feat: Add SkillModule and WeaponModule for managing skills and weapons
- Implemented SkillModule to manage FormSkillSO assets with a detailed UI for editing and displaying skill properties. - Implemented WeaponModule to manage WeaponSO assets with a detailed UI for editing and displaying weapon properties. - Created AssetOperations class for centralized CRUD operations on ScriptableObject assets, including create, rename, delete, and clone functionalities. - Added DetailHeader for displaying and renaming asset names in the UI. - Introduced SoListPane for a reusable ScriptableObject list panel with search functionality and context menus. - Added meta files for all new scripts to ensure proper asset management in Unity.
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@@ -1,347 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor;
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using UnityEditor.UIElements;
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using UnityEngine;
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using UnityEngine.UIElements;
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using BaseGames.Enemies;
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namespace BaseGames.Editor.Enemies
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{
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/// <summary>
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/// 敌人数据管理窗口(W-05)。
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/// 技术:UI Toolkit TwoPaneSplitView + 手动标签页。
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/// 菜单:BaseGames / Data / Enemy Data Manager
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///
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/// 左栏:可搜索的 EnemyStatsSO 列表 + [新建] 按钮。
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/// 右栏两个标签页:
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/// Stats — EnemyStatsSO 完整属性编辑
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/// Loot — LootTableSO 浏览与编辑
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/// </summary>
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public class EnemyDataWindow : EditorWindow
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{
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private static readonly StyleSheet _sharedUSS;
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static EnemyDataWindow()
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{
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_sharedUSS = AssetDatabase.LoadAssetAtPath<StyleSheet>(
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"Assets/_Game/Scripts/Editor/UIToolkit/Editor.uss");
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}
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[MenuItem("BaseGames/Data/Enemy Data Manager", priority = 102)]
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public static void Open()
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{
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var wnd = GetWindow<EnemyDataWindow>();
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wnd.titleContent = new GUIContent("Enemy Data Manager");
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wnd.minSize = new Vector2(720, 420);
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}
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// ── 状态 ─────────────────────────────────────────────────────────────
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private List<EnemyStatsSO> _enemies = new();
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private List<EnemyStatsSO> _filtered = new();
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private List<LootTableSO> _lootTables = new();
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private List<LootTableSO> _lootFiltered = new();
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private ListView _enemyList;
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private ListView _lootList;
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private VisualElement _detailRoot; // Stats 标签页 Loot 详情区
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private ScrollView _lootDetailRoot; // Loot 标签页 LootTable 详情区
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private VisualElement _tabStats;
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private VisualElement _tabLoot;
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private Button _btnStats;
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private Button _btnLoot;
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private string _searchText = "";
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private string _lootSearchText = "";
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private int _activeTab = 0; // 0=Stats, 1=Loot
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private InspectorElement _statsInspector;
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private InspectorElement _lootInspector;
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// ── 生命周期 ──────────────────────────────────────────────────────────
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public void CreateGUI()
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{
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if (_sharedUSS != null)
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rootVisualElement.styleSheets.Add(_sharedUSS);
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// Toolbar
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var toolbar = new Toolbar();
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var searchField = new ToolbarSearchField { style = { flexGrow = 1 } };
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searchField.RegisterValueChangedCallback(e => { _searchText = e.newValue; RefreshEnemyFilter(); });
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searchField.tooltip = "按名称 / ID 过滤 EnemyStatsSO 列表";
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toolbar.Add(searchField);
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var btnCreate = new ToolbarButton(CreateNewEnemyStats) { text = "+ 新建敌人" };
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var btnRefresh = new ToolbarButton(RefreshAll) { text = "↺" };
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btnRefresh.tooltip = "重新扫描 Project 中的资产";
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toolbar.Add(btnCreate);
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toolbar.Add(btnRefresh);
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rootVisualElement.Add(toolbar);
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// Split view
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var split = new TwoPaneSplitView(0, 230, TwoPaneSplitViewOrientation.Horizontal);
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// ── 左栏:敌人列表 ────────────────────────────────────────────
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var leftPane = new VisualElement { style = { minWidth = 150 } };
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_enemyList = new ListView
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{
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selectionType = SelectionType.Single,
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fixedItemHeight = 22,
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makeItem = MakeEnemyItem,
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bindItem = BindEnemyItem,
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style = { flexGrow = 1 },
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};
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_enemyList.selectionChanged += OnEnemySelected;
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leftPane.Add(_enemyList);
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split.Add(leftPane);
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// ── 右栏:标签页 + 内容 ───────────────────────────────────────
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var rightPane = new VisualElement { style = { flexGrow = 1 } };
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// 标签页按钮栏
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var tabBar = new VisualElement();
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tabBar.AddToClassList("tab-bar");
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_btnStats = new Button(() => ActivateTab(0)) { text = "Stats" };
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_btnLoot = new Button(() => ActivateTab(1)) { text = "Loot Table" };
