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.
This commit is contained in:
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Assets/_Game/Scripts/Editor/Modules/EnemyModule.cs
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Assets/_Game/Scripts/Editor/Modules/EnemyModule.cs
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using System;
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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.Modules
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{
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/// <summary>
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/// DataHub 敌人模块 —— Tab 切换管理 EnemyStatsSO 和 LootTableSO。
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/// </summary>
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public class EnemyModule : IDataModule
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{
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private const string StatsFolder = "Assets/_Game/Data/Enemies/Stats";
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private const string LootFolder = "Assets/_Game/Data/Enemies/Loot";
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public string ModuleId => "enemy";
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public string DisplayName => "敌人";
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public string IconName => "d_Avatar Icon";
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private int _activeTab = 0; // 0=Stats, 1=Loot
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private SoListPane<EnemyStatsSO> _statsPane;
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private SoListPane<LootTableSO> _lootPane;
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private VisualElement _listContainer;
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private Action<UnityEngine.Object> _onSelected;
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private DetailHeader _header;
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private EnemyStatsSO _selectedStats;
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private LootTableSO _selectedLoot;
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public void Initialize()
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{
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_statsPane = new SoListPane<EnemyStatsSO>(StatsFolder, "ENM_");
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_statsPane.SelectionChanged = s => { _selectedStats = s; _onSelected?.Invoke(s); };
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_lootPane = new SoListPane<LootTableSO>(LootFolder, "ENM_Loot_");
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_lootPane.SelectionChanged = l => { _selectedLoot = l; _onSelected?.Invoke(l); };
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}
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public void BuildListPane(VisualElement container, Action<UnityEngine.Object> onSelected)
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{
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_onSelected = onSelected;
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_listContainer = container;
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container.style.flexDirection = FlexDirection.Column;
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// Tab bar
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var tabBar = new VisualElement();
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tabBar.style.flexDirection = FlexDirection.Row;
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tabBar.style.borderBottomWidth = 1;
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tabBar.style.borderBottomColor = new StyleColor(new Color(0.5f, 0.5f, 0.5f, 0.3f));
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container.Add(tabBar);
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var btnStats = BuildTabBtn("属性 (Stats)", 0, tabBar);
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var btnLoot = BuildTabBtn("掉落 (Loot)", 1, tabBar);
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// 列表区域占位
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var listArea = new VisualElement();
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listArea.style.flexGrow = 1;
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container.Add(listArea);
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ShowTab(0, listArea, new[] { btnStats, btnLoot });
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btnStats.clicked += () => ShowTab(0, listArea, new[] { btnStats, btnLoot });
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btnLoot.clicked += () => ShowTab(1, listArea, new[] { btnStats, btnLoot });
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_statsPane.Refresh();
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_lootPane.Refresh();
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}
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public void BuildDetailPane(VisualElement container, UnityEngine.Object selected)
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{
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_header = new DetailHeader();
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_header.SetAsset(selected);
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_header.RenameRequested += name => OnRenameRequested(selected, name);
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container.Add(_header);
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if (selected == null) return;
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if (selected is EnemyStatsSO stats)
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{
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container.Add(BuildStatsCard(stats));
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container.Add(BuildActionBar(stats, StatsFolder, _statsPane));
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container.Add(SkillModule.MakeDivider());
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var insp = new InspectorElement(stats);
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insp.style.flexGrow = 1;
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container.Add(insp);
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}
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else if (selected is LootTableSO loot)
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{
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container.Add(BuildLootCard(loot));
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container.Add(BuildActionBar(loot, LootFolder, _lootPane));
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container.Add(SkillModule.MakeDivider());
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var insp = new InspectorElement(loot);
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insp.style.flexGrow = 1;
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container.Add(insp);
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}
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}
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public void OnActivated()
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{
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_statsPane?.Refresh();
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_lootPane?.Refresh();
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}
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// ── 内部 ─────────────────────────────────────────────────────────────
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private Button BuildTabBtn(string text, int tabIdx, VisualElement bar)
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{
