : MonoBehaviour, ISaveable
|
||||
public class EquipmentManager : MonoBehaviour, ISaveable, IEquipmentService
|
||||
{
|
||||
[Header("配置")]
|
||||
[SerializeField] private EquipmentConfigSO _config;
|
||||
@@ -40,12 +40,14 @@ namespace BaseGames.Equipment
|
||||
// ── 生命周期 ──────────────────────────────────────────────────────────
|
||||
private void OnEnable()
|
||||
{
|
||||
ServiceLocator.Register<IEquipmentService>(this);
|
||||
ServiceLocator.GetOrDefault<ISaveableRegistry>()?.Register(this);
|
||||
_onAchievementNotchGranted?.Subscribe(() => IncreaseNotches(1)).AddTo(_subs);
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
ServiceLocator.Unregister<IEquipmentService>(this);
|
||||
ServiceLocator.GetOrDefault<ISaveableRegistry>()?.Unregister(this);
|
||||
_subs.Clear();
|
||||
}
|
||||
|
||||
31
Assets/_Game/Scripts/Equipment/IEquipmentService.cs
Normal file
31
Assets/_Game/Scripts/Equipment/IEquipmentService.cs
Normal file
@@ -0,0 +1,31 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace BaseGames.Equipment
|
||||
{
|
||||
/// <summary>
|
||||
/// 装备管理服务接口。UI 层通过此接口读取护符状态并驱动装备操作,
|
||||
/// 与 EquipmentManager 具体实现解耦,便于独立测试和跨场景复用。
|
||||
/// </summary>
|
||||
public interface IEquipmentService
|
||||
{
|
||||
/// <summary>已使用的 Notch 数量(缓存值,避免每帧 LINQ Sum)。</summary>
|
||||
int UsedNotches { get; }
|
||||
|
||||
/// <summary>Notch 总容量。</summary>
|
||||
int TotalNotches { get; }
|
||||
|
||||
/// <summary>当前已装备护符列表(只读视图)。</summary>
|
||||
IReadOnlyList<CharmSO> Equipped { get; }
|
||||
|
||||
/// <summary>已收集护符列表(只读视图)。</summary>
|
||||
IReadOnlyList<CharmSO> Collected { get; }
|
||||
|
||||
/// <summary>
|
||||
/// 装备护符。返回 null 表示成功;返回错误描述字符串表示失败原因。
|
||||
/// </summary>
|
||||
string TryEquipCharm(CharmSO charm);
|
||||
|
||||
/// <summary>卸下指定护符。</summary>
|
||||
void UnequipCharm(CharmSO charm);
|
||||
}
|
||||
}
|
||||
11
Assets/_Game/Scripts/Equipment/IEquipmentService.cs.meta
Normal file
11
Assets/_Game/Scripts/Equipment/IEquipmentService.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 475a394eced2eba46b59669695d20446
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
22
Assets/_Game/Scripts/Equipment/IToolSlotService.cs
Normal file
22
Assets/_Game/Scripts/Equipment/IToolSlotService.cs
Normal file
@@ -0,0 +1,22 @@
|
||||
namespace BaseGames.Equipment
|
||||
{
|
||||
/// <summary>
|
||||
/// 工具槽查询接口(架构 09_ProgressionModule §7.5)。
|
||||
/// UI 层通过 ServiceLocator.GetOrDefault<IToolSlotService>() 消费此接口,
|
||||
/// 避免直接引用 ToolSlotManager 具体类型,保持 UI 与 Equipment 程序集的解耦。
|
||||
/// </summary>
|
||||
public interface IToolSlotService
|
||||
{
|
||||
/// <summary>返回指定槽位当前装备的 ToolSO;槽位为空时返回 null。</summary>
|
||||
ToolSO GetTool(int slotIndex);
|
||||
|
||||
/// <summary>返回指定槽位剩余使用次数;-1 表示无限次;槽位为空时返回 0。</summary>
|
||||
int GetRemainingUses(int slotIndex);
|
||||
|
||||
/// <summary>
|
||||
/// 返回指定槽位的冷却进度比例,范围 [0, 1]。
|
||||
/// 0 = 不在冷却中(可使用);1 = 刚刚使用,冷却刚开始。
|
||||
/// </summary>
|
||||
float GetCooldownRatio(int slotIndex);
|
||||
}
|
||||
}
|
||||
11
Assets/_Game/Scripts/Equipment/IToolSlotService.cs.meta
Normal file
11
Assets/_Game/Scripts/Equipment/IToolSlotService.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 28930e99c6de2674bb4f9bedb4a80d60
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,6 +1,8 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using BaseGames.Player.States;
|
||||
using BaseGames.Localization;
|
||||
|
||||
namespace BaseGames.Equipment
|
||||
{
|
||||
@@ -36,7 +38,7 @@ namespace BaseGames.Equipment
|
||||
/// 资产路径: Assets/ScriptableObjects/Equipment/Tools/Tool_{Name}.asset
|
||||
/// </summary>
|
||||
[CreateAssetMenu(menuName = "BaseGames/Equipment/Tool")]
|
||||
public class ToolSO : ScriptableObject
|
||||
public class ToolSO : ScriptableObject, ILocalizableAsset
|
||||
{
|
||||
public string toolId;
|
||||
public string displayNameKey;
|
||||
@@ -46,6 +48,12 @@ namespace BaseGames.Equipment
|
||||
public int maxUses = 1;
|
||||
|
||||
[SerializeReference]
|
||||
public IToolEffect effect; // 工具使用效果(多态)
|
||||
public IToolEffect effect;
|
||||
|
||||
public IEnumerable<LocalizationKeyRef> GetLocalizationKeys()
|
||||
{
|
||||
if (!string.IsNullOrEmpty(displayNameKey))
|
||||
yield return new LocalizationKeyRef(displayNameKey, "Items", nameof(displayNameKey));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -11,7 +11,7 @@ namespace BaseGames.Equipment
|
||||
/// 管理玩家的 2 个工具槽(装备、使用、冷却)。
|
||||
/// 实现 ISaveable 以持久化槽位状态。
|
||||
/// </summary>
|
||||
public class ToolSlotManager : MonoBehaviour, ISaveable
|
||||
public class ToolSlotManager : MonoBehaviour, ISaveable, IToolSlotService
|
||||
{
|
||||
private const int SlotCount = 2;
|
||||
|
||||
@@ -27,8 +27,17 @@ namespace BaseGames.Equipment
|
||||
Debug.Assert(_toolCatalog != null, "[ToolSlotManager] _toolCatalog 未赋值,请在 Inspector 中指定 ToolCatalogSO。", this);
|
||||
}
|
||||
|
||||
private void OnEnable() => ServiceLocator.GetOrDefault<ISaveableRegistry>()?.Register(this);
|
||||
private void OnDisable() => ServiceLocator.GetOrDefault<ISaveableRegistry>()?.Unregister(this);
|
||||
private void OnEnable()
|
||||
{
|
||||
ServiceLocator.GetOrDefault<ISaveableRegistry>()?.Register(this);
|
||||
ServiceLocator.Register<IToolSlotService>(this);
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
ServiceLocator.GetOrDefault<ISaveableRegistry>()?.Unregister(this);
|
||||
ServiceLocator.Unregister<IToolSlotService>(this);
|
||||
}
|
||||
|
||||
// ── 装备 ─────────────────────────────────────────────────────────────
|
||||
public void EquipTool(int slotIndex, ToolSO tool)
|
||||
|
||||
@@ -1,17 +1,19 @@
|
||||
{
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"precompiledReferences": [],
|
||||
"name": "BaseGames.Localization",
|
||||
"defineConstraints": [],
|
||||
"noEngineReferences": false,
|
||||
"versionDefines": [],
|
||||
"rootNamespace": "BaseGames.Localization",
|
||||
"references": [
|
||||
"BaseGames.Core.Events",
|
||||
"BaseGames.Core.Save"
|
||||
],
|
||||
"autoReferenced": true,
|
||||
"overrideReferences": false,
|
||||
"includePlatforms": []
|
||||
}
|
||||
"name": "BaseGames.Localization",
|
||||
"rootNamespace": "BaseGames.Localization",
|
||||
"references": [
|
||||
"BaseGames.Core",
|
||||
"BaseGames.Core.Events",
|
||||
"BaseGames.Core.Save",
|
||||
"Unity.TextMeshPro"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": false,
|
||||
"precompiledReferences": [],
|
||||
"autoReferenced": true,
|
||||
"defineConstraints": [],
|
||||
"versionDefines": [],
|
||||
"noEngineReferences": false
|
||||
}
|
||||
42
Assets/_Game/Scripts/Localization/ILocalizableAsset.cs
Normal file
42
Assets/_Game/Scripts/Localization/ILocalizableAsset.cs
Normal file
@@ -0,0 +1,42 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace BaseGames.Localization
|
||||
{
|
||||
/// <summary>
|
||||
/// 标记一个 ScriptableObject 持有可本地化字段。
|
||||
/// 实现此接口后,<see cref="BaseGames.Editor.Modules.LocalizationAuditModule"/>
|
||||
/// 将自动发现并检查该 SO 的所有 Key,无需在审计模块中硬编码扫描逻辑。
|
||||
///
|
||||
/// 新增 SO 类型时:实现此接口即可自动纳入本地化审计,不需要修改审计模块。
|
||||
/// </summary>
|
||||
public interface ILocalizableAsset
|
||||
{
|
||||
/// <summary>
|
||||
/// 返回该资产中所有本地化 Key 的引用列表。
|
||||
/// 实现时跳过空 key(<c>string.IsNullOrEmpty</c> 检查)。
|
||||
/// </summary>
|
||||
IEnumerable<LocalizationKeyRef> GetLocalizationKeys();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 对一个本地化 Key 引用的描述,供审计工具使用。
|
||||
/// </summary>
|
||||
public readonly struct LocalizationKeyRef
|
||||
{
|
||||
/// <summary>本地化 Key 字符串。</summary>
|
||||
public readonly string Key;
|
||||
|
||||
/// <summary>所属表名(使用 <see cref="LocalizationTable"/> 常量)。</summary>
|
||||
public readonly string Table;
|
||||
|
||||
/// <summary>该 Key 来自的字段名称,用于审计报告中精确定位。</summary>
|
||||
public readonly string FieldName;
|
||||
|
||||
public LocalizationKeyRef(string key, string table, string fieldName)
|
||||
{
|
||||
Key = key;
|
||||
Table = table;
|
||||
FieldName = fieldName;
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/_Game/Scripts/Localization/ILocalizableAsset.cs.meta
Normal file
11
Assets/_Game/Scripts/Localization/ILocalizableAsset.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b4ea4cfc00373e14aadc6750c579aae7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -12,12 +12,49 @@ namespace BaseGames.Localization
|
||||
|
||||
/// <summary>
|
||||
/// 获取本地化字符串。查找顺序:当前语言 → 回退语言(English)→ 直接返回 key。
|
||||
/// 表名建议使用 <see cref="LocalizationTable"/> 中的常量。
|
||||
/// </summary>
|
||||
string Get(string key, string table = "UI");
|
||||
string Get(string key, string table = LocalizationTable.UI);
|
||||
|
||||
/// <summary>
|
||||
/// 尝试获取本地化字符串。返回 false 表示 key 在所有语言(含回退)中均不存在。
|
||||
/// 与 <see cref="Get"/> 不同:key 不存在时不会将 key 本身作为值返回。
|
||||
/// 适用于需要区分"key 存在但值为空"和"key 完全不存在"的场景。
|
||||
/// </summary>
|
||||
bool TryGet(string key, out string value, string table = LocalizationTable.UI);
|
||||
|
||||
/// <summary>
|
||||
/// 获取带格式化参数的本地化字符串(<c>string.Format</c> 风格)。
|
||||
/// 例:<c>GetFormat("REWARD_GOLD", LocalizationTable.UI, amount)</c> → "获得 100 灵珠"。
|
||||
/// 格式化失败时静默返回原始模板字符串,不抛出异常。
|
||||
/// </summary>
|
||||
string GetFormat(string key, string table, params object[] args);
|
||||
|
||||
/// <summary>切换游戏语言并通知所有订阅者刷新文本。</summary>
|
||||
void SetLanguage(Language language);
|
||||
|
||||
/// <summary>
|
||||
