feat(editor): DataHub 新增敌人能力总览表格,补回删旧 Boss 轨时丢的编辑器视图

删除 BossSkillModule / BossSkillSequenceWindow 后能力资产没有任何编辑器总览
(spec §6.4 记为待补)。本次补上,但不照搬「列表 + 详情」的标准形态:

能力资产按敌人分散在 Data/Enemies/{敌人}/Abilities/ 下,逐个点开看不出问题;
真正需要的是横向对比——同一敌人的招之间射程/权重/冷却是否成比例、有没有
Attack 类却射程为 0 的死招。所以做成一张跨敌人的对比表,表格本身就是导航:
点行即选中资产,Inspector 出现在表格下方。列均可点击排序。

两点刻意的设计:

- 问题列直接调资产自己的 Validate(),不在表格里另写一份判定规则。否则 SO 侧
  改了规则,表格会继续按旧规则报。
- 不提供新建。能力有类型化子类且必须落到对应敌人目录,这两件事由角色向导保证
  (CLAUDE.md 第 2 条不裸建);模块只给一个跳转向导的按钮。

取数与排序抽成纯函数(EnemyAbilityOverview)与 UI 分离:UIElements 构建不可单测,
而表格真正会出错的是「归属怎么从路径推导」「问题从哪来」「排序对不对」,
这三处都是纯逻辑,抽出来即可覆盖。

spec 里还提到「阶段一览」,本次不做且不打算做:阶段现在归 BossPhaseAbilityGate
(预制体上的组件),不在 SO 上,配方/资产层看不到它——与 ApproachAttackEngagement
无法在配方层校验选招器是同一类边界。

验证:编译 0 错;EditMode 279/279(273 + 新增 6)。
UI 路径另做程序化冒烟(单测覆盖不到):模块被 DataHubWindow 自动发现并排在
「敌人」之后,两个面板构建无异常,表格 18 行 = 项目 18 个能力资产;
过滤实测 18 / 仅 Attack 5 / 仅有问题 0(与 SO 校验"全部合法"一致),
归属降序首行为 E006 符合序数排序。

