Refactor code structure for improved readability and maintainability

This commit is contained in:
2026-05-26 13:04:38 +08:00
parent f74d7f1877
commit 5a0f1548ea
53 changed files with 4853 additions and 163 deletions

View File

@@ -8,6 +8,7 @@ using UnityEngine.UIElements;
using BaseGames.Boss;
using BaseGames.Combat;
using BaseGames.Enemies;
using BaseGames.Enemies.Abilities;
using BaseGames.Equipment;
using BaseGames.Input;
using BaseGames.Parry;
@@ -56,13 +57,24 @@ namespace BaseGames.Editor
private List<(string label, bool exists)> _bossSOStatus = new();
private double _lastRefreshTime;
// 小怪类型选择
private int _enemyTypeIndex = 0;
private static readonly string[] EnemyTypeLabels = { "普通(近战)", "远程", "飞行" };
// 小怪类型选择 — 具体敌人类型
private int _enemyTypeIndex = 0;
private static readonly (string id, string name)[] EnemyTypes =
{
("E001", "草蛭"),
("E002", "簧蛭"),
("E003", "幼蛭"),
("E004", "蛭母"),
("E005", "肥蛭"),
("E006", "讙"),
};
// 动态内容区(类型切换时重建)
private VisualElement _enemyContentArea;
// Boss 命名字段
private string _bossId = "NewBoss";
private string _enemyId = "NewEnemy";
private string _bossId = "NewBoss"; // kept for legacy SkillSequenceSO queries if any
private string _enemyId = "E001"; // kept for legacy status calls if any
private string _playerId = "Player";
// SO 状态面板(按标签页缓存)
@@ -202,59 +214,88 @@ namespace BaseGames.Editor
_enemyStatusPanel = new VisualElement();
root.Add(_enemyStatusPanel);
root.Add(MakeSectionHeader("▶ 敌人类型选择"));
root.Add(MakeSectionHeader("▶ 敌人类型"));
root.Add(MakeHelpBox("选择要创建的具体敌人类型,对应 SO 工厂与场景放置按钮会自动切换。"));
var typeRow = new VisualElement { style = { flexDirection = FlexDirection.Row, marginBottom = 4 } };
for (int i = 0; i < EnemyTypeLabels.Length; i++)
var typeRow = new VisualElement();
typeRow.style.flexDirection = FlexDirection.Row;
typeRow.style.flexWrap = Wrap.Wrap;
typeRow.style.marginBottom = 4;
for (int i = 0; i < EnemyTypes.Length; i++)
{
int captured = i;
var (id, name) = EnemyTypes[i];
var btn = new Button(() =>
{
_enemyTypeIndex = captured;
// 高亮激活按钮(简单刷新所有同类按钮样式)
RefreshEnemyTypeButtons(root);
RefreshEnemyTypeButtons(typeRow);
RefreshEnemyTabContent(_enemyContentArea);
RefreshSOStatus();
})
{ text = EnemyTypeLabels[i] };
{ text = $"{id} {name}" };
btn.name = $"enemy-type-{i}";
btn.EnableInClassList("type-btn--active", i == _enemyTypeIndex);
typeRow.Add(btn);
}
root.Add(typeRow);
root.Add(MakeSectionHeader("▶ SO 资产工厂"));
root.Add(MakeHelpBox("每个敌人建议独立命名,便于 Loot / BD 资产管理。"));
var idRow = MakeLabeledTextField("敌人 ID", _enemyId, v => _enemyId = v);
root.Add(idRow);
var factory = MakeActionGroup();
factory.Add(MakeFactoryButton("EnemyStatsSO", () => CreateEnemyStat()));
factory.Add(MakeFactoryButton("LootTableSO", () => CreateLootTable()));
factory.Add(MakeFactoryButton("AttackPatternSO × 2", () => CreateEnemyAttackPatterns()));
factory.Add(MakeFactoryButton("DamageSourceSO", () => CreateEnemyDamageSource()));
root.Add(factory);
root.Add(MakeSeparator());
root.Add(MakeSectionHeader("▶ 场景搭建"));
root.Add(MakeHelpBox("根据选中的类型在场景中生成对应的敌人 GameObject。"));