/// 同步预热指定语言的所有已知本地化表,避免首次访问时产生帧卡顿。
|
||||
/// 在主线程阻塞执行,建议改用 <see cref="PreloadTablesAsync"/> 分帧加载。
|
||||
/// </summary>
|
||||
void PreloadTables(Language language);
|
||||
|
||||
/// <summary>
|
||||
/// 异步分帧预热指定语言的所有本地化表(每帧加载一个表,不阻塞主线程)。
|
||||
/// 建议在 Loading Screen 的协程中调用。
|
||||
/// </summary>
|
||||
/// <param name="language">要预热的语言。</param>
|
||||
/// <param name="onComplete">全部表加载完成后的回调(可为 null)。</param>
|
||||
void PreloadTablesAsync(Language language, Action onComplete = null);
|
||||
|
||||
/// <summary>
|
||||
/// 获取带数量的复数形式本地化字符串。
|
||||
/// 规则:先查找 "{key}_one"(count==1)或 "{key}_other"(count≠1),找不到则回退到基础 key。
|
||||
/// 查找到的模板以 <c>string.Format(template, count)</c> 展开,{0} 代入 count。
|
||||
/// 示例:key="ITEM_COUNT",表中配置 "ITEM_COUNT_other"="获得 {0} 个物品" → "获得 5 个物品"。
|
||||
/// </summary>
|
||||
string GetPlural(string key, int count, string table = LocalizationTable.UI);
|
||||
|
||||
/// <summary>语言切换时触发。</summary>
|
||||
event Action<Language> OnLanguageChanged;
|
||||
}
|
||||
|
||||
59
Assets/_Game/Scripts/Localization/LanguageFontConfigSO.cs
Normal file
59
Assets/_Game/Scripts/Localization/LanguageFontConfigSO.cs
Normal file
@@ -0,0 +1,59 @@
|
||||
using System;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
namespace BaseGames.Localization
|
||||
{
|
||||
/// <summary>
|
||||
/// 每种语言对应的 TMP 字体配置。
|
||||
/// 创建资产:Assets/Data/Localization/FontConfig.asset
|
||||
///
|
||||
/// 用法:将此资产拖入 <see cref="BaseGames.Localization.LocalizedText"/> 的
|
||||
/// <c>Font Config</c> 字段,切换语言时 LocalizedText 将自动替换字体和材质。
|
||||
///
|
||||
/// CJK 语言通常需要单独的字体资产,无需为每个文本节点逐一指定,
|
||||
/// 只需在此 SO 中统一配置一次即可全局生效。
|
||||
/// </summary>
|
||||
[CreateAssetMenu(
|
||||
menuName = "BaseGames/Localization/Language Font Config",
|
||||
fileName = "FontConfig")]
|
||||
public class LanguageFontConfigSO : ScriptableObject
|
||||
{
|
||||
[Serializable]
|
||||
public class FontEntry
|
||||
{
|
||||
[Tooltip("对应的语言。")]
|
||||
public Language language;
|
||||
|
||||
[Tooltip("该语言使用的 TMP 字体资产(留空表示沿用默认字体)。")]
|
||||
public TMP_FontAsset fontAsset;
|
||||
|
||||
[Tooltip("该语言字体的材质预设(留空表示使用字体默认材质)。")]
|
||||
public Material fontMaterial;
|
||||
}
|
||||
|
||||
[Tooltip("每种语言的字体映射。未列出的语言保持默认字体不变。")]
|
||||
public FontEntry[] entries = Array.Empty<FontEntry>();
|
||||
|
||||
/// <summary>
|
||||
/// 尝试获取指定语言的字体配置。
|
||||
/// 返回 false 表示该语言未配置,调用方应保持现有字体不变。
|
||||
/// </summary>
|
||||
public bool TryGetFont(Language language, out TMP_FontAsset font, out Material material)
|
||||
{
|
||||
if (entries != null)
|
||||
{
|
||||
foreach (var entry in entries)
|
||||
{
|
||||
if (entry.language != language) continue;
|
||||
font = entry.fontAsset;
|
||||
material = entry.fontMaterial;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
font = null;
|
||||
material = null;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b31f31378d72a8e42b454d4af01e51ab
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,4 +1,4 @@
|
||||
// Assets/Scripts/Localization/LocalizationManager.cs
|
||||
// Assets/Scripts/Localization/LocalizationManager.cs
|
||||
// 本地化管理器(运行时 JSON 文件驱动)。
|
||||
//
|
||||
// 数据格式(放在 Resources/Localization/{Language}/{TableName}.json):
|
||||
@@ -15,9 +15,11 @@
|
||||
//
|
||||
// 便捷静态方法(内部仍走 ServiceLocator,推荐在热路径之外使用):
|
||||
// LocalizationManager.Get("ui_start")
|
||||
// LocalizationManager.Get("dlg_hero", "Dialogue")
|
||||
// LocalizationManager.Get("dlg_hero", LocalizationTable.Dialogue)
|
||||
// LocalizationManager.GetFormat("REWARD_GOLD", LocalizationTable.UI, 100)
|
||||
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using BaseGames.Core;
|
||||
@@ -36,10 +38,17 @@ namespace BaseGames.Localization
|
||||
private Language _currentLanguage = Language.ChineseSimplified;
|
||||
private readonly Language _fallbackLanguage = Language.English;
|
||||
|
||||
// 双层缓存:languageKey("ChineseSimplified/UI") → (key → value)
|
||||
private readonly Dictionary<string, Dictionary<string, string>> _cache = new();
|
||||
// 双层缓存:(Language, tableName) 结构体键 → (key → value)
|
||||
// 使用值类型 CacheKey 代替字符串插值,消除每次 Get 调用的 string 堆分配。
|
||||
private readonly Dictionary<CacheKey, Dictionary<string, string>> _cache = new();
|
||||
|
||||
// ILocalizationService 实例事件
|
||||
// LanguageEventChannelSO:语言切换时向 SO 驱动的 UI 组件广播。
|
||||
// 在 Persistent 场景预制体的 Inspector 中拖入 EVT_LanguageChanged.asset。
|
||||
[SerializeField]
|
||||
[Tooltip("语言切换事件频道(EVT_LanguageChanged.asset)。切换语言时广播,订阅此频道的 UI 组件自动刷新文本。")]
|
||||
private LanguageEventChannelSO _languageEventChannel;
|
||||
|
||||
// ILocalizationService 实例事件(C# 订阅,供不方便引用 SO 的组件使用)
|
||||
private event Action<Language> _onLanguageChanged;
|
||||
event Action<Language> ILocalizationService.OnLanguageChanged
|
||||
{
|
||||
@@ -78,8 +87,22 @@ namespace BaseGames.Localization
|
||||
if (_currentLanguage == language) return;
|
||||
_currentLanguage = language;
|
||||
_onLanguageChanged?.Invoke(language);
|
||||
_languageEventChannel?.Raise(language);
|
||||
|
||||
// 同步到设置文件(ISettingsService 存储 locale code 字符串)
|
||||
ServiceLocator.GetOrDefault<ISettingsService>()?.SetLanguage(LanguageToLocaleCode(language));
|
||||
}
|
||||
|
||||
/// <summary>将 Language 枚举转换为标准 locale code 字符串。</summary>
|
||||
public static string LanguageToLocaleCode(Language language) => language switch
|
||||
{
|
||||
Language.ChineseSimplified => "zh-CN",
|
||||
Language.Japanese => "ja-JP",
|
||||
Language.Korean => "ko-KR",
|
||||
Language.English => "en-US",
|
||||
_ => "en-US",
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
/// 获取本地化字符串(显式接口实现)。
|
||||
/// 查找顺序:当前语言 → 回退语言(English)→ 直接返回 key。
|
||||
@@ -101,6 +124,118 @@ namespace BaseGames.Localization
|
||||
return key;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 尝试获取本地化字符串(显式接口实现)。
|
||||
/// 返回 false 时 value 为 null,key 不会作为 value 返回。
|
||||
/// </summary>
|
||||
bool ILocalizationService.TryGet(string key, out string value, string table)
|
||||
{
|
||||
if (string.IsNullOrEmpty(key)) { value = null; return false; }
|
||||
|
||||
if (TryGetFromTable(_currentLanguage, table, key, out value)) return true;
|
||||
if (_currentLanguage != _fallbackLanguage &&
|
||||
TryGetFromTable(_fallbackLanguage, table, key, out value)) return true;
|
||||
|
||||
value = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取带格式化参数的本地化字符串(显式接口实现)。
|
||||
/// 格式化失败时静默返回原始模板字符串。
|
||||
/// </summary>
|
||||
string ILocalizationService.GetFormat(string key, string table, params object[] args)
|
||||
{
|
||||
string template = ((ILocalizationService)this).Get(key, table);
|
||||
if (args == null || args.Length == 0) return template;
|
||||
try { return string.Format(template, args); }
|
||||
catch (Exception e)
|
||||
{
|
||||
#if UNITY_EDITOR || DEVELOPMENT_BUILD
|
||||
Debug.LogWarning($"[LocalizationManager] GetFormat '{key}' 格式化失败: {e.Message}");
|
||||
#else
|
||||
_ = e;
|
||||
#endif
|
||||
return template;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取带数量的复数形式本地化字符串(显式接口实现)。
|
||||
/// 先查找 "{key}_one"(count==1)或 "{key}_other"(count≠1),找不到则回退到基础 key。
|
||||
/// 模板以 string.Format(template, count) 展开。
|
||||
/// </summary>
|
||||
string ILocalizationService.GetPlural(string key, int count, string table)
|
||||
{
|
||||
string pluralKey = count == 1 ? $"{key}_one" : $"{key}_other";
|
||||
if (TryGetFromTable(_currentLanguage, table, pluralKey, out string text) ||
|
||||
(_currentLanguage != _fallbackLanguage &&
|
||||
TryGetFromTable(_fallbackLanguage, table, pluralKey, out text)))
|
||||
{
|
||||
try { return string.Format(text, count); }
|
||||
catch { return text; }
|
||||
}
|
||||
|
||||
// 回退到基础 key
|
||||
string baseText = ((ILocalizationService)this).Get(key, table);
|
||||
try { return string.Format(baseText, count); }
|
||||
catch { return baseText; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 同步预热指定语言的所有已知本地化表,不阻塞检测已缓存表(显式接口实现)。
|
||||
/// </summary>
|
||||
void ILocalizationService.PreloadTables(Language language)
|
||||
{
|
||||
foreach (var table in LocalizationTable.All)
|
||||
{
|
||||
var ck = new CacheKey(language, table);
|
||||
if (_cache.ContainsKey(ck)) continue;
|
||||
|
||||
var dict = LoadTable(language, table);
|
||||
#if UNITY_EDITOR || DEVELOPMENT_BUILD
|
||||
if (dict == null)
|
||||
Debug.LogWarning(
|
||||
$"[LocalizationManager] PreloadTables:{language}/{table} 未找到," +
|
||||
$"请确认 Resources/Localization/{language}/{table}.json 存在。");
|
||||
#endif
|
||||
_cache[ck] = dict;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步分帧预热:每帧加载一个表,不阻塞主线程(显式接口实现)。
|
||||
/// 建议在 Loading Screen 的协程中调用。
|
||||
/// </summary>
|
||||
void ILocalizationService.PreloadTablesAsync(Language language, Action onComplete)
|
||||
=> StartCoroutine(PreloadTablesRoutine(language, onComplete));
|
||||
|
||||
private IEnumerator PreloadTablesRoutine(Language language, Action onComplete)
|
||||
{
|
||||
foreach (var table in LocalizationTable.All)
|
||||
{
|
||||
var ck = new CacheKey(language, table);
|
||||
if (_cache.ContainsKey(ck)) { yield return null; continue; }
|
||||
|
||||
string path = $"Localization/{language}/{table}";
|
||||
var request = Resources.LoadAsync<TextAsset>(path);
|
||||
yield return request;
|
||||
|
||||
var asset = request.asset as TextAsset;
|
||||
var dict = asset == null ? null : ParseTableText(asset.text);
|
||||
|
||||
#if UNITY_EDITOR || DEVELOPMENT_BUILD
|
||||
if (dict == null)
|
||||