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_btnStats.AddToClassList("tab-button");
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_btnLoot.AddToClassList("tab-button");
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tabBar.Add(_btnStats);
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tabBar.Add(_btnLoot);
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rightPane.Add(tabBar);
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// Stats 面板
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_tabStats = new ScrollView { style = { flexGrow = 1 } };
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_tabStats.AddToClassList("detail-panel");
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rightPane.Add(_tabStats);
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// Loot 面板(初始隐藏)
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_tabLoot = BuildLootPanel();
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_tabLoot.style.display = DisplayStyle.None;
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rightPane.Add(_tabLoot);
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split.Add(rightPane);
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rootVisualElement.Add(split);
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ActivateTab(0);
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RefreshAll();
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}
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private void OnFocus() => RefreshAll();
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// ── 标签页切换 ────────────────────────────────────────────────────────
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private void ActivateTab(int tab)
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{
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_activeTab = tab;
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_tabStats.style.display = tab == 0 ? DisplayStyle.Flex : DisplayStyle.None;
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_tabLoot.style.display = tab == 1 ? DisplayStyle.Flex : DisplayStyle.None;
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_btnStats.EnableInClassList("tab-button--active", tab == 0);
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_btnLoot.EnableInClassList("tab-button--active", tab == 1);
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}
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// ── 敌人列表 ──────────────────────────────────────────────────────────
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private void RefreshAll()
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{
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_enemies = EditorScaffoldUtils.FindAllAssetsOfType<EnemyStatsSO>();
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_enemies.Sort((a, b) => string.Compare(a.name, b.name, StringComparison.OrdinalIgnoreCase));
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_lootTables = EditorScaffoldUtils.FindAllAssetsOfType<LootTableSO>();
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_lootTables.Sort((a, b) => string.Compare(a.name, b.name, StringComparison.OrdinalIgnoreCase));
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RefreshEnemyFilter();
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RefreshLootFilter();
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}
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private void RefreshEnemyFilter()
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{
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_filtered = string.IsNullOrEmpty(_searchText)
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? new List<EnemyStatsSO>(_enemies)
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: _enemies.Where(e => e != null &&
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e.name.Contains(_searchText, StringComparison.OrdinalIgnoreCase)).ToList();
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_enemyList.itemsSource = _filtered;
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_enemyList.Rebuild();
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}
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private static VisualElement MakeEnemyItem()
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{
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var label = new Label();
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label.AddToClassList("list-item");
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return label;
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}
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private void BindEnemyItem(VisualElement element, int index)
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{
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var label = (Label)element;
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var enemy = _filtered.Count > index ? _filtered[index] : null;
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label.text = enemy != null ? enemy.name : "(null)";
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}
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private void OnEnemySelected(IEnumerable<object> items)
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{
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_tabStats.Clear();
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_statsInspector = null;
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var enemy = items.FirstOrDefault() as EnemyStatsSO;
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if (enemy == null) return;
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// 数值快览条
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BuildStatsPreview(enemy);
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// 完整属性编辑
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_statsInspector = new InspectorElement(enemy);
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_tabStats.Add(_statsInspector);
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// 操作按钮
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var btnRow = new VisualElement();
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btnRow.AddToClassList("action-buttons");
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btnRow.Add(new Button(() => EditorScaffoldUtils.PingAndSelect(enemy)) { text = "在 Project 中定位" });
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btnRow.Add(new Button(() => Selection.activeObject = enemy) { text = "在 Inspector 中打开" });
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btnRow.Add(new Button(() => CloneEnemy(enemy)) { text = "克隆为变体…" });
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_tabStats.Add(btnRow);
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}
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private void BuildStatsPreview(EnemyStatsSO e)
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{
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var row = new VisualElement();
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row.AddToClassList("stats-preview");
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void Stat(string label, string val)
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{
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row.Add(new Label(label) { style = { color = new Color(0.65f, 0.65f, 0.65f), marginRight = 3 } });
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row.Add(new Label(val) { style = { marginRight = 14, unityFontStyleAndWeight = FontStyle.Bold } });
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}
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Stat("HP:", $"{e.MaxHP}");
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Stat("DEF:", $"{e.Defense}");
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Stat("ATK:", $"{e.AttackDamage}");
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Stat("SPD:", $"{e.WalkSpeed}/{e.RunSpeed}");
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Stat("范围:", $"{e.AttackRange:F1}");
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Stat("视野:", $"{e.DetectRange:F1}");
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_tabStats.Add(row);
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}
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private void CloneEnemy(EnemyStatsSO source)
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{
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string name = source.name;
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string clone = EditorUtility.SaveFilePanelInProject(