var sceneGroup = MakeActionGroup();
sceneGroup.Add(MakeSceneButton("放置敌人到场景", PlaceSelectedEnemyType));
root.Add(sceneGroup);
_enemyContentArea = new VisualElement();
root.Add(_enemyContentArea);
RefreshEnemyTabContent(_enemyContentArea);
root.Add(MakeSeparator());
root.Add(MakeSectionHeader("▶ 专项编辑器"));
var jumpGroup = MakeActionGroup();
jumpGroup.Add(MakeJumpButton("Data Hub敌人数据", DataHubWindow.Open));
jumpGroup.Add(MakeJumpButton("SO 全局校验", SOValidationRunner.ValidateMenu));
jumpGroup.Add(MakeJumpButton("SO 全局校验", SOValidationRunner.ValidateMenu));
root.Add(jumpGroup);
return root;
}
private void RefreshEnemyTabContent(VisualElement container)
{
if (container == null) return;
container.Clear();
var (id, name) = EnemyTypes[_enemyTypeIndex];
string dir = $"{DataRoot}/Enemies/{id}";
string ablDir = $"{dir}/Abilities";
container.Add(MakeSectionHeader($"▶ SO 资产工厂({id} {name}"));
container.Add(MakeHelpBox($"统计 SO 路径:{dir}\n能力配置{ablDir}"));
var factory = MakeActionGroup();
factory.Add(MakeFactoryButton($"ENM_{id}_Stats.asset", () => { CreateEnemyStatsSO(id); RefreshSOStatus(); }));
factory.Add(MakeFactoryButton($"ENM_{id}_AnimConfig.asset", () => { CreateEnemyAnimConfigSO(id); RefreshSOStatus(); }));
foreach (var (ablName, ablId) in GetEnemyAbilityDefs(id))
{
string capturedName = ablName;
string capturedId = ablId;
factory.Add(MakeFactoryButton($"ABL_{id}_{capturedName}.asset",
() => { CreateEnemyAbilitySO(id, capturedName, capturedId); RefreshSOStatus(); }));
}
container.Add(factory);
var createAllBtn = new Button(() => { CreateAllEnemySOs(id); RefreshSOStatus(); })
{ text = $"★ 一键创建全部 {id} SO" };
createAllBtn.AddToClassList("wizard-create-all-btn");
container.Add(createAllBtn);
container.Add(MakeSeparator());
container.Add(MakeSectionHeader("▶ 场景搭建"));
container.Add(MakeHelpBox("在当前活动场景中放置完整组件树并自动绑定已有 SO。"));
var sceneGroup = MakeActionGroup();
string sceneLabel = $"放置 {id} {name} 到场景";
sceneGroup.Add(MakeSceneButton(sceneLabel, () => PlaceSpecificEnemy(id)));
container.Add(sceneGroup);
}
// ════════════════════════════════════════════════════════════════════════
// Boss 标签页
// Boss 标签页(嘲风专属)
// ════════════════════════════════════════════════════════════════════════
private VisualElement BuildBossTab()
@@ -265,27 +306,30 @@ namespace BaseGames.Editor
_bossStatusPanel = new VisualElement();
root.Add(_bossStatusPanel);
root.Add(MakeSectionHeader("▶ SO 资产工厂"));
root.Add(MakeHelpBox("每个 Boss 独立目录Assets/_Game/Data/Enemies/<BossId>/"));
var idRow = MakeLabeledTextField("Boss ID", _bossId, v => _bossId = v);
root.Add(idRow);
root.Add(MakeSectionHeader("▶ SO 资产工厂(嘲风 ChaoFeng"));
root.Add(MakeHelpBox("路径Assets/_Game/Data/Enemies/ChaoFeng/\n能力配置Assets/_Game/Data/Enemies/ChaoFeng/Abilities/"));
var factory = MakeActionGroup();
factory.Add(MakeFactoryButton("EnemyStatsSOBoss", () => CreateBossStat()));
factory.Add(MakeFactoryButton("LootTableSOBoss", () => CreateBossLoot()));
factory.Add(MakeFactoryButton("AttackPatternSO × 3阶段", () => CreateBossAttackPatterns()));