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
2026-08-03 13:09:05 +08:00
co-authored by Claude Opus 5
parent 1e3c060c8d
commit bb577f01a8
8 changed files with 586 additions and 0 deletions
@@ -11,6 +11,7 @@
"BaseGames.Core.Events", "BaseGames.Core.Events",
"BaseGames.Core.Save", "BaseGames.Core.Save",
"BaseGames.EventChain", "BaseGames.EventChain",
"BaseGames.Editor",
"UnityEngine.TestRunner", "UnityEngine.TestRunner",
"UnityEditor.TestRunner" "UnityEditor.TestRunner"
], ],
+8
View File
@@ -0,0 +1,8 @@
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guid: b6d8451861294544a83ef2430a0932fe
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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@@ -0,0 +1,146 @@
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using UnityEngine;
using BaseGames.Editor.Modules;
using BaseGames.Enemies.Abilities;
namespace BaseGames.Tests.EditMode.EditorTools
{
/// <summary>
/// 能力总览表格的取数与排序。UI 构建不可测,所以把「一行长什么样」「怎么排序」
/// 「问题从哪来」抽成纯函数放这里——表格真正会出错的也正是这三处。
/// </summary>
public class EnemyAbilityOverviewTests
{
private readonly List<EnemyAbilitySO> _created = new List<EnemyAbilitySO>();
[TearDown]
public void TearDown()
{
// 项目关闭了 Domain/Scene Reload:断言失败会跳过用例后续语句,
// 清理必须放在 TearDown,否则失败一次就往内存里漏一个 SO。
foreach (var so in _created) if (so != null) Object.DestroyImmediate(so);
_created.Clear();
}
private EnemyAbilitySO MakeAbility(
string id, AbilityCategory category = AbilityCategory.None,
float range = 1f, float weight = 1f, float cooldown = 1f,
int priority = 0, string exclusion = "")
{
var so = ScriptableObject.CreateInstance<EnemyAbilitySO>();
so.abilityId = id;
so.category = category;
so.rangeRadius = range;
so.weight = weight;
so.cooldown = cooldown;
so.priority = priority;
so.exclusionGroup = exclusion;
_created.Add(so);
return so;
}
// ── 归属提取 ─────────────────────────────────────────────────────
[Test]
public void OwnerFromPath_TakesEnemyFolderName()
{
// 能力资产按 AssetFolderSpec 落在 Data/Enemies/{敌人}/Abilities/ 下,
// 归属列靠路径推导——表格要横向对比,必须能一眼看出这招是谁的。
Assert.AreEqual("ChaoFeng", EnemyAbilityOverview.OwnerFromPath(
"Assets/_Game/Data/Enemies/ChaoFeng/Abilities/ABL_ChaoFeng_Intro.asset"));
Assert.AreEqual("E004", EnemyAbilityOverview.OwnerFromPath(
"Assets/_Game/Data/Enemies/E004/Abilities/ABL_E004_Bite.asset"));
}
[Test]
public void OwnerFromPath_OffSpecLayout_ReturnsPlaceholder()
{
// 放错目录的资产不该让整张表崩掉,但也不能假装它有归属——显示占位符,
// 让"这个资产没按规范放"本身在表里可见。
Assert.AreEqual(EnemyAbilityOverview.UnknownOwner,
EnemyAbilityOverview.OwnerFromPath("Assets/Random/ABL_Stray.asset"));
Assert.AreEqual(EnemyAbilityOverview.UnknownOwner,
EnemyAbilityOverview.OwnerFromPath(""));
}
// ── 行取数 ───────────────────────────────────────────────────────
[Test]
public void BuildRow_CarriesTunableFields()
{
var so = MakeAbility("blink_strike", AbilityCategory.Attack,
range: 3.5f, weight: 2f, cooldown: 4.25f,
priority: 7, exclusion: "melee");
var row = EnemyAbilityOverview.BuildRow(
so, "Assets/_Game/Data/Enemies/E004/Abilities/ABL_E004_Blink.asset");
Assert.AreEqual("E004", row.Owner);
Assert.AreEqual("blink_strike", row.Id);
Assert.AreEqual(AbilityCategory.Attack, row.Category);
Assert.AreEqual(3.5f, row.Range);
Assert.AreEqual(2f, row.Weight);
Assert.AreEqual(4.25f, row.Cooldown);
Assert.AreEqual(7, row.Priority);
Assert.AreEqual("melee", row.Exclusion);
Assert.AreSame(so, row.Asset, "行必须持有资产引用,点选才能跳到它");
}
[Test]
public void BuildRow_SurfacesIssue_FromAssetsOwnValidate()
{
// 问题判定不在表格里另写一份规则,而是调资产自己的 Validate()。
// 这条断言守住"规则只有一处"——否则 SO 侧改了规则,表格会继续按旧规则报。
var broken = MakeAbility("bad_attack", AbilityCategory.Attack, range: 0f);
var ok = MakeAbility("good_attack", AbilityCategory.Attack, range: 2f);
var brokenRow = EnemyAbilityOverview.BuildRow(broken, "Assets/x/ABL_A.asset");
var okRow = EnemyAbilityOverview.BuildRow(ok, "Assets/x/ABL_B.asset");
Assert.IsTrue(brokenRow.HasIssue,
"Attack 类但射程为 0 的招永远选不中,表格必须标出来");
Assert.IsFalse(string.IsNullOrEmpty(brokenRow.Issue), "要带上原因文本,不能只给个红点");
Assert.IsFalse(okRow.HasIssue);
}
// ── 排序 ─────────────────────────────────────────────────────────
[Test]
public void Sort_ByCooldown_BothDirections()
{
var rows = new List<AbilityOverviewRow>
{
EnemyAbilityOverview.BuildRow(MakeAbility("b", cooldown: 5f), "Assets/x/B.asset"),