Debug.LogWarning(
|
||||
$"[LocalizationManager] PreloadTablesAsync:{language}/{table} 未找到," +
|
||||
$"请确认 Resources/Localization/{language}/{table}.json 存在。");
|
||||
#endif
|
||||
_cache[ck] = dict;
|
||||
}
|
||||
|
||||
onComplete?.Invoke();
|
||||
}
|
||||
|
||||
// ── ISaveable ─────────────────────────────────────────────────────────
|
||||
public void OnSave(SaveData data)
|
||||
{
|
||||
@@ -118,75 +253,91 @@ namespace BaseGames.Localization
|
||||
// ── 静态便捷方法 ─────────────────────────────────────────────────────────
|
||||
/// <summary>
|
||||
/// 静态快捷获取本地化字符串。委托给 ILocalizationService 实例;服务未注册时直接返回 key。
|
||||
/// 表名建议使用 <see cref="LocalizationTable"/> 中的常量。
|
||||
/// </summary>
|
||||
public static string Get(string key, string table = "UI")
|
||||
public static string Get(string key, string table = LocalizationTable.UI)
|
||||
=> ServiceLocator.GetOrDefault<ILocalizationService>()?.Get(key, table) ?? key;
|
||||
|
||||
/// <summary>
|
||||
/// 静态快捷尝试获取本地化字符串。服务未注册时返回 false。
|
||||
/// </summary>
|
||||
public static bool TryGet(string key, out string value, string table = LocalizationTable.UI)
|
||||
{
|
||||
var svc = ServiceLocator.GetOrDefault<ILocalizationService>();
|
||||
if (svc != null) return svc.TryGet(key, out value, table);
|
||||
value = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 静态快捷获取带格式化参数的本地化字符串。
|
||||
/// 服务未注册时以 key 作为模板直接格式化后返回。
|
||||
/// </summary>
|
||||
public static string GetFormat(string key, string table, params object[] args)
|
||||
{
|
||||
var svc = ServiceLocator.GetOrDefault<ILocalizationService>();
|
||||
if (svc != null) return svc.GetFormat(key, table, args);
|
||||
if (args == null || args.Length == 0) return key;
|
||||
try { return string.Format(key, args); }
|
||||
catch { return key; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 静态快捷获取带数量的复数形式本地化字符串。
|
||||
/// 服务未注册时直接返回 key。
|
||||
/// </summary>
|
||||
public static string GetPlural(string key, int count, string table = LocalizationTable.UI)
|
||||
=> ServiceLocator.GetOrDefault<ILocalizationService>()?.GetPlural(key, count, table) ?? key;
|
||||
|
||||
// ── 编辑器预览(不依赖 ServiceLocator 实例)────────────────────────────
|
||||
#if UNITY_EDITOR
|
||||
// 编辑器预览缓存:"{language}/{table}" → (key → value)
|
||||
// 生命周期与编辑器进程相同;域重载时自动清空(static 字段随域重载重置)。
|
||||
private static readonly System.Collections.Generic.Dictionary<
|
||||
string,
|
||||
System.Collections.Generic.Dictionary<string, string>> s_editorPreviewCache = new();
|
||||
private static readonly Dictionary<string, Dictionary<string, string>> s_editorPreviewCache = new();
|
||||
|
||||
/// <summary>
|
||||
/// 编辑器工具专用:不依赖运行时服务实例,直接从 Resources 读取本地化文本。
|
||||
/// 结果缓存在静态字典中,同一编辑器会话内同一表只加载一次。
|
||||
/// 找不到时返回 null(区别于运行时的 key 回退,便于调用方判断是否显示 key)。
|
||||
/// </summary>
|
||||
public static string GetEditorPreview(string key, string table = "UI",
|
||||
public static string GetEditorPreview(string key, string table = LocalizationTable.UI,
|
||||
Language language = Language.ChineseSimplified)
|
||||
{
|
||||
if (string.IsNullOrEmpty(key)) return null;
|
||||
|
||||
var dict = GetEditorTable(language, table)
|
||||
?? GetEditorTable(Language.English, table); // 中文缺失时英文回退
|
||||
?? GetEditorTable(Language.English, table);
|
||||
if (dict == null) return null;
|
||||
|
||||
dict.TryGetValue(key, out var value);
|
||||
return value; // 找不到 key 时返回 null
|
||||
return value;
|
||||
}
|
||||
|
||||
private static System.Collections.Generic.Dictionary<string, string> GetEditorTable(
|
||||
Language language, string table)
|
||||
public static Dictionary<string, string> GetEditorTable(Language language, string table)
|
||||
{
|
||||
string cacheKey = $"{language}/{table}";
|
||||
if (s_editorPreviewCache.TryGetValue(cacheKey, out var cached))
|
||||
return cached; // 已缓存(可能是 null 占位,表示文件不存在)
|
||||
return cached;
|
||||
|
||||
string path = $"Localization/{language}/{table}";
|
||||
var asset = Resources.Load<TextAsset>(path);
|
||||
if (asset == null)
|
||||
{
|
||||
s_editorPreviewCache[cacheKey] = null; // 记录"不存在",避免重复尝试
|
||||
return null;
|
||||
}
|
||||
|
||||
var parsed = JsonUtility.FromJson<StringTableJson>(asset.text);
|
||||
if (parsed?.entries == null)
|
||||
{
|
||||
s_editorPreviewCache[cacheKey] = null;
|
||||
return null;
|
||||
}
|
||||
|
||||
var dict = new System.Collections.Generic.Dictionary<string, string>(
|
||||
parsed.entries.Count, System.StringComparer.Ordinal);
|
||||
foreach (var entry in parsed.entries)
|
||||
if (!string.IsNullOrEmpty(entry.key))
|
||||
dict[entry.key] = entry.value ?? string.Empty;
|
||||
|
||||
var dict = asset == null ? null : ParseTableText(asset.text);
|
||||
s_editorPreviewCache[cacheKey] = dict;
|
||||
return dict;
|
||||
}
|
||||
|
||||
/// <summary>编辑器工具:清除编辑器预览缓存(修改 JSON 文件后手动刷新时调用)。</summary>
|
||||
public static void ClearEditorPreviewCache() => s_editorPreviewCache.Clear();
|
||||
#endif
|
||||
|
||||
// ── 内部缓存查找 ──────────────────────────────────────────────────────
|
||||
private bool TryGetFromTable(Language language, string table, string key, out string value)
|
||||
{
|
||||
var cacheKey = $"{language}/{table}";
|
||||
if (!_cache.TryGetValue(cacheKey, out var dict))
|
||||
var ck = new CacheKey(language, table);
|
||||
if (!_cache.TryGetValue(ck, out var dict))
|
||||
{
|
||||
dict = LoadTable(language, table);
|
||||
_cache[cacheKey] = dict; // 即使加载失败也存入空字典,避免每帧重试
|
||||
_cache[ck] = dict; // 即使加载失败也存入空字典,避免每帧重试
|
||||
}
|
||||
if (dict != null && dict.TryGetValue(key, out value)) return true;
|
||||
value = null;
|
||||
@@ -201,9 +352,16 @@ namespace BaseGames.Localization
|
||||
{
|
||||
string path = $"Localization/{language}/{table}";
|
||||
var asset = Resources.Load<TextAsset>(path);
|
||||
if (asset == null) return null;
|
||||
return asset == null ? null : ParseTableText(asset.text);
|
||||
}
|
||||
|
||||
var parsed = JsonUtility.FromJson<StringTableJson>(asset.text);
|
||||
/// <summary>
|
||||
/// 将 JSON 文本解析为 key→value 字典(内部共享解析逻辑)。
|
||||
/// 返回 null 表示格式无效。
|
||||
/// </summary>
|
||||
private static Dictionary<string, string> ParseTableText(string jsonText)
|
||||
{
|
||||
var parsed = JsonUtility.FromJson<StringTableJson>(jsonText);
|
||||
if (parsed?.entries == null) return null;
|
||||
|
||||
var dict = new Dictionary<string, string>(parsed.entries.Count, StringComparer.Ordinal);
|
||||
@@ -214,6 +372,29 @@ namespace BaseGames.Localization
|
||||
return dict;
|
||||
}
|
||||
|
||||
// ── 缓存键(值类型,消除字符串插值 GC)──────────────────────────────
|
||||
private readonly struct CacheKey : IEquatable<CacheKey>
|
||||
{
|
||||
private readonly Language _language;
|
||||
private readonly string _table;
|
||||
|
||||
public CacheKey(Language language, string table)
|
||||
{
|
||||
_language = language;
|
||||
_table = table;
|
||||
}
|
||||
|
||||
public bool Equals(CacheKey other)
|
||||
=> _language == other._language &&
|
||||
string.Equals(_table, other._table, StringComparison.Ordinal);
|
||||
|
||||
public override bool Equals(object obj)
|
||||
=> obj is CacheKey other && Equals(other);
|
||||
|
||||
public override int GetHashCode()
|
||||
=> HashCode.Combine((int)_language, _table);
|
||||
}
|
||||
|
||||
// ── 序列化辅助类型 ────────────────────────────────────────────────────
|
||||
|
||||
[Serializable]
|
||||
@@ -230,4 +411,3 @@ namespace BaseGames.Localization
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
39
Assets/_Game/Scripts/Localization/LocalizationTable.cs
Normal file
39
Assets/_Game/Scripts/Localization/LocalizationTable.cs
Normal file
@@ -0,0 +1,39 @@
|
||||
namespace BaseGames.Localization
|
||||
{
|
||||
/// <summary>
|
||||
/// 本地化表名常量。
|
||||
/// 所有调用 <see cref="ILocalizationService.Get"/> 或 <see cref="LocalizationManager.Get"/> 时
|
||||
/// 必须引用此类的常量,禁止直接硬编码表名字符串。
|
||||
///
|
||||
/// 新增表时:在此追加常量,并在 Resources/Localization/{Language}/ 下创建同名 JSON 文件。
|
||||
/// </summary>
|
||||
public static class LocalizationTable
|
||||
{
|
||||
/// <summary>通用 UI 文本(按钮、标题、菜单、HUD、提示等)。</summary>
|
||||
public const string UI = "UI";
|
||||
|
||||
/// <summary>NPC 对话行与对话选项文本。</summary>
|
||||
public const string Dialogue = "Dialogue";
|
||||
|
||||
/// <summary>任务名称与描述文本。</summary>
|
||||
public const string Quest = "Quest";
|
||||
|
||||
/// <summary>法术名称与描述文本。</summary>
|
||||
public const string Spells = "Spells";
|
||||
|
||||
/// <summary>角色名称(NPC、玩家角色等)。</summary>
|
||||
public const string Character = "Character";
|
||||
|
||||
/// <summary>物品名称与描述(护符、收集品等)。</summary>
|
||||
public const string Items = "Items";
|
||||
|
||||
/// <summary>技能名称与描述。</summary>
|
||||
public const string Skills = "Skills";
|
||||
|
||||
/// <summary>教程与上下文提示文本。</summary>
|
||||
public const string Tutorial = "Tutorial";
|
||||
|
||||
/// <summary>所有已定义的表名数组,供预热和审计遍历使用。</summary>
|
||||
public static readonly string[] All = { UI, Dialogue, Quest, Spells, Character, Items, Skills, Tutorial };
|
||||
}
|
||||
}
|
||||
11
Assets/_Game/Scripts/Localization/LocalizationTable.cs.meta
Normal file
11
Assets/_Game/Scripts/Localization/LocalizationTable.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 231300f4bcb6aa34991ea6b1b145204d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
144
Assets/_Game/Scripts/Localization/LocalizedText.cs
Normal file
144
Assets/_Game/Scripts/Localization/LocalizedText.cs
Normal file
@@ -0,0 +1,144 @@