factory.Add(MakeFactoryButton("BossSkillSO × 3", () => CreateBossSkills()));
factory.Add(MakeFactoryButton("SkillSequenceSOPhase 1", () => CreateBossSkillSequence(1)));
factory.Add(MakeFactoryButton("SkillSequenceSOPhase 2", () => CreateBossSkillSequence(2)));
factory.Add(MakeFactoryButton("DamageSourceSO × 3", () => CreateBossDamageSources()));
factory.Add(MakeFactoryButton("ENM_ChaoFeng_Stats.asset", () => { CreateChaoFengStatsSO(); RefreshSOStatus(); }));
factory.Add(MakeFactoryButton("ENM_ChaoFeng_AnimConfig.asset",() => { CreateChaoFengAnimConfigSO(); RefreshSOStatus(); }));
factory.Add(MakeFactoryButton("ABL_ChaoFeng_Idle.asset", () => { CreateChaoFengSkillSO("Idle", "chaofeng_idle"); RefreshSOStatus(); }));
factory.Add(MakeFactoryButton("ABL_ChaoFeng_Slam.asset", () => { CreateChaoFengSkillSO("Slam", "chaofeng_slam"); RefreshSOStatus(); }));
factory.Add(MakeFactoryButton("ABL_ChaoFeng_Sweep.asset", () => { CreateChaoFengSkillSO("Sweep", "chaofeng_sweep"); RefreshSOStatus(); }));
factory.Add(MakeFactoryButton("ABL_ChaoFeng_WindBlade.asset", () => { CreateChaoFengSkillSO("WindBlade", "chaofeng_windblade"); RefreshSOStatus(); }));
factory.Add(MakeFactoryButton("ABL_ChaoFeng_Summon.asset", () => { CreateChaoFengSkillSO("Summon", "chaofeng_summon"); RefreshSOStatus(); }));
root.Add(factory);
var createAllBtn = new Button(() => { CreateAllChaoFengSOs(); RefreshSOStatus(); })
{ text = "★ 一键创建全部 ChaoFeng SO" };
createAllBtn.AddToClassList("wizard-create-all-btn");
root.Add(createAllBtn);
root.Add(MakeSeparator());
root.Add(MakeSectionHeader("▶ 场景搭建"));
root.Add(MakeHelpBox("放置嘲风完整组件树ChaoFengBoss + 浮空控制器 + 击倒计数 + Phase1 HitBox × 4 + 炮口 × 3。"));
var sceneGroup = MakeActionGroup();
sceneGroup.Add(MakeSceneButton("放置 Boss 到场景", SceneObjectPlacerTool.PlaceBossEnemy));
sceneGroup.Add(MakeSceneButton("放置嘲风到场景并绑定 SO", SceneObjectPlacerTool.PlaceChaoFeng));
root.Add(sceneGroup);
root.Add(MakeSeparator());
@@ -294,7 +338,7 @@ namespace BaseGames.Editor
var jumpGroup = MakeActionGroup();
jumpGroup.Add(MakeJumpButton("Boss 技能序列查看器", BossSkillSequenceWindow.OpenWindow));
jumpGroup.Add(MakeJumpButton("Data HubBoss技能", DataHubWindow.Open));
jumpGroup.Add(MakeJumpButton("SO 全局校验", SOValidationRunner.ValidateMenu));
jumpGroup.Add(MakeJumpButton("SO 全局校验", SOValidationRunner.ValidateMenu));
root.Add(jumpGroup);
return root;
@@ -507,96 +551,113 @@ namespace BaseGames.Editor
EditorUtility.DisplayDialog("指定完成", msg, "确定");
}
// ── SO 资产工厂:小怪 ────────────────────────────────────────────────
// ── SO 资产工厂:小怪(按类型) ───────────────────────────────────────────
private void CreateEnemyStat()
/// <summary>返回指定敌人类型的 (abilityFileName, abilityId) 定义列表。</summary>
private static (string ablName, string ablId)[] GetEnemyAbilityDefs(string enemyId) => enemyId switch
{
string dir = $"{DataRoot}/Enemies/{_enemyId}";
var asset = EditorScaffoldUtils.CreateSOAsset<EnemyStatsSO>(dir, $"ENM_{_enemyId}_Stats");
if (asset != null) RefreshSOStatus();
"E001" => new[] { ("Alert", "e001_alert"), ("Chase", "e001_chase") },
