UI系统优化

This commit is contained in:
2026-05-25 11:54:37 +08:00
parent c7057db27d
commit 3c812cfb41
130 changed files with 4738 additions and 477 deletions

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@@ -40,8 +40,8 @@ namespace BaseGames.Editor.Dialogue
if (string.IsNullOrEmpty(resolved))
{
EditorGUILayout.HelpBox(
$"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" +
"请检查本地化中是否存在此 Key。",
$"nameKey「{npc.nameKey}」在本地化表「{npc.localizationTable}」中未找到对应文本。\n" +
"请检查本地化 JSON 文件中是否存在此 Key。",
MessageType.Warning);
}
else
@@ -51,10 +51,15 @@ namespace BaseGames.Editor.Dialogue
s_previewStyle);
}
// ── 跳转到本地化文件 ────────────────────────────────────────────
// ── 操作按钮行 ─────────────────────────────────────────────────
EditorGUILayout.Space(4);
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button("刷新预览", GUILayout.Width(80)))
{
BaseGames.Localization.LocalizationManager.ClearEditorPreviewCache();
Repaint();
}
if (GUILayout.Button($"跳转到本地化文件({npc.localizationTable} 表)", GUILayout.Width(220)))
{
PingLocalizationFile(npc.localizationTable);
@@ -63,21 +68,13 @@ namespace BaseGames.Editor.Dialogue
}
/// <summary>
/// 尝试通过 LocalizationManager若已加载解析 nameKey
/// 如未初始化或找不到 Key返回 null
/// 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。
/// 找不到时返回 null让上层显示 warning 而非 key 本身)
/// </summary>
private static string TryResolveNameKey(string key, string table = "UI")
private static string TryResolveNameKey(string key, string table = BaseGames.Localization.LocalizationTable.UI)
{
try
{
// LocalizationManager.Get 在编辑器下可能返回空字符串(未初始化),视为未找到
var resolved = BaseGames.Localization.LocalizationManager.Get(key, table);
return string.IsNullOrEmpty(resolved) ? null : resolved;
}
catch
{
return null;
}
// GetEditorPreview 直接读 JSON编辑器下不依赖 ServiceLocator 实例
return BaseGames.Localization.LocalizationManager.GetEditorPreview(key, table);
}
/// <summary>

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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();
}
}
}

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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,
};
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: f25bdb0dfede0f24f863e08c78db8a87
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View 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");
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 2de9be8c918457447ad647c1af2b3c14
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -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);

View File

@@ -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;
}

View File

@@ -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();

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: c65f27c4b0792904087283cc4e901118
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -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();

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: de4bd4ec2a39e3c4e89649069cb0f6e2
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 4cbbfd509dce2f0489febf07574b652a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View 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}");
}
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: b311cc7d8950e35458e44e0523e23ef0
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -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;
}

View File

@@ -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);

View File

@@ -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;
}
}
}

View File

@@ -0,0 +1,11 @@
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
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icon: {instanceID: 0}
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View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 363d113e10945e240bf0260221ae2aff
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
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View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 472cbbc6ac2cacd46947af5235b8e47b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View 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;
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 666eee8c08676294db8404d0eb3409f2
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serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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View File

@@ -247,7 +247,6 @@ namespace BaseGames.Editor
if (_extraFilter != null && !_extraFilter(item)) continue;
_filtered.Add(item);
}
}
_listView.RefreshItems();
_countLabel.text = _all.Count == _filtered.Count

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: f33c1c7220eea6d45a73820db7b94e35
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View 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;
}
}

View File

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