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
using BaseGames.Core;
|
||||
|
||||
namespace BaseGames.Localization
|
||||
{
|
||||
/// <summary>
|
||||
/// UI 文本本地化自动绑定组件。
|
||||
/// 挂载在含 <see cref="TMP_Text"/> 的 GameObject 上,语言切换时自动刷新文本内容。
|
||||
///
|
||||
/// 用法:
|
||||
/// 1. 挂上此组件,填写 <see cref="key"/> 和 <see cref="table"/>(默认 UI 表)。
|
||||
/// 2. 运行时 <see cref="ILocalizationService.OnLanguageChanged"/> 触发时自动刷新。
|
||||
/// 3. 格式化参数在运行时通过 <see cref="SetFormatArgs"/> 传入后即时更新显示。
|
||||
/// 4. (可选)绑定 <see cref="LanguageFontConfigSO"/>,语言切换时自动替换 TMP 字体。
|
||||
///
|
||||
/// 编辑器预览:Inspector 内实时显示当前 key 对应的本地化文本(使用简体中文表)。
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(TMP_Text))]
|
||||
[AddComponentMenu("BaseGames/Localization/Localized Text")]
|
||||
public class LocalizedText : MonoBehaviour
|
||||
{
|
||||
[Tooltip("本地化 Key,如 \"BTN_START\"、\"HUD_HP\"。")]
|
||||
[SerializeField] private string _key;
|
||||
|
||||
[Tooltip("所属本地化表。使用 LocalizationTable 中的常量,默认 \"UI\"。")]
|
||||
[SerializeField] private string _table = LocalizationTable.UI;
|
||||
|
||||
[Tooltip("(可选)语言→字体映射表。填写后语言切换时自动替换 TMP 字体,用于 CJK 等需要独立字体的语言。")]
|
||||
[SerializeField] private LanguageFontConfigSO _fontConfig;
|
||||
|
||||
// 格式化参数(运行时由 SetFormatArgs 设置,空数组 = 无格式化)
|
||||
private object[] _formatArgs;
|
||||
|
||||
private TMP_Text _label;
|
||||
private ILocalizationService _svc;
|
||||
|
||||
// ── 生命周期 ──────────────────────────────────────────────────────────
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_label = GetComponent<TMP_Text>();
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
_svc = ServiceLocator.GetOrDefault<ILocalizationService>();
|
||||
if (_svc != null)
|
||||
_svc.OnLanguageChanged += OnLanguageChanged;
|
||||
#if UNITY_EDITOR || DEVELOPMENT_BUILD
|
||||
else
|
||||
Debug.LogWarning(
|
||||
$"[LocalizedText] '{name}' OnEnable:ILocalizationService 尚未注册," +
|
||||
$"文本将不会随语言切换自动刷新。请确认 LocalizationManager 在此对象激活前已完成 Awake。", this);
|
||||
#endif
|
||||
Refresh();
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
if (_svc != null)
|
||||
_svc.OnLanguageChanged -= OnLanguageChanged;
|
||||
_svc = null;
|
||||
}
|
||||
|
||||
// ── 公开 API ──────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// 动态更改本地化 Key 并立即刷新文本。
|
||||
/// 适用于同一 UI 控件在不同状态下显示不同字段的情况。
|
||||
/// </summary>
|
||||
public void SetKey(string key, string table = null)
|
||||
{
|
||||
_key = key;
|
||||
if (table != null) _table = table;
|
||||
Refresh();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置格式化参数并立即刷新文本。
|
||||
/// 本地化字符串中使用标准 {0}、{1}…占位符,例如:
|
||||
/// "获得 {0} 灵珠" → <c>SetFormatArgs(amount)</c>
|
||||
/// </summary>
|
||||
public void SetFormatArgs(params object[] args)
|
||||
{
|
||||
_formatArgs = args;
|
||||
Refresh();
|
||||
}
|
||||
|
||||
/// <summary>强制立即刷新文本(语言切换后由组件自动调用,通常无需手动调用)。</summary>
|
||||
public void Refresh()
|
||||
{
|
||||
if (_label == null || string.IsNullOrEmpty(_key)) return;
|
||||
ApplyFont();
|
||||
_label.text = ResolveText();
|
||||
}
|
||||
|
||||
// ── 内部 ──────────────────────────────────────────────────────────────
|
||||
|
||||
private void OnLanguageChanged(Language _) => Refresh();
|
||||
|
||||
private string ResolveText()
|
||||
{
|
||||
// 直接使用缓存的 _svc 实例,避免每次调用 ServiceLocator 字典查找(热路径优化)
|
||||
if (_svc != null)
|
||||
{
|
||||
return (_formatArgs != null && _formatArgs.Length > 0)
|
||||
? _svc.GetFormat(_key, _table, _formatArgs)
|
||||
: _svc.Get(_key, _table);
|
||||
}
|
||||
// 服务未注册时使用静态方法兜底(保证不崩溃)
|
||||
return (_formatArgs != null && _formatArgs.Length > 0)
|
||||
? LocalizationManager.GetFormat(_key, _table, _formatArgs)
|
||||
: LocalizationManager.Get(_key, _table);
|
||||
}
|
||||
|
||||
private void ApplyFont()
|
||||
{
|
||||
if (_fontConfig == null || _label == null) return;
|
||||
var lang = _svc?.CurrentLanguage ?? Language.ChineseSimplified;
|
||||
if (!_fontConfig.TryGetFont(lang, out var font, out var mat)) return;
|
||||
if (font != null) _label.font = font;
|
||||
if (mat != null) _label.fontSharedMaterial = mat;
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// 编辑器下 key / table 变化时立即预览(无需进入 Play Mode)
|
||||
private void OnValidate()
|
||||
{
|
||||
if (!Application.isPlaying)
|
||||
UpdateEditorPreview();
|
||||
}
|
||||
|
||||
public void UpdateEditorPreview()
|
||||
{
|
||||
if (_label == null) _label = GetComponent<TMP_Text>();
|
||||
if (_label == null || string.IsNullOrEmpty(_key)) return;
|
||||
string preview = LocalizationManager.GetEditorPreview(_key, _table);
|
||||
// 未找到时显示 key 本身,方便策划确认是否拼写正确
|
||||
_label.text = preview ?? $"[{_key}]";
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
11
Assets/_Game/Scripts/Localization/LocalizedText.cs.meta
Normal file
11
Assets/_Game/Scripts/Localization/LocalizedText.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 964e3a3ab86805244bbde47d5f54950b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -16,7 +16,8 @@
|
||||
"BaseGames.Enemies",
|
||||
"BaseGames.Dialogue",
|
||||
"Unity.Addressables",
|
||||
"Unity.ResourceManager"
|
||||
"Unity.ResourceManager",
|
||||
"BaseGames.Localization"
|
||||
],
|
||||
"autoReferenced": true,
|
||||
"overrideReferences": false,
|
||||
|
||||
@@ -143,6 +143,13 @@ namespace BaseGames.Quest
|
||||
/// 相比 <see cref="FilterQuests"/> 不分配新列表,适合高频调用场景。
|
||||
/// </summary>
|
||||
void FillFilterQuests(System.Func<string, QuestStateEnum, bool> predicate, System.Collections.Generic.List<string> result);
|
||||
|
||||
/// <summary>
|
||||
/// 根据 questId 查找对应的 QuestSO 资产。
|
||||
/// 返回 true 时 quest 非空;未注册或 ID 无效时返回 false,quest 为 null。
|
||||
/// UI 层通过此方法取得 QuestSO,无需在各 HUD 组件中重复注入完整的任务数据库。
|
||||
/// </summary>
|
||||
bool TryGetQuest(string questId, out QuestSO quest);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
11
Assets/_Game/Scripts/Quest/QuestEventChannelRegistry.cs.meta
Normal file
11
Assets/_Game/Scripts/Quest/QuestEventChannelRegistry.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1b7e9d569a19aa44aaaf2fc8fd4324a8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -32,7 +32,7 @@ namespace BaseGames.Quest
|
||||
[SerializeField] private DialogueSequenceSO _completedDialogue;
|
||||
|
||||
[Header("交互选项")]
|
||||
[Tooltip("勾选后,任务进行中(Active 且未完成)时交互提示变为"放弃任务",交互即触发 AbandonQuest。\n" +
|
||||
[Tooltip("勾选后,任务进行中(Active 且未完成)时交互提示变为\"放弃任务\",交互即触发 AbandonQuest。\n" +
|
||||
"适合允许玩家主动放弃的支线任务;主线任务建议保持取消勾选。")]
|
||||
[SerializeField] private bool _allowAbandon;
|
||||
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using BaseGames.Core;
|
||||
using BaseGames.Core.Events;
|
||||
using BaseGames.Core.Save;
|
||||
using QuestStateEnum = BaseGames.Core.Events.QuestState;
|
||||
@@ -1079,6 +1081,13 @@ namespace BaseGames.Quest
|
||||
private QuestSO GetQuestSO(string id)
|
||||
=> _questIndex != null && _questIndex.TryGetValue(id, out var q) ? q : null;
|
||||
|
||||
/// <inheritdoc cref="IQuestManager.TryGetQuest"/>
|
||||
public bool TryGetQuest(string questId, out QuestSO quest)
|
||||
{
|
||||
quest = GetQuestSO(questId);
|
||||
return quest != null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 优先从预缓存表查找 compositeKey(O(1),零字符串分配);
|
||||
/// 缓存未命中时 fallback 到 CompositeKey() 动态构建(运行时新增的目标)。
|
||||
|
||||
@@ -1,7 +1,9 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using BaseGames.Core;
|
||||
using BaseGames.Dialogue;
|
||||
using BaseGames.Localization;
|
||||
|
||||
namespace BaseGames.Quest
|
||||
{
|
||||
@@ -10,7 +12,7 @@ namespace BaseGames.Quest
|
||||
/// 资产路径: Assets/ScriptableObjects/Quest/Quest_{questId}.asset
|
||||
/// </summary>
|
||||
[CreateAssetMenu(menuName = "BaseGames/Quest/Quest")]
|
||||
public class QuestSO : ScriptableObject
|
||||
public class QuestSO : ScriptableObject, ILocalizableAsset
|
||||
{
|
||||
[Header("标识")]
|
||||
[Tooltip("任务唯一 ID,如 \"Quest_FindMushroom\"。运行时由 QuestManager 以此为键索引,必须全局唯一。")]
|
||||
@@ -270,6 +272,18 @@ namespace BaseGames.Quest
|
||||
return false;
|
||||
}
|
||||
#endif
|
||||
|
||||
public IEnumerable<LocalizationKeyRef> GetLocalizationKeys()
|
||||
{
|
||||
if (!string.IsNullOrEmpty(displayNameKey))
|
||||
yield return new LocalizationKeyRef(displayNameKey, "Quest", nameof(displayNameKey));
|
||||
if (!string.IsNullOrEmpty(descriptionKey))
|
||||
yield return new LocalizationKeyRef(descriptionKey, "Quest", nameof(descriptionKey));
|
||||
if (objectives != null)
|
||||
foreach (var obj in objectives)
|
||||
if (obj != null && !string.IsNullOrEmpty(obj.displayTextKey))
|
||||
yield return new LocalizationKeyRef(obj.displayTextKey, "Quest", "objectives.displayTextKey");
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
|
||||
@@ -13,7 +13,8 @@
|
||||
"BaseGames.Input",
|
||||
"BaseGames.Combat",
|
||||
"BaseGames.Feedback",
|
||||
"Kybernetik.Animancer"
|
||||
"Kybernetik.Animancer",
|
||||
"BaseGames.Localization"
|
||||
],
|
||||
"autoReferenced": true,
|
||||
"overrideReferences": false,
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Animancer;
|
||||
using BaseGames.Combat;
|
||||
using BaseGames.Localization;
|
||||
|
||||
namespace BaseGames.Skills
|
||||
{
|
||||
@@ -35,7 +37,7 @@ namespace BaseGames.Skills
|
||||
/// 路径: Assets/Scripts/Skills/FormSkillSO.cs
|
||||
/// </summary>
|
||||
[CreateAssetMenu(menuName = "BaseGames/Skills/FormSkill")]
|
||||
public class FormSkillSO : ScriptableObject
|
||||