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var btn = new Button { text = text };
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btn.style.flexGrow = 1;
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btn.style.paddingTop = 5;
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btn.style.paddingBottom = 5;
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btn.style.borderTopLeftRadius = 0;
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btn.style.borderTopRightRadius = 0;
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btn.style.borderBottomLeftRadius = 0;
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btn.style.borderBottomRightRadius = 0;
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btn.style.borderLeftWidth = 0;
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btn.style.borderRightWidth = 0;
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btn.style.borderTopWidth = 0;
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btn.style.borderBottomWidth = 0;
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btn.style.backgroundColor = new StyleColor(Color.clear);
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btn.userData = tabIdx;
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bar.Add(btn);
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return btn;
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}
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private void ShowTab(int tab, VisualElement area, Button[] tabBtns)
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{
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_activeTab = tab;
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area.Clear();
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for (int i = 0; i < tabBtns.Length; i++)
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{
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if (i == tab)
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{
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tabBtns[i].style.borderBottomWidth = 2;
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tabBtns[i].style.borderBottomColor = new StyleColor(new Color(0.4f, 0.65f, 1f, 1f));
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tabBtns[i].style.opacity = 1f;
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}
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else
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{
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tabBtns[i].style.borderBottomWidth = 0;
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tabBtns[i].style.opacity = 0.65f;
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}
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}
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if (tab == 0) { _statsPane.style.flexGrow = 1; area.Add(_statsPane); }
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else { _lootPane.style.flexGrow = 1; area.Add(_lootPane); }
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}
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private void OnRenameRequested(UnityEngine.Object asset, string newName)
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{
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var (ok, err) = AssetOperations.Rename(asset, newName);
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if (!ok) EditorUtility.DisplayDialog("重命名失败", err, "确定");
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else
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{
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_header.SetAsset(asset);
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if (_activeTab == 0) _statsPane.Invalidate();
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else _lootPane.Invalidate();
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}
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}
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private static VisualElement BuildStatsCard(EnemyStatsSO s)
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{
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var card = SkillModule.MakeCard();
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SkillModule.AddChip(card, "HP", s.MaxHP.ToString());
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SkillModule.AddChip(card, "防御", s.Defense.ToString());
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SkillModule.AddChip(card, "移速", $"{s.WalkSpeed}/{s.RunSpeed}");
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SkillModule.AddChip(card, "攻击", s.AttackDamage.ToString());
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SkillModule.AddChip(card, "感知", $"{s.DetectRange}m");
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return card;
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}
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private static VisualElement BuildLootCard(LootTableSO l)
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{
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var card = SkillModule.MakeCard();
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SkillModule.AddChip(card, "掉落项", (l.Entries?.Length ?? 0).ToString());
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SkillModule.AddChip(card, "灵珠保底", $"{l.GuaranteedLingZhuMin}-{l.GuaranteedLingZhuMax}");
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return card;
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}
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private VisualElement BuildActionBar<T>(T asset, string folder, SoListPane<T> pane)
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where T : ScriptableObject
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{
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var bar = SkillModule.MakeActionBar();
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new Button(() => { EditorGUIUtility.PingObject(asset); Selection.activeObject = asset; })
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{ text = "定位" }.AlsoAddTo(bar);
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new Button(() => { var c = AssetOperations.Clone(asset, folder); if (c != null) pane.Refresh(c); })
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{ text = "克隆..." }.AlsoAddTo(bar);
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var del = new Button(() => { if (AssetOperations.Delete(asset)) pane.Refresh(null); }) { text = "删除" };
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del.style.borderLeftColor = new StyleColor(new Color(0.8f, 0.3f, 0.3f, 0.6f));
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del.style.borderRightColor = new StyleColor(new Color(0.8f, 0.3f, 0.3f, 0.6f));
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del.style.borderTopColor = new StyleColor(new Color(0.8f, 0.3f, 0.3f, 0.6f));
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del.style.borderBottomColor = new StyleColor(new Color(0.8f, 0.3f, 0.3f, 0.6f));
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del.style.borderLeftWidth = 1;
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del.style.borderRightWidth = 1;
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del.style.borderTopWidth = 1;
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del.style.borderBottomWidth = 1;
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del.style.marginLeft = 8;
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del.AlsoAddTo(bar);
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return bar;
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}
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}
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}
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