"E002" => new[] { ("Strike", "e002_strike") },
"E003" => new[] { ("Fall", "e003_fall") },
"E004" => new[] { ("Bite", "e004_bite"), ("Slam", "e004_slam"), ("Acid", "e004_acid"),
("Charge", "e004_charge"), ("Chase", "e004_chase") },
"E005" => new[] { ("Bite", "e005_bite"), ("Acid", "e005_acid") },
"E006" => new[] { ("Leap", "e006_leap"), ("Chase", "e006_chase") },
_ => System.Array.Empty<(string, string)>(),
};
private static void CreateEnemyStatsSO(string id)
{
string dir = $"Assets/_Game/Data/Enemies/{id}";
EditorScaffoldUtils.CreateSOAsset<EnemyStatsSO>(dir, $"ENM_{id}_Stats");
}
private void CreateLootTable()
private static void CreateEnemyAnimConfigSO(string id)
{
string dir = $"{DataRoot}/Enemies/{_enemyId}";
var asset = EditorScaffoldUtils.CreateSOAsset<LootTableSO>(dir, $"ENM_{_enemyId}_Loot");
if (asset != null) RefreshSOStatus();
string dir = $"Assets/_Game/Data/Enemies/{id}";
EditorScaffoldUtils.CreateSOAsset<EnemyAnimationConfigSO>(dir, $"ENM_{id}_AnimConfig");
}
private void CreateEnemyAttackPatterns()
private static void CreateEnemyAbilitySO(string enemyId, string ablName, string ablId)
{
string dir = $"{DataRoot}/Enemies/{_enemyId}";
foreach (var label in new[] { "Melee", "Ranged" })
EditorScaffoldUtils.CreateSOAsset<AttackPatternSO>(dir, $"ENM_{_enemyId}_Pattern_{label}");
RefreshSOStatus();
}
private void CreateEnemyDamageSource()
{
string dir = $"{DataRoot}/Enemies/{_enemyId}";
EditorScaffoldUtils.CreateSOAsset<DamageSourceSO>(dir, $"ENM_{_enemyId}_DS");
RefreshSOStatus();
}
// ── SO 资产工厂Boss ─────────────────────────────────────────────────
private void CreateBossStat()
{
string dir = $"{DataRoot}/Enemies/{_bossId}";
EditorScaffoldUtils.CreateSOAsset<EnemyStatsSO>(dir, $"ENM_{_bossId}_Stats");
RefreshSOStatus();
}
private void CreateBossLoot()
{
string dir = $"{DataRoot}/Enemies/{_bossId}";
EditorScaffoldUtils.CreateSOAsset<LootTableSO>(dir, $"ENM_{_bossId}_Loot");
RefreshSOStatus();
}
private void CreateBossAttackPatterns()
{
string dir = $"{DataRoot}/Enemies/{_bossId}/Patterns";
foreach (var label in new[] { "Phase1", "Phase2_A", "Phase2_B" })
EditorScaffoldUtils.CreateSOAsset<AttackPatternSO>(dir, $"ENM_{_bossId}_Pattern_{label}");
RefreshSOStatus();
}
private void CreateBossSkills()
{
string dir = $"{DataRoot}/Enemies/{_bossId}/Skills";
foreach (var label in new[] { "Skill_Slam", "Skill_Sweep", "Skill_Summon" })
EditorScaffoldUtils.CreateSOAsset<BossSkillSO>(dir, $"SKL_{_bossId}_{label}");
RefreshSOStatus();
}
private void CreateBossSkillSequence(int phase)
{
string dir = $"{DataRoot}/Enemies/{_bossId}/Skills";
EditorScaffoldUtils.CreateSOAsset<SkillSequenceSO>(dir, $"SKL_{_bossId}_Phase{phase}_Sequence");
RefreshSOStatus();
}
private void CreateBossDamageSources()
{
string dir = $"{DataRoot}/Enemies/{_bossId}/DamageSources";
foreach (var label in new[] { "Slam", "Sweep", "Projectile" })
EditorScaffoldUtils.CreateSOAsset<DamageSourceSO>(dir, $"ENM_{_bossId}_DS_{label}");
RefreshSOStatus();
}
// ── 场景搭建 ──────────────────────────────────────────────────────────