public class FormSkillSO : ScriptableObject, ILocalizableAsset
|
||||
{
|
||||
[Header("Identity")]
|
||||
public string skillId;
|
||||
@@ -81,5 +83,13 @@ namespace BaseGames.Skills
|
||||
/// 命名规范: Assets/Prefabs/Skills/SKL_{skillId}_HitBox.prefab
|
||||
/// </summary>
|
||||
public GameObject SkillHitBoxPrefab;
|
||||
|
||||
public IEnumerable<LocalizationKeyRef> GetLocalizationKeys()
|
||||
{
|
||||
if (!string.IsNullOrEmpty(displayNameKey))
|
||||
yield return new LocalizationKeyRef(displayNameKey, "Skills", nameof(displayNameKey));
|
||||
if (!string.IsNullOrEmpty(descriptionKey))
|
||||
yield return new LocalizationKeyRef(descriptionKey, "Skills", nameof(descriptionKey));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -14,7 +14,8 @@
|
||||
"BaseGames.Combat",
|
||||
"BaseGames.Feedback",
|
||||
"BaseGames.Skills",
|
||||
"Kybernetik.Animancer"
|
||||
"Kybernetik.Animancer",
|
||||
"BaseGames.Localization"
|
||||
],
|
||||
"autoReferenced": true,
|
||||
"overrideReferences": false,
|
||||
|
||||
26
Assets/_Game/Scripts/Spells/ISpellService.cs
Normal file
26
Assets/_Game/Scripts/Spells/ISpellService.cs
Normal file
@@ -0,0 +1,26 @@
|
||||
using System;
|
||||
|
||||
namespace BaseGames.Spells
|
||||
{
|
||||
/// <summary>
|
||||
/// 法术管理服务接口。UI 层(SpellSlotWidget)通过此接口读取法术状态,
|
||||
/// 与 SpellManager 具体实现解耦,支持测试场景下的 Mock 替换。
|
||||
/// </summary>
|
||||
public interface ISpellService
|
||||
{
|
||||
/// <summary>当前装备的法术;null 表示未装备。</summary>
|
||||
SpellSO EquippedSpell { get; }
|
||||
|
||||
/// <summary>冷却进度(0 = 就绪,1 = 刚施放)。</summary>
|
||||
float CooldownFraction { get; }
|
||||
|
||||
/// <summary>法术当前是否可施放(已装备且冷却完毕)。</summary>
|
||||
bool IsReady { get; }
|
||||
|
||||
/// <summary>
|
||||
/// 法术装备或卸下时触发。参数为新法术,null 表示已卸下。
|
||||
/// UI 订阅此事件可实现零延迟的图标刷新,无需轮询。
|
||||
/// </summary>
|
||||
event Action<SpellSO> OnSpellChanged;
|
||||
}
|
||||
}
|
||||
11
Assets/_Game/Scripts/Spells/ISpellService.cs.meta
Normal file
11
Assets/_Game/Scripts/Spells/ISpellService.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bad07198c62f8774da0868bceb1ccd34
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,7 +1,9 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using BaseGames.Player;
|
||||
using BaseGames.Input;
|
||||
using BaseGames.Feedback;
|
||||
using BaseGames.Core;
|
||||
|
||||
namespace BaseGames.Spells
|
||||
{
|
||||
@@ -12,7 +14,7 @@ namespace BaseGames.Spells
|
||||
///
|
||||
/// 输入事件:订阅 InputReaderSO.SpellCastEvent(对应 InputActionAsset 中的 "Spell" Action)。
|
||||
/// </summary>
|
||||
public class SpellManager : MonoBehaviour
|
||||
public class SpellManager : MonoBehaviour, ISpellService
|
||||
{
|
||||
[Header("依赖引用")]
|
||||
[SerializeField] private PlayerStats _stats;
|
||||
@@ -27,6 +29,10 @@ namespace BaseGames.Spells
|
||||
private float _cooldownRemaining;
|
||||
private IFeedbackPlayer _feedback;
|
||||
|
||||
// ── ISpellService 事件 ────────────────────────────────────────────────
|
||||
/// <inheritdoc/>
|
||||
public event Action<SpellSO> OnSpellChanged;
|
||||
|
||||
// ── 生命周期 ──────────────────────────────────────────────────────────
|
||||
|
||||
private void Awake()
|
||||
@@ -38,12 +44,14 @@ namespace BaseGames.Spells
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
ServiceLocator.Register<ISpellService>(this);
|
||||
if (_input != null)
|
||||
_input.SpellCastEvent += TryCastSpell;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
ServiceLocator.Unregister<ISpellService>(this);
|
||||
if (_input != null)
|
||||
_input.SpellCastEvent -= TryCastSpell;
|
||||
}
|
||||
@@ -61,6 +69,7 @@ namespace BaseGames.Spells
|
||||
{
|
||||
_equippedSpell = spell;
|
||||
_cooldownRemaining = 0f;
|
||||
OnSpellChanged?.Invoke(spell);
|
||||
}
|
||||
|
||||
/// <summary>卸下当前装备的法术。</summary>
|
||||
@@ -68,6 +77,7 @@ namespace BaseGames.Spells
|
||||
{
|
||||
_equippedSpell = null;
|
||||
_cooldownRemaining = 0f;
|
||||
OnSpellChanged?.Invoke(null);
|
||||
}
|
||||
|
||||
/// <summary>返回当前冷却进度(0 = 就绪,1 = 刚施放)。供 UI 血条使用。</summary>
|
||||
|
||||
@@ -1,7 +1,9 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Animancer;
|
||||
using BaseGames.Combat;
|
||||
using BaseGames.Skills; // FeedbackPresetSO
|
||||
using BaseGames.Localization;
|
||||
|
||||
namespace BaseGames.Spells
|
||||
{
|
||||
@@ -27,13 +29,14 @@ namespace BaseGames.Spells
|
||||
/// 创建路径:Assets/Data/Spells/SPL_{spellId}.asset
|
||||
/// </summary>
|
||||
[CreateAssetMenu(menuName = "BaseGames/Spells/Spell")]
|
||||
public class SpellSO : ScriptableObject
|
||||
public class SpellSO : ScriptableObject, ILocalizableAsset
|
||||
{
|
||||
[Header("Identity")]
|
||||
[Tooltip("全局唯一 ID,建议使用 GameIds 域中的常量")]
|
||||
public string spellId;
|
||||
[Tooltip("本地化 Key(从 LocalizationManager.Get(displayNameKey, \"Spells\") 获取)")]
|
||||
public string displayNameKey;
|
||||
[Tooltip("本地化 Key,格式如 \"SPL_Fireball_Desc\"。通过 LocalizationManager.Get(descriptionKey, LocalizationTable.Spells) 获取。")]
|
||||
[TextArea(1, 3)]
|
||||
public string descriptionKey;
|
||||
public Sprite icon;
|
||||
@@ -73,5 +76,13 @@ namespace BaseGames.Spells
|
||||
|
||||
[Header("Feedback")]
|
||||
public FeedbackPresetSO castFeedback;
|
||||
|
||||
public IEnumerable<LocalizationKeyRef> GetLocalizationKeys()
|
||||
{
|
||||
if (!string.IsNullOrEmpty(displayNameKey))
|
||||
yield return new LocalizationKeyRef(displayNameKey, "Spells", nameof(displayNameKey));
|
||||
if (!string.IsNullOrEmpty(descriptionKey))
|
||||
yield return new LocalizationKeyRef(descriptionKey, "Spells", nameof(descriptionKey));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,51 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace BaseGames.Localization
|
||||
{
|
||||
/// <summary>
|
||||
/// 语言设置持久化 SO(架构 16_SupportingModules §4.1)。
|
||||
/// 支持的语言列表由设计师填写;当前语言持久化到 PlayerPrefs。
|
||||
/// </summary>
|
||||
[CreateAssetMenu(menuName = "BaseGames/Settings/LanguageManager", fileName = "SET_LanguageManager")]
|
||||
public class LanguageManagerSO : ScriptableObject
|
||||
{
|
||||
private const string PrefsKey = "game_language";
|
||||
|
||||
[Tooltip("游戏支持的语言 locale code 列表(如 zh-CN、en-US)")]
|
||||
public string[] supportedLocales = { "zh-CN", "en-US" };
|
||||
|
||||
[Tooltip("默认语言 locale code")]
|
||||
public string defaultLocale = "zh-CN";
|
||||
|
||||
public string CurrentLocale { get; private set; }
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
CurrentLocale = PlayerPrefs.GetString(PrefsKey, defaultLocale);
|
||||
}
|
||||
|
||||
/// <summary>设置当前语言并持久化到 PlayerPrefs,同时通知 Unity Localization(若已安装)。</summary>
|
||||
public void SetLocale(string localeCode)
|
||||
{
|
||||
CurrentLocale = localeCode;
|
||||
PlayerPrefs.SetString(PrefsKey, localeCode);
|
||||
PlayerPrefs.Save();
|
||||
ApplyLocale(localeCode);
|
||||
}
|
||||
|
||||
/// <summary>初始化时应用已保存语言。</summary>
|
||||
public void ApplySaved() => ApplyLocale(CurrentLocale);
|
||||
|
||||
private static void ApplyLocale(string localeCode)
|
||||
{
|
||||
#if UNITY_LOCALIZATION
|
||||
var locales = UnityEngine.Localization.Settings.LocalizationSettings.AvailableLocales;
|
||||
var locale = locales?.GetLocale(new UnityEngine.Localization.LocaleIdentifier(localeCode));
|
||||
if (locale != null)
|
||||
UnityEngine.Localization.Settings.LocalizationSettings.SelectedLocale = locale;
|
||||
#else
|
||||
Debug.Log($"[LanguageManager] 语言设为 {localeCode}(Unity Localization 包未安装,仅记录 PlayerPrefs)。");
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,59 +0,0 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace BaseGames.Localization
|
||||
{
|
||||
/// <summary>
|
||||
/// 本地化字符串访问工具类(架构 16_SupportingModules §4)。
|
||||
/// 当 Unity Localization 包(com.unity.localization)安装后使用 LocalizationSettings 实现完整功能;
|
||||
/// 未安装时退回到 Key 直传(返回 entryKey 本身)。
|
||||
/// </summary>
|
||||
public static class LocalizationManager
|
||||
{
|
||||
#if UNITY_LOCALIZATION
|
||||
private const string DefaultTable = "UI";
|
||||
|
||||
/// <summary>从指定表中获取本地化字符串。</summary>
|
||||
public static string Get(string entryKey, string tableName = DefaultTable)
|
||||
{
|
||||
try
|
||||
{
|
||||
var op = UnityEngine.Localization.Settings.LocalizationSettings
|
||||
.StringDatabase.GetLocalizedStringAsync(tableName, entryKey);
|
||||
return op.IsDone ? op.Result : entryKey;
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogWarning($"[Localization] Key '{entryKey}' in table '{tableName}' 读取失败: {e.Message}");
|
||||
return entryKey;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>带格式化参数的本地化字符串。</summary>
|
||||
public static string GetFormat(string entryKey, string tableName, params object[] args)
|
||||
{
|
||||
string template = Get(entryKey, tableName);
|
||||
try { return string.Format(template, args); }
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogWarning($"[Localization] GetFormat '{entryKey}' 格式化失败: {e.Message}");
|
||||
return template;
|
||||
}
|
||||
}
|
||||
#else
|
||||
/// <summary>Unity Localization 包未安装:直接返回 Key。</summary>
|
||||
public static string Get(string entryKey, string tableName = "UI")
|
||||
=> entryKey;
|
||||
|
||||
public static string GetFormat(string entryKey, string tableName, params object[] args)
|
||||
{
|
||||
try { return string.Format(entryKey, args); }
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogWarning($"[Localization] GetFormat '{entryKey}' 格式化失败: {e.Message}");