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"克隆敌人配置", $"{name}_Clone", "asset",
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"选择克隆 EnemyStatsSO 的保存路径");
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if (string.IsNullOrEmpty(clone)) return;
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var asset = Instantiate(source);
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AssetDatabase.CreateAsset(asset, clone);
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AssetDatabase.SaveAssets();
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EditorScaffoldUtils.PingAndSelect(asset);
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RefreshAll();
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}
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// ── Loot Table 面板 ───────────────────────────────────────────────────
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private VisualElement BuildLootPanel()
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{
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var container = new VisualElement { style = { flexGrow = 1 } };
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// Loot 搜索栏
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var lootToolbar = new Toolbar();
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var lootSearch = new ToolbarSearchField { style = { flexGrow = 1 } };
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lootSearch.RegisterValueChangedCallback(e => { _lootSearchText = e.newValue; RefreshLootFilter(); });
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lootSearch.tooltip = "过滤 LootTableSO 列表";
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lootToolbar.Add(lootSearch);
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var btnCreateLoot = new ToolbarButton(CreateNewLootTable) { text = "+ 新建 LootTable" };
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lootToolbar.Add(btnCreateLoot);
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container.Add(lootToolbar);
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// 左右分割:Loot 列表 + Loot 详情
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var lootSplit = new TwoPaneSplitView(0, 200, TwoPaneSplitViewOrientation.Horizontal);
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var lootLeft = new VisualElement { style = { minWidth = 120 } };
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_lootList = new ListView
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{
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selectionType = SelectionType.Single,
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fixedItemHeight = 22,
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makeItem = () => { var l = new Label(); l.AddToClassList("list-item"); return l; },
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bindItem = (el, idx) =>
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{
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var lbl = (Label)el;
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var loot = _lootFiltered.Count > idx ? _lootFiltered[idx] : null;
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lbl.text = loot?.name ?? "(null)";
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},
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style = { flexGrow = 1 },
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};
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_lootList.selectionChanged += OnLootSelected;
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lootLeft.Add(_lootList);
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lootSplit.Add(lootLeft);
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_lootDetailRoot = new ScrollView { style = { flexGrow = 1 } };
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_lootDetailRoot.AddToClassList("detail-panel");
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lootSplit.Add(_lootDetailRoot);
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container.Add(lootSplit);
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return container;
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}
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private void RefreshLootFilter()
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{
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_lootFiltered = string.IsNullOrEmpty(_lootSearchText)
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? new List<LootTableSO>(_lootTables)
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: _lootTables.Where(l => l != null &&
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l.name.Contains(_lootSearchText, StringComparison.OrdinalIgnoreCase)).ToList();
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_lootList.itemsSource = _lootFiltered;
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_lootList.Rebuild();
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}
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private void OnLootSelected(IEnumerable<object> items)
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{
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_lootDetailRoot.Clear();
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_lootInspector = null;
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var loot = items.FirstOrDefault() as LootTableSO;
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if (loot == null) return;
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var title = new Label($"Loot:{loot.name}")
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{
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style = { fontSize = 13, unityFontStyleAndWeight = FontStyle.Bold, marginBottom = 6 }
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};
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_lootDetailRoot.Add(title);
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// 简要统计
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int entryCount = loot.Entries?.Length ?? 0;
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_lootDetailRoot.Add(new Label($"条目数:{entryCount} 保底 LingZhu:{loot.GuaranteedLingZhuMin}–{loot.GuaranteedLingZhuMax}")
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{
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style = { color = new Color(0.7f, 0.7f, 0.7f), marginBottom = 4 }
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});
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_lootInspector = new InspectorElement(loot);
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_lootDetailRoot.Add(_lootInspector);
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var btnRow = new VisualElement();
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btnRow.AddToClassList("action-buttons");
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btnRow.Add(new Button(() => EditorScaffoldUtils.PingAndSelect(loot)) { text = "在 Project 中定位" });
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btnRow.Add(new Button(() => Selection.activeObject = loot) { text = "在 Inspector 中打开" });
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_lootDetailRoot.Add(btnRow);
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}
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// ── 新建资产 ──────────────────────────────────────────────────────────
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private void CreateNewEnemyStats()
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{
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var asset = EditorScaffoldUtils.CreateSOAsset<EnemyStatsSO>(
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"Assets/_Game/Data/Enemies", "ENM_New_Stats");
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if (asset != null) RefreshAll();
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}
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private void CreateNewLootTable()
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{
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var asset = EditorScaffoldUtils.CreateSOAsset<LootTableSO>(
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"Assets/_Game/Data/Enemies", "ENM_New_Loot");
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if (asset != null) RefreshAll();
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}
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 3a95bf3e8be76e44881b0efa6a42f753
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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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Reference in New Issue
Block a user