private void PlaceSelectedEnemyType()
{
switch (_enemyTypeIndex)
string dir = $"Assets/_Game/Data/Enemies/{enemyId}/Abilities";
string name = $"ABL_{enemyId}_{ablName}";
var so = EditorScaffoldUtils.CreateSOAsset<EnemyAbilitySO>(dir, name);
// Set abilityId on newly-created SO (skip if already existed = null returned)
if (so != null)
{
case 0: SceneObjectPlacerTool.PlaceEnemy(); break;
case 1: SceneObjectPlacerTool.PlaceEnemy(); break; // 复用,类型通过 SO 区分
case 2: SceneObjectPlacerTool.PlaceEnemy(); break;
so.abilityId = ablId;
EditorUtility.SetDirty(so);
AssetDatabase.SaveAssets();
}
}
private static void CreateAllEnemySOs(string id)
{
CreateEnemyStatsSO(id);
CreateEnemyAnimConfigSO(id);
foreach (var (ablName, ablId) in GetEnemyAbilityDefs(id))
CreateEnemyAbilitySO(id, ablName, ablId);
AssetDatabase.SaveAssets();
EditorUtility.DisplayDialog("创建完成",
$"全部 {id} SO 已创建(已存在的跳过)。\n请放置到场景后检查组件绑定。", "确定");
}
private static void PlaceSpecificEnemy(string id)
{
switch (id)
{
case "E001": SceneObjectPlacerTool.PlaceE001_CaoZhi(); break;
case "E002": SceneObjectPlacerTool.PlaceE002_HuangZhi(); break;
case "E003": SceneObjectPlacerTool.PlaceE003_YouZhi_Enemy(); break;
case "E004": SceneObjectPlacerTool.PlaceE004_ZhiMu_Enemy(); break;
case "E005": SceneObjectPlacerTool.PlaceE005_FeiZhi_Enemy(); break;
case "E006": SceneObjectPlacerTool.PlaceE006_Huan(); break;
default: SceneObjectPlacerTool.PlaceEnemy(); break;
}
}
// ── SO 资产工厂:嘲风 Boss ─────────────────────────────────────────────
private static void CreateChaoFengStatsSO()
{
string dir = "Assets/_Game/Data/Enemies/ChaoFeng";
EditorScaffoldUtils.CreateSOAsset<EnemyStatsSO>(dir, "ENM_ChaoFeng_Stats");
}
private static void CreateChaoFengAnimConfigSO()
{
string dir = "Assets/_Game/Data/Enemies/ChaoFeng";
EditorScaffoldUtils.CreateSOAsset<EnemyAnimationConfigSO>(dir, "ENM_ChaoFeng_AnimConfig");
}
private static void CreateChaoFengSkillSO(string skillName, string skillId)
{
string dir = "Assets/_Game/Data/Enemies/ChaoFeng/Abilities";
string name = $"ABL_ChaoFeng_{skillName}";
var so = EditorScaffoldUtils.CreateSOAsset<BossSkillSO>(dir, name);
if (so != null)
{
EditorUtility.SetDirty(so);
AssetDatabase.SaveAssets();
}
}
private static void CreateAllChaoFengSOs()
{
CreateChaoFengStatsSO();
CreateChaoFengAnimConfigSO();
foreach (var (n, id) in new[] { ("Idle","chaofeng_idle"), ("Slam","chaofeng_slam"),
("Sweep","chaofeng_sweep"), ("WindBlade","chaofeng_windblade"),
("Summon","chaofeng_summon") })
CreateChaoFengSkillSO(n, id);
AssetDatabase.SaveAssets();
EditorUtility.DisplayDialog("创建完成",
"全部嘲风 SO 已创建(已存在的跳过)。\n放置到场景后检查 BossSkillExecutor._skills 绑定。", "确定");
}
// ── 场景搭建(已移至 RefreshEnemyTabContent 内的内联按钮) ─────────────
// ── SO 状态面板刷新 ───────────────────────────────────────────────────
private void RefreshSOStatus()
@@ -636,16 +697,19 @@ namespace BaseGames.Editor
if (_enemyStatusPanel == null) return;
_enemyStatusPanel.Clear();
string dir = $"{DataRoot}/Enemies/{_enemyId}";
var checks = new (string label, UnityEngine.Object asset)[]