|
||||
return entryKey;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
@@ -42,7 +42,7 @@ namespace BaseGames.Tutorial
|
||||
if (stats == null || !stats.HasAbility(_requiredAbility)) return;
|
||||
}
|
||||
|
||||
string text = LocalizationManager.Get(_hintLocKey, "UI");
|
||||
string text = LocalizationManager.Get(_hintLocKey, LocalizationTable.UI);
|
||||
tm.ShowHint(_hintId, text, _displayDuration);
|
||||
tm.CompleteHint(_hintId); // 写入 SaveData,防止场景重载后重复触发
|
||||
|
||||
|
||||
@@ -7,48 +7,87 @@ namespace BaseGames.Tutorial
|
||||
/// <summary>
|
||||
/// 教程提示 UI 组件(架构 21_LiquidPuzzleModule §17)。
|
||||
/// 负责显示/隐藏提示面板和文字;duration ≤ 0 时不自动消隐。
|
||||
/// 使用 CanvasGroup 实现淡入淡出,不依赖 Animator。
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(CanvasGroup))]
|
||||
public class TutorialHintUI : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private GameObject _panel;
|
||||
[SerializeField] private TMP_Text _label;
|
||||
#pragma warning disable CS0414
|
||||
[SerializeField] private float _fadeSpeed = 4f;
|
||||
#pragma warning restore CS0414
|
||||
[SerializeField] private TMP_Text _label;
|
||||
[SerializeField] private float _fadeSpeed = 4f;
|
||||
|
||||
private Coroutine _autoHideCoroutine;
|
||||
private CanvasGroup _cg;
|
||||
private Coroutine _autoHideCoroutine;
|
||||
private Coroutine _fadeCoroutine;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_cg = GetComponent<CanvasGroup>();
|
||||
_cg.alpha = 0f;
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
// ── 公共 API ──────────────────────────────────────────────────────
|
||||
/// <summary>显示提示文字。duration ≤ 0 时不自动消隐。</summary>
|
||||
/// <summary>淡入显示提示文字。duration ≤ 0 时不自动消隐。</summary>
|
||||
public void Show(string text, float duration = 0f)
|
||||
{
|
||||
if (_panel != null) _panel.SetActive(true);
|
||||
if (_label != null) _label.text = text;
|
||||
|
||||
if (_autoHideCoroutine != null)
|
||||
StopCoroutine(_autoHideCoroutine);
|
||||
// 停止所有进行中的动画/定时
|
||||
StopAutoHide();
|
||||
StopFade();
|
||||
|
||||
gameObject.SetActive(true);
|
||||
_fadeCoroutine = StartCoroutine(FadeTo(1f));
|
||||
|
||||
if (duration > 0f)
|
||||
_autoHideCoroutine = StartCoroutine(AutoHideRoutine(duration));
|
||||
}
|
||||
|
||||
/// <summary>立即隐藏提示面板。</summary>
|
||||
/// <summary>淡出并隐藏提示面板。</summary>
|
||||
public void Hide()
|
||||
{
|
||||
if (_autoHideCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_autoHideCoroutine);
|
||||
_autoHideCoroutine = null;
|
||||
}
|
||||
if (_panel != null) _panel.SetActive(false);
|
||||
StopAutoHide();
|
||||
StopFade();
|
||||
_fadeCoroutine = StartCoroutine(FadeOutAndDeactivate());
|
||||
}
|
||||
|
||||
// ── 内部 ──────────────────────────────────────────────────────────
|
||||
private void StopAutoHide()
|
||||
{
|
||||
if (_autoHideCoroutine == null) return;
|
||||
StopCoroutine(_autoHideCoroutine);
|
||||
_autoHideCoroutine = null;
|
||||
}
|
||||
|
||||
private void StopFade()
|
||||
{
|
||||
if (_fadeCoroutine == null) return;
|
||||
StopCoroutine(_fadeCoroutine);
|
||||
_fadeCoroutine = null;
|
||||
}
|
||||
|
||||
private IEnumerator AutoHideRoutine(float duration)
|
||||
{
|
||||
yield return new WaitForSeconds(duration);
|
||||
yield return new WaitForSecondsRealtime(duration);
|
||||
Hide();
|
||||
_autoHideCoroutine = null;
|
||||
}
|
||||
|
||||
private IEnumerator FadeTo(float target)
|
||||
{
|
||||
while (!Mathf.Approximately(_cg.alpha, target))
|
||||
{
|
||||
_cg.alpha = Mathf.MoveTowards(_cg.alpha, target, _fadeSpeed * Time.unscaledDeltaTime);
|
||||
yield return null;
|
||||
}
|
||||
_cg.alpha = target;
|
||||
}
|
||||
|
||||
private IEnumerator FadeOutAndDeactivate()
|
||||
{
|
||||
yield return FadeTo(0f);
|
||||
gameObject.SetActive(false);
|
||||
_fadeCoroutine = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -16,7 +16,11 @@
|
||||
"BaseGames.Localization",
|
||||
"Unity.TextMeshPro",
|
||||
"Unity.InputSystem",
|
||||
"BaseGames.Equipment"
|
||||
"BaseGames.Equipment",
|
||||
"BaseGames.Combat.StatusEffects",
|
||||
"BaseGames.Spells",
|
||||
"BaseGames.Quest",
|
||||
"BaseGames.Skills"
|
||||
],
|
||||
"autoReferenced": true,
|
||||
"overrideReferences": false,
|
||||
|
||||
233
Assets/_Game/Scripts/UI/CharmEquipPanel.cs
Normal file
233
Assets/_Game/Scripts/UI/CharmEquipPanel.cs
Normal file
@@ -0,0 +1,233 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using TMPro;
|
||||
using UnityEngine.EventSystems;
|
||||
using BaseGames.Core;
|
||||
using BaseGames.Core.Events;
|
||||
using BaseGames.Equipment;
|
||||
using BaseGames.Localization;
|
||||
|
||||
namespace BaseGames.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// 护符装备面板。
|
||||
///
|
||||
/// 布局:
|
||||
/// 顶部 — 标题 + 凹槽容量进度条(已用/总数)
|
||||
/// 左侧 — 已装备护符区域(动态格子列表)
|
||||
/// 右侧 — 已收集护符目录(可滚动,点击即装备/卸下)
|
||||
///
|
||||
/// 数据来源:ServiceLocator 获取 EquipmentManager,读取 Collected / Equipped 列表。
|
||||
/// 反应式更新:订阅 _onEquipmentChanged VoidEventChannelSO,变更时重建两侧列表。
|
||||
///
|
||||
/// Inspector 必填:
|
||||
/// _notchText — "X / Y 格子" 文本
|
||||
/// _equippedContainer — 已装备列表父节点
|
||||
/// _catalogContainer — 收藏目录列表父节点
|
||||
/// _charmCardTemplate — 护符卡片预制(kept inactive)
|
||||
/// _btnClose — 关闭按钮
|
||||
/// _onEquipmentChanged — EquipmentManager 广播的装备变更事件频道
|
||||
/// </summary>
|
||||
public class CharmEquipPanel : MonoBehaviour, IFocusable
|
||||
{
|
||||
// ── Inspector 字段 ────────────────────────────────────────────────────
|
||||
|
||||
[Header("UI 根节点")]
|
||||
[SerializeField] private TMP_Text _notchText;
|
||||
[SerializeField] private Image _notchBarFill;
|
||||
[SerializeField] private Transform _equippedContainer;
|
||||
[SerializeField] private Transform _catalogContainer;
|
||||
[SerializeField] private GameObject _charmCardTemplate; // kept inactive
|
||||
[SerializeField] private Button _btnClose;
|
||||
|
||||
[Header("Event Channels")]
|
||||
[SerializeField] private VoidEventChannelSO _onEquipmentChanged;
|
||||
|
||||
// ── 私有状态 ──────────────────────────────────────────────────────────
|
||||
|
||||
private IEquipmentService _manager;
|
||||
private readonly List<GameObject> _equippedCards = new();
|
||||
private readonly List<GameObject> _catalogCards = new();
|
||||
private readonly Queue<GameObject> _cardPool = new(); // O(1) 取用归还
|
||||
private readonly CompositeDisposable _subs = new();
|
||||
|
||||
// ── 生命周期 ──────────────────────────────────────────────────────────
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
_manager = ServiceLocator.GetOrDefault<IEquipmentService>();
|
||||
|
||||
if (_btnClose != null)
|
||||
{
|
||||
_btnClose.onClick.RemoveAllListeners();
|
||||
_btnClose.onClick.AddListener(OnCloseBtnClicked);
|
||||
}
|
||||
|
||||
_onEquipmentChanged?.Subscribe(Rebuild).AddTo(_subs);
|
||||
Rebuild();
|
||||
|
||||
// 手柄导航:面板打开时将焦点置于关闭按钮
|
||||
EventSystem.current?.SetSelectedGameObject(_btnClose?.gameObject);
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
_subs.Clear();
|
||||
RecycleCards(_equippedCards);
|
||||
RecycleCards(_catalogCards);
|
||||
}
|
||||
|
||||
// ── 重建 UI ───────────────────────────────────────────────────────────
|
||||
|
||||
private void Rebuild()
|
||||
{
|
||||
if (_manager == null) return;
|
||||
|
||||
RefreshNotchBar();
|
||||
RebuildEquippedList();
|
||||
RebuildCatalogList();
|
||||
}
|
||||
|
||||
private void RefreshNotchBar()
|
||||
{
|
||||
int used = _manager.UsedNotches;
|
||||
int total = _manager.TotalNotches;
|
||||
|
||||
if (_notchText != null)
|
||||
_notchText.text = $"{used} / {total}";
|
||||
|
||||
if (_notchBarFill != null)
|
||||
_notchBarFill.fillAmount = total > 0 ? (float)used / total : 0f;
|
||||
}
|
||||
|
||||
private void RebuildEquippedList()
|
||||
{
|
||||
RecycleCards(_equippedCards);
|
||||
if (_equippedContainer == null) return;
|
||||
|
||||
foreach (var charm in _manager.Equipped)
|
||||
{
|
||||
var card = SpawnCard(_equippedContainer, charm, isEquipped: true);
|
||||
if (card != null) _equippedCards.Add(card);
|
||||
}
|
||||
}
|
||||
|
||||
private void RebuildCatalogList()
|
||||
{
|
||||
RecycleCards(_catalogCards);
|
||||
if (_catalogContainer == null) return;
|
||||
|
||||
foreach (var charm in _manager.Collected)
|
||||
{
|
||||
bool isEquipped = _manager.Equipped.Contains(charm);
|
||||
var card = SpawnCard(_catalogContainer, charm, isEquipped);
|
||||
if (card != null) _catalogCards.Add(card);
|
||||
}
|
||||
}
|
||||
|
||||
// ── 卡片生成 ──────────────────────────────────────────────────────────
|
||||
|
||||
private GameObject SpawnCard(Transform parent, CharmSO charm, bool isEquipped)
|
||||
{
|
||||
if (_charmCardTemplate == null || parent == null) return null;
|
||||
|
||||
if (!TryDequeueCard(out GameObject go))
|
||||
go = Instantiate(_charmCardTemplate);
|
||||
|
||||
go.transform.SetParent(parent, worldPositionStays: false);
|
||||
go.SetActive(true);
|
||||
|
||||
// Icon(第一个 Image)
|
||||
var images = go.GetComponentsInChildren<Image>(includeInactive: true);
|
||||
if (images.Length > 0 && charm.icon != null)
|
||||
images[0].sprite = charm.icon;
|
||||
|
||||
// 文本(约定:TMP_Text[0] = 名称, TMP_Text[1] = 凹槽消耗, TMP_Text[2] = 描述)
|
||||
var texts = go.GetComponentsInChildren<TMP_Text>(includeInactive: true);
|
||||
if (texts.Length > 0)
|
||||
{
|
||||
string name = LocalizationManager.Get(charm.displayNameKey, LocalizationTable.Items);
|
||||
texts[0].text = string.IsNullOrEmpty(name) || name == charm.displayNameKey
|
||||
? charm.charmId : name;
|
||||
}
|
||||
if (texts.Length > 1)
|
||||
texts[1].text = charm.notchCost.ToString();
|
||||
|
||||
if (texts.Length > 2)
|
||||
{
|
||||
string desc = LocalizationManager.Get(charm.descriptionKey, LocalizationTable.Items);
|
||||
texts[2].text = string.IsNullOrEmpty(desc) || desc == charm.descriptionKey
|
||||
? string.Empty : desc;
|
||||
}
|
||||
|
||||
// 按钮(约定:第一个 Button = 装备/卸下切换)
|
||||
var btn = go.GetComponentInChildren<Button>(includeInactive: true);
|
||||
if (btn != null)
|
||||
{
|
||||
btn.onClick.RemoveAllListeners();
|
||||
CharmSO captured = charm;
|
||||
bool equip = !isEquipped;
|
||||
|
||||
if (equip)
|
||||
{
|
||||
btn.onClick.AddListener(() =>
|
||||
{
|
||||
string err = _manager?.TryEquipCharm(captured);
|
||||
if (err != null)
|
||||
Debug.LogWarning($"[CharmEquipPanel] 装备失败: {err}");
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
btn.onClick.AddListener(() => _manager?.UnequipCharm(captured));
|
||||
}
|
||||
|
||||
// 已装备时使用不同视觉(可选:标记文本)
|
||||
if (texts.Length > 3)
|
||||
texts[3].text = isEquipped ? "✓" : string.Empty;
|
||||
}
|
||||
|
||||
return go;
|
||||
}
|
||||
|
||||
// ── 回收 ─────────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>取队列头第一个非空实例;队列为空时返回 false。</summary>
|
||||
private bool TryDequeueCard(out GameObject go)
|
||||
{
|
||||
while (_cardPool.Count > 0)
|
||||
{
|
||||
go = _cardPool.Dequeue();
|
||||
if (go != null) return true;
|
||||
}
|
||||
go = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
private void RecycleCards(List<GameObject> cards)
|
||||
{
|
||||
foreach (var card in cards)
|
||||
{
|
||||
if (card == null) continue;
|
||||
card.SetActive(false);
|
||||
_cardPool.Enqueue(card);
|
||||
}
|
||||
cards.Clear();
|
||||
}
|
||||
|
||||
private void OnCloseBtnClicked()
|
||||
{
|
||||
var uiMgr = ServiceLocator.GetOrDefault<IUIManager>();
|
||||
if (uiMgr != null) uiMgr.CloseTopPanel();
|
||||
else gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
// ── IFocusable ────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>面板恢复为栈顶时将焦点移回关闭按鈕。</summary>
|
||||
public void OnFocusRestored()
|
||||
=> EventSystem.current?.SetSelectedGameObject(_btnClose?.gameObject);
|
||||
}
|
||||
}
|
||||
11
Assets/_Game/Scripts/UI/CharmEquipPanel.cs.meta
Normal file
11
Assets/_Game/Scripts/UI/CharmEquipPanel.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 26f73e5e3a219384fa612e0cb5cd3646
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -92,9 +92,9 @@ namespace BaseGames.UI
|
||||
|
||||
SetAnchoredPosition(startWorld + new Vector2(0, _floatDistance * t));
|
||||
|
||||
// alpha 淡出(后半段开始)
|
||||
_text.color = new Color(color.r, color.g, color.b,
|
||||
Mathf.Lerp(startAlpha, 0f, Mathf.Clamp01((t - 0.5f) / 0.5f)));
|
||||
// alpha 淡出(后半段开始)—— 修改 struct 的 a 分量并回写,避免每帧 new Color 堆分配
|
||||
color.a = Mathf.Lerp(startAlpha, 0f, Mathf.Clamp01((t - 0.5f) / 0.5f));
|
||||
_text.color = color;
|
||||
|
||||
elapsed += Time.deltaTime;
|
||||
yield return null;
|
||||
|
||||
@@ -1,8 +1,10 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using TMPro;
|
||||
using BaseGames.Core.Events;
|
||||
using BaseGames.Localization;
|
||||
|
||||
namespace BaseGames.UI
|
||||
{
|
||||
@@ -32,6 +34,7 @@ namespace BaseGames.UI
|
||||
private Vector2 _shownPos;
|
||||
private Vector2 _hiddenPos;
|
||||
private Coroutine _slideCoroutine;
|
||||
private readonly List<float> _pendingThresholds = new();
|
||||
private readonly CompositeDisposable _subs = new();
|
||||
|
||||
private void Awake()
|
||||
@@ -49,6 +52,7 @@ namespace BaseGames.UI
|
||||
_onBossHPChanged?.Subscribe(OnHPChanged).AddTo(_subs);
|
||||
_onBossNameSet?.Subscribe(OnNameSet).AddTo(_subs);
|
||||
_onBossHPMaxSet?.Subscribe(OnMaxSet).AddTo(_subs);
|
||||
_onBossPhaseThreshold?.Subscribe(OnPhaseThreshold).AddTo(_subs);
|
||||
}
|
||||
private void OnDisable() => _subs.Clear();
|
||||
|
||||
@@ -64,6 +68,7 @@ namespace BaseGames.UI
|
||||
}
|
||||
else
|
||||
{
|
||||
_pendingThresholds.Clear();
|
||||
_slideCoroutine = StartCoroutine(SlideOut());
|
||||
}
|
||||
}
|
||||
@@ -75,19 +80,52 @@ namespace BaseGames.UI
|
||||
|
||||
private void OnNameSet(string bossName)
|
||||
{
|
||||
if (_bossNameText != null) _bossNameText.text = bossName;
|
||||
if (_bossNameText == null) return;
|
||||
string loc = !string.IsNullOrEmpty(bossName)
|
||||
? LocalizationManager.Get(bossName, LocalizationTable.Character)
|
||||
: null;
|
||||
_bossNameText.text = !string.IsNullOrEmpty(loc) && loc != bossName ? loc : bossName;
|
||||
}
|
||||
|
||||
private void OnMaxSet(int max)
|
||||
{
|
||||
_maxHP = max;
|
||||
// 重建阶段标记(每次 BossHPMax 改变时清空并按已存阈值重建,此处简化为清空)
|
||||
// 清除旧标记
|
||||
if (_phaseMarkersRoot != null)
|
||||
{
|
||||
// 逆序删除:避免正序枚举 Transform 子节点同时销毁时的迭代器失效
|
||||
for (int i = _phaseMarkersRoot.childCount - 1; i >= 0; i--)
|
||||
Destroy(_phaseMarkersRoot.GetChild(i).gameObject);
|
||||
}
|
||||
// 延迟一帧:等 Canvas LayoutRebuilder 完成布局后再读取 rect.width,避免得到 0
|
||||
StartCoroutine(RebuildMarkersAfterLayout());
|
||||
}
|
||||
|
||||
private System.Collections.IEnumerator RebuildMarkersAfterLayout()
|
||||
{
|
||||
yield return null; // 等待 Canvas 完成当前帧的 Layout 传递
|
||||
foreach (var t in _pendingThresholds)
|
||||
PlacePhaseMarker(t);
|
||||
}
|
||||
|
||||
private void OnPhaseThreshold(float threshold)
|
||||
{
|
||||
if (threshold <= 0f || threshold >= 1f) return;
|
||||
_pendingThresholds.Add(threshold);
|
||||
if (_maxHP > 0) PlacePhaseMarker(threshold);
|
||||
}
|
||||
|
||||
private void PlacePhaseMarker(float threshold)
|
||||
{
|
||||
if (_phaseMarkersRoot == null || _phaseMarkerPrefab == null || _hpFill == null) return;
|
||||
var marker = Instantiate(_phaseMarkerPrefab, _phaseMarkersRoot);
|
||||
var markerRect = marker.GetComponent<RectTransform>();
|
||||
if (markerRect != null)
|
||||
{
|
||||
float barWidth = _hpFill.rectTransform.rect.width;
|
||||
markerRect.anchoredPosition = new Vector2(barWidth * threshold, 0f);
|
||||
}
|
||||
marker.SetActive(true);
|
||||
}
|
||||
|
||||
// ── 动画协程 ──────────────────────────────────────────────────────────
|
||||
|
||||
@@ -6,6 +6,11 @@ using BaseGames.Core.Events;
|
||||
|
||||
namespace BaseGames.UI.HUD
|
||||
{
|
||||
/// <summary>
|
||||
/// 游戏内 HUD 控制器(架构 10_UIModule §2)。
|
||||
/// 订阅事件频道更新 HP 格子、魂魂力/灵力/灵珠/弹簧充能和形态图标。
|
||||
/// HP/弹簧格子采用 SetActive 复用,避免运行期频繁 Instantiate/Destroy。
|
||||
/// </summary>
|
||||
public class HUDController : MonoBehaviour
|
||||
{
|
||||
[Header("HP")]
|
||||
|
||||
223
Assets/_Game/Scripts/UI/HUD/QuestTrackerWidget.cs
Normal file
223
Assets/_Game/Scripts/UI/HUD/QuestTrackerWidget.cs
Normal file
@@ -0,0 +1,223 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using TMPro;
|
||||
using BaseGames.Core;
|
||||
using BaseGames.Core.Events;
|
||||
using BaseGames.Quest;
|
||||
using BaseGames.Localization;
|
||||
|
||||
namespace BaseGames.UI.HUD
|
||||
{
|
||||
/// <summary>
|
||||
/// 任务追踪 HUD 控件(架构 10_UIModule §HUD)。
|
||||
/// 自动追踪最近开始的活跃任务,显示任务名称与各目标的完成进度。
|
||||
/// 订阅 QuestEventChannelRegistry 中的广播频道,实现响应式更新。
|
||||
///
|
||||
/// Inspector 必填:
|
||||
/// _questDatabase — 注册到游戏中的所有 QuestSO 列表(与 QuestManager._allQuests 保持一致)
|
||||
/// _questTitleText — 显示任务标题的 TMP_Text
|
||||
/// _objectiveRowTemplate — 目标行模板(保持非激活状态,用于实例化)
|
||||
/// _objectiveContainer — 目标行父节点
|
||||
/// 事件频道字段 — 从 QuestEventChannelRegistry 对应字段拖入
|
||||
/// </summary>
|
||||
public class QuestTrackerWidget : MonoBehaviour
|
||||
{
|
||||
// ── Inspector 字段 ────────────────────────────────────────────────────
|
||||
|
||||
[Header("UI 根节点")]
|
||||
[SerializeField] private TMP_Text _questTitleText;
|
||||
[SerializeField] private GameObject _objectiveRowTemplate; // kept inactive
|
||||
[SerializeField] private Transform _objectiveContainer;
|
||||
|
||||
[Header("Event Channels")]
|
||||
[Tooltip("EVT_QuestStarted:payload = questId")]
|
||||
[SerializeField] private StringEventChannelSO _onQuestStarted;
|
||||
[Tooltip("EVT_QuestCompleted:payload = questId")]
|
||||
[SerializeField] private StringEventChannelSO _onQuestCompleted;
|
||||
[Tooltip("EVT_QuestFailed:payload = questId")]
|
||||
[SerializeField] private StringEventChannelSO _onQuestFailed;
|
||||
[Tooltip("EVT_QuestAbandoned:payload = questId")]
|
||||
[SerializeField] private StringEventChannelSO _onQuestAbandoned;
|
||||
[Tooltip("EVT_QuestReadyToComplete:payload = questId")]
|
||||
[SerializeField] private StringEventChannelSO _onQuestReadyToComplete;
|
||||
[Tooltip("EVT_QuestObjectiveBatchUpdated:同帧内多目标聚合更新")]
|
||||
[SerializeField] private QuestObjectiveBatchEventChannelSO _onObjectiveBatchUpdated;
|
||||
|
||||
// ── 私有状态 ──────────────────────────────────────────────────────────
|
||||
|
||||
private string _trackedQuestId;
|
||||
private QuestSO _trackedQuest;
|
||||
private readonly List<GameObject> _rowPool = new();
|
||||
private readonly List<(TMP_Text label, TMP_Text progress)> _activeRows = new();
|
||||
private readonly CompositeDisposable _subs = new();
|
||||
|
||||
// IQuestManager 在 OnEnable 时从 ServiceLocator 解析,消除对 _questDatabase 数组的重复注入需求
|
||||
private IQuestManager _questManager;
|
||||
|
||||
// ── 进度字典:objectiveId → (Progress, Required) ─────────────────────
|
||||
|
||||