{
("EnemyStatsSO", FindAtPath<EnemyStatsSO>($"{dir}/ENM_{_enemyId}_Stats.asset")),
("LootTableSO", FindAtPath<LootTableSO>($"{dir}/ENM_{_enemyId}_Loot.asset")),
("AttackPatternSO×2", FindAtPath<AttackPatternSO>($"{dir}/ENM_{_enemyId}_Pattern_Melee.asset")),
("DamageSourceSO", FindAtPath<DamageSourceSO>($"{dir}/ENM_{_enemyId}_DS.asset")),
};
var (id, name) = EnemyTypes[_enemyTypeIndex];
string dir = $"{DataRoot}/Enemies/{id}";
string ablDir = $"{dir}/Abilities";
_enemyStatusPanel.Add(MakeStatusGrid(checks));
var items = new List<(string label, UnityEngine.Object asset)>
{
($"ENM_{id}_Stats", FindAtPath<EnemyStatsSO>($"{dir}/ENM_{id}_Stats.asset")),
($"ENM_{id}_AnimConfig",FindAtPath<EnemyAnimationConfigSO>($"{dir}/ENM_{id}_AnimConfig.asset")),
};
foreach (var (ablName, _) in GetEnemyAbilityDefs(id))
items.Add(($"ABL_{id}_{ablName}", FindAtPath<EnemyAbilitySO>($"{ablDir}/ABL_{id}_{ablName}.asset")));
_enemyStatusPanel.Add(MakeStatusGrid(items.ToArray()));
}
private void BuildBossStatus()
@@ -653,15 +717,17 @@ namespace BaseGames.Editor
if (_bossStatusPanel == null) return;
_bossStatusPanel.Clear();
string dir = $"{DataRoot}/Enemies/{_bossId}";
const string dir = "Assets/_Game/Data/Enemies/ChaoFeng";
const string ablDir = "Assets/_Game/Data/Enemies/ChaoFeng/Abilities";
var checks = new (string label, UnityEngine.Object asset)[]
{
("EnemyStatsSOBoss", FindAtPath<EnemyStatsSO>($"{dir}/ENM_{_bossId}_Stats.asset")),
("LootTableSO", FindAtPath<LootTableSO>($"{dir}/ENM_{_bossId}_Loot.asset")),
("AttackPatternSOPhase1", FindAtPath<AttackPatternSO>($"{dir}/Patterns/ENM_{_bossId}_Pattern_Phase1.asset")),
("BossSkillSO≥1", EditorScaffoldUtils.FindAllAssetsOfType<BossSkillSO>()
.FirstOrDefault(s => s.name.StartsWith("SKL_" + _bossId, StringComparison.OrdinalIgnoreCase))),
("SkillSequenceSOPhase1", FindAtPath<SkillSequenceSO>($"{dir}/Skills/SKL_{_bossId}_Phase1_Sequence.asset")),
("ENM_ChaoFeng_Stats", FindAtPath<EnemyStatsSO>($"{dir}/ENM_ChaoFeng_Stats.asset")),
("ENM_ChaoFeng_AnimConfig",FindAtPath<EnemyAnimationConfigSO>($"{dir}/ENM_ChaoFeng_AnimConfig.asset")),
("ABL_ChaoFeng_Idle", FindAtPath<BossSkillSO>($"{ablDir}/ABL_ChaoFeng_Idle.asset")),
("ABL_ChaoFeng_Slam", FindAtPath<BossSkillSO>($"{ablDir}/ABL_ChaoFeng_Slam.asset")),
("ABL_ChaoFeng_Sweep", FindAtPath<BossSkillSO>($"{ablDir}/ABL_ChaoFeng_Sweep.asset")),
("ABL_ChaoFeng_WindBlade", FindAtPath<BossSkillSO>($"{ablDir}/ABL_ChaoFeng_WindBlade.asset")),
("ABL_ChaoFeng_Summon", FindAtPath<BossSkillSO>($"{ablDir}/ABL_ChaoFeng_Summon.asset")),
};
_bossStatusPanel.Add(MakeStatusGrid(checks));
@@ -782,11 +848,11 @@ namespace BaseGames.Editor
return row;
}
private void RefreshEnemyTypeButtons(VisualElement tabRoot)
private void RefreshEnemyTypeButtons(VisualElement typeRow)
{
for (int i = 0; i < EnemyTypeLabels.Length; i++)
for (int i = 0; i < EnemyTypes.Length; i++)
{
var btn = tabRoot.Q<Button>($"enemy-type-{i}");
var btn = typeRow.Q<Button>($"enemy-type-{i}");
btn?.EnableInClassList("type-btn--active", i == _enemyTypeIndex);
}
}