private readonly Dictionary<string, (int Progress, int Required)> _progressCache =
|
||||
new(System.StringComparer.Ordinal);
|
||||
|
||||
// ── 生命周期 ──────────────────────────────────────────────────────────
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
// 延迟解析而非缓存到字段:支持 ServiceLocator 中途替换实现(测试/多场景)
|
||||
_questManager = ServiceLocator.GetOrDefault<IQuestManager>();
|
||||
_onQuestStarted?.Subscribe(OnQuestStarted).AddTo(_subs);
|
||||
_onQuestCompleted?.Subscribe(OnQuestEnded).AddTo(_subs);
|
||||
_onQuestFailed?.Subscribe(OnQuestEnded).AddTo(_subs);
|
||||
_onQuestAbandoned?.Subscribe(OnQuestEnded).AddTo(_subs);
|
||||
_onQuestReadyToComplete?.Subscribe(OnQuestReadyToComplete).AddTo(_subs);
|
||||
_onObjectiveBatchUpdated?.Subscribe(OnObjectiveBatchUpdated).AddTo(_subs);
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
_subs.Clear();
|
||||
}
|
||||
|
||||
// ── 事件处理 ──────────────────────────────────────────────────────────
|
||||
|
||||
private void OnQuestStarted(string questId)
|
||||
{
|
||||
// 自动追踪最新开始的任务
|
||||
_trackedQuestId = questId;
|
||||
// 通过 IQuestManager 接口查找 QuestSO,无需在 HUD 中重复注入数据库
|
||||
_questManager?.TryGetQuest(questId, out _trackedQuest);
|
||||
_progressCache.Clear();
|
||||
Rebuild();
|
||||
}
|
||||
|
||||
private void OnQuestEnded(string questId)
|
||||
{
|
||||
if (questId != _trackedQuestId) return;
|
||||
_trackedQuestId = null;
|
||||
_trackedQuest = null;
|
||||
_progressCache.Clear();
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
private void OnQuestReadyToComplete(string questId)
|
||||
{
|
||||
if (questId == _trackedQuestId)
|
||||
{
|
||||
// 可选:更改标题颜色以提示玩家交任务
|
||||
if (_questTitleText != null)
|
||||
_questTitleText.color = Color.yellow;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnObjectiveBatchUpdated(QuestObjectiveBatchEvent batch)
|
||||
{
|
||||
if (batch.QuestId != _trackedQuestId) return;
|
||||
if (batch.Updates == null) return;
|
||||
|
||||
foreach (var update in batch.Updates)
|
||||
_progressCache[update.ObjectiveId] = (update.Progress, update.Required);
|
||||
|
||||
RefreshObjectiveRows();
|
||||
}
|
||||
|
||||
// ── UI 重建 ───────────────────────────────────────────────────────────
|
||||
|
||||
private void Rebuild()
|
||||
{
|
||||
if (string.IsNullOrEmpty(_trackedQuestId))
|
||||
{
|
||||
gameObject.SetActive(false);
|
||||
return;
|
||||
}
|
||||
|
||||
gameObject.SetActive(true);
|
||||
|
||||
// 标题
|
||||
if (_questTitleText != null)
|
||||
{
|
||||
_questTitleText.color = Color.white;
|
||||
if (_trackedQuest != null && !string.IsNullOrEmpty(_trackedQuest.displayNameKey))
|
||||
{
|
||||
string title = LocalizationManager.Get(_trackedQuest.displayNameKey, LocalizationTable.Quest);
|
||||
_questTitleText.text = string.IsNullOrEmpty(title) || title == _trackedQuest.displayNameKey
|
||||
? _trackedQuestId
|
||||
: title;
|
||||
}
|
||||
else
|
||||
{
|
||||
_questTitleText.text = _trackedQuestId;
|
||||
}
|
||||
}
|
||||
|
||||
// 返还所有行到对象池
|
||||
foreach (var row in _activeRows)
|
||||
if (row.label != null) row.label.transform.parent.gameObject.SetActive(false);
|
||||
_activeRows.Clear();
|
||||
|
||||
// 生成目标行
|
||||
if (_trackedQuest?.objectives == null) return;
|
||||
foreach (var obj in _trackedQuest.objectives)
|
||||
{
|
||||
if (obj == null) continue;
|
||||
|
||||
var rowGo = GetOrCreateRow();
|
||||
var texts = rowGo.GetComponentsInChildren<TMP_Text>(includeInactive: true);
|
||||
TMP_Text labelText = texts.Length > 0 ? texts[0] : null;
|
||||
TMP_Text progressText = texts.Length > 1 ? texts[1] : null;
|
||||
|
||||
if (labelText != null)
|
||||
{
|
||||
string objText = LocalizationManager.Get(obj.displayTextKey, LocalizationTable.Quest);
|
||||
labelText.text = string.IsNullOrEmpty(objText) || objText == obj.displayTextKey
|
||||
? obj.objectiveId
|
||||
: objText;
|
||||
}
|
||||
|
||||
_progressCache.TryGetValue(obj.objectiveId, out var cached);
|
||||
int prog = cached.Progress;
|
||||
int req = cached.Required > 0 ? cached.Required : obj.GetRequiredCount();
|
||||
if (progressText != null)
|
||||
progressText.text = req > 1 ? $"{prog}/{req}" : string.Empty;
|
||||
|
||||
rowGo.SetActive(true);
|
||||
_activeRows.Add((labelText, progressText));
|
||||
}
|
||||
}
|
||||
|
||||
private void RefreshObjectiveRows()
|
||||
{
|
||||
if (_trackedQuest?.objectives == null) return;
|
||||
for (int i = 0; i < _activeRows.Count && i < _trackedQuest.objectives.Length; i++)
|
||||
{
|
||||
var obj = _trackedQuest.objectives[i];
|
||||
if (obj == null) continue;
|
||||
|
||||
_progressCache.TryGetValue(obj.objectiveId, out var cached);
|
||||
int prog = cached.Progress;
|
||||
int req = cached.Required > 0 ? cached.Required : obj.GetRequiredCount();
|
||||
|
||||
var (_, progressText) = _activeRows[i];
|
||||
if (progressText != null)
|
||||
progressText.text = req > 1 ? $"{prog}/{req}" : string.Empty;
|
||||
}
|
||||
}
|
||||
|
||||
// ── 对象池 ────────────────────────────────────────────────────────────
|
||||
|
||||
private GameObject GetOrCreateRow()
|
||||
{
|
||||
foreach (var r in _rowPool)
|
||||
if (r != null && !r.activeSelf) return r;
|
||||
|
||||
var go = Instantiate(_objectiveRowTemplate, _objectiveContainer);
|
||||
_rowPool.Add(go);
|
||||
return go;
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/_Game/Scripts/UI/HUD/QuestTrackerWidget.cs.meta
Normal file
11
Assets/_Game/Scripts/UI/HUD/QuestTrackerWidget.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ece7e5ce8a9d10145977db8d593d9523
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
126
Assets/_Game/Scripts/UI/HUD/SpellSlotWidget.cs
Normal file
126
Assets/_Game/Scripts/UI/HUD/SpellSlotWidget.cs
Normal file
@@ -0,0 +1,126 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using BaseGames.Core;
|
||||
using BaseGames.Spells;
|
||||
|
||||
namespace BaseGames.UI.HUD
|
||||
{
|
||||
/// <summary>
|
||||
/// 法术槽 HUD 小组件。
|
||||
///
|
||||
/// 通过 ServiceLocator 获取 ISpellService,显示:
|
||||
/// · 已装备法术图标(无法术时显示空槽占位)
|
||||
/// · 冷却进度环(_cooldownFill.fillAmount = CooldownFraction,0 = 冷却完毕,1 = 刚施放)
|
||||
///
|
||||
/// 图标刺新:订阅 ISpellService.OnSpellChanged 事件,装备切换实时响应(零延迟)。
|
||||
/// 冷却进度:协程专职追踪,冷却中每帧更新,待机时每 0.1 秒轮询。
|
||||
///
|
||||
/// Inspector 必填:
|
||||
/// _iconImage — 法术图标 Image
|
||||
/// _cooldownFill — 覆盖在图标上的冷却遮罩 Image(fillMethod = Radial360 推荐)
|
||||
/// _emptySlot — 无法术时显示的占位对象
|
||||
/// </summary>
|
||||
public class SpellSlotWidget : MonoBehaviour
|
||||
{
|
||||
// ── Inspector 字段 ────────────────────────────────────────────────────
|
||||
|
||||
[SerializeField] private Image _iconImage;
|
||||
[Tooltip("冷却进度覆盖图(填充方式建议设为 Radial360 + 顺时针)。")]
|
||||
[SerializeField] private Image _cooldownFill;
|
||||
[Tooltip("无法术装备时显示的空槽占位对象。")]
|
||||
[SerializeField] private GameObject _emptySlot;
|
||||
|
||||
// ── 私有状态 ──────────────────────────────────────────────────────────
|
||||
|
||||
private ISpellService _spellService;
|
||||
private SpellSO _cachedSpell; // 延迟绑定期间班本记录,避免重复 SetSprite
|
||||
|
||||
// ── 生命周期 ──────────────────────────────────────────────────────────
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
_cachedSpell = null;
|
||||
StartCoroutine(TrackSpell());
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
StopAllCoroutines();
|
||||
if (_spellService != null)
|
||||
{
|
||||
_spellService.OnSpellChanged -= RefreshIcon;
|
||||
_spellService = null;
|
||||
}
|
||||
_cachedSpell = null;
|
||||
}
|
||||
|
||||
// ── 协程 ─────────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// 阶段一:延迟绑定——等到 ISpellService 就绪,订阅图标事件并同步初始状态。
|
||||
/// 阶段二:冷却追踪——事件驱动图标(零延迟),协程专职更新进度环。
|
||||
/// </summary>
|
||||
private IEnumerator TrackSpell()
|
||||
{
|
||||
var pollWait = new WaitForSeconds(0.1f);
|
||||
|
||||
// 阶段一:延迟绑定(SpellManager 可能晚于此组件初始化)
|
||||
while (_spellService == null)
|
||||
{
|
||||
_spellService = ServiceLocator.GetOrDefault<ISpellService>();
|
||||
if (_spellService == null)
|
||||
{
|
||||
ShowEmpty();
|
||||
yield return pollWait;
|
||||
continue;
|
||||
}
|
||||
// 服务就绪:订阅装备变更事件(零延迟图标刷新)+ 同步当前状态
|
||||
_spellService.OnSpellChanged += RefreshIcon;
|
||||
RefreshIcon(_spellService.EquippedSpell);
|
||||
}
|
||||
|
||||
// 阶段二:冷却进度追踪(图标已由事件驱动,协程仅负责冷却环)
|
||||
while (true)
|
||||
{
|
||||
float f = _spellService.CooldownFraction;
|
||||
if (_cooldownFill != null) _cooldownFill.fillAmount = f;
|
||||
yield return f > 0f ? null : (object)pollWait;
|
||||
}
|
||||
}
|
||||
|
||||
// ── 视觉刷新 ──────────────────────────────────────────────────────────
|
||||
|
||||
private void RefreshIcon(SpellSO spell)
|
||||
{
|
||||
_cachedSpell = spell;
|
||||
bool hasSpell = spell != null;
|
||||
|
||||
if (_emptySlot != null)
|
||||
_emptySlot.SetActive(!hasSpell);
|
||||
|
||||
if (_iconImage != null)
|
||||
{
|
||||
_iconImage.gameObject.SetActive(hasSpell);
|
||||
if (hasSpell) _iconImage.sprite = spell.icon;
|
||||
}
|
||||
|
||||
if (_cooldownFill != null)
|
||||
{
|
||||
_cooldownFill.fillAmount = 0f;
|
||||
_cooldownFill.gameObject.SetActive(hasSpell);
|
||||
}
|
||||
}
|
||||
|
||||
private void ShowEmpty()
|
||||
{
|
||||
if (_emptySlot != null) _emptySlot.SetActive(true);
|
||||
if (_iconImage != null) _iconImage.gameObject.SetActive(false);
|
||||
if (_cooldownFill != null)
|
||||
{
|
||||
_cooldownFill.fillAmount = 0f;
|
||||
_cooldownFill.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user