EnemyAbilityOverview.BuildRow(MakeAbility("a", cooldown: 1f), "Assets/x/A.asset"),
EnemyAbilityOverview.BuildRow(MakeAbility("c", cooldown: 3f), "Assets/x/C.asset"),
};
var asc = EnemyAbilityOverview.Sort(rows, AbilityOverviewColumn.Cooldown, ascending: true);
CollectionAssert.AreEqual(new[] { "a", "c", "b" }, asc.Select(r => r.Id).ToArray());
var desc = EnemyAbilityOverview.Sort(rows, AbilityOverviewColumn.Cooldown, ascending: false);
CollectionAssert.AreEqual(new[] { "b", "c", "a" }, desc.Select(r => r.Id).ToArray());
}
[Test]
public void Sort_ByOwnerThenId_IsStableAcrossEnemies()
{
// 默认视图按归属分组才有对比意义:同一敌人的招要挨在一起,组内按 id 稳定排列。
var rows = new List<AbilityOverviewRow>
{
EnemyAbilityOverview.BuildRow(MakeAbility("bite"), "Assets/_Game/Data/Enemies/E005/Abilities/ABL_1.asset"),
EnemyAbilityOverview.BuildRow(MakeAbility("acid"), "Assets/_Game/Data/Enemies/E004/Abilities/ABL_2.asset"),
EnemyAbilityOverview.BuildRow(MakeAbility("appear"),"Assets/_Game/Data/Enemies/E004/Abilities/ABL_3.asset"),
};
var sorted = EnemyAbilityOverview.Sort(rows, AbilityOverviewColumn.Owner, ascending: true);
CollectionAssert.AreEqual(
new[] { "acid", "appear", "bite" },
sorted.Select(r => r.Id).ToArray(),
"同归属内按 id 排,跨归属按归属名排");
}
}
}
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defaultReferences: []
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userData:
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@@ -0,0 +1,266 @@
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEditor.UIElements;
using UnityEngine;
using UnityEngine.UIElements;
using BaseGames.Enemies.Abilities;
namespace BaseGames.Editor.Modules
{
/// <summary>
/// DataHub 敌人能力模块 —— 全部 <see cref="EnemyAbilitySO"/> 的对比表格。
///
/// 本模块刻意不做成「列表 + 详情」的标准形态:能力资产按敌人分散在
/// Data/Enemies/{敌人}/Abilities/ 下,逐个点开看不出问题;真正需要的是横向对比
/// —— 同一敌人的招之间射程/权重/冷却是否成比例、有没有 Attack 类却射程为 0 的死招。
/// 所以表格本身就是导航:点行即选中资产,Inspector 出现在表格下方。
///
/// 新建不在此模块内做:能力有类型化子类(EnemyAbilitySO 的各子类),且必须落到
/// 对应敌人的目录,这两件事由角色向导保证(CLAUDE.md 第 2 条:不裸建)。
/// </summary>
public class EnemyAbilityModule : IDataModule, IDataModuleOrdered
{
public string ModuleId => "enemyability";
public string DisplayName => "敌人能力";
public string IconName => null;
public int DisplayOrder => 35; // 紧随「敌人」(30)
private readonly List<AbilityOverviewRow> _rows = new List<AbilityOverviewRow>();
private AbilityOverviewColumn _sortColumn = AbilityOverviewColumn.Owner;
private bool _sortAscending = true;
private bool _onlyIssues;
private bool _onlyAttack;
private EnemyAbilitySO _selected;
private Label _summaryLabel;
private VisualElement _tableHost; // 表格容器:过滤/排序变化时只重建它
private Action<UnityEngine.Object> _onSelected;
// ── IDataModule ──────────────────────────────────────────────────
public void Initialize() => Reload();
public void OnActivated()
{
Reload();
RebuildTable();
UpdateSummary();
}
public void BuildListPane(VisualElement container, Action<UnityEngine.Object> onSelected)
{
_onSelected = onSelected;
_summaryLabel = new Label();
_summaryLabel.style.fontSize = 10;
_summaryLabel.style.opacity = 0.7f;
_summaryLabel.style.paddingLeft = 10;
_summaryLabel.style.paddingTop = 8;
_summaryLabel.style.whiteSpace = WhiteSpace.Normal;
container.Add(_summaryLabel);
UpdateSummary();
var hint = new Label("能力资产按敌人分目录存放,本页把它们并到一张表里横向对比。\n点表格中的行即可选中并编辑该资产。");
hint.style.fontSize = 10;
hint.style.opacity = 0.45f;
hint.style.whiteSpace = WhiteSpace.Normal;
hint.style.paddingLeft = 10;
hint.style.paddingRight = 8;
hint.style.paddingTop = 6;
container.Add(hint);
var refreshBtn = new Button(() => { Reload(); RebuildTable(); UpdateSummary(); }) { text = "刷新" };
refreshBtn.style.marginTop = 10;
refreshBtn.style.marginLeft = 8;
refreshBtn.style.marginRight = 8;
container.Add(refreshBtn);
// 新建走向导:能力有类型化子类且必须落到对应敌人目录,裸建两者都保证不了
var wizardBtn = new Button(OpenCharacterWizard) { text = "用角色向导新建…" };
wizardBtn.style.marginTop = 4;
wizardBtn.style.marginLeft = 8;
wizardBtn.style.marginRight = 8;
container.Add(wizardBtn);
}
public void BuildDetailPane(VisualElement container, UnityEngine.Object selected)
{
_selected = selected as EnemyAbilitySO;
// 过滤
var filterRow = new VisualElement();
filterRow.style.flexDirection = FlexDirection.Row;
filterRow.style.flexWrap = Wrap.Wrap;
filterRow.style.paddingLeft = 6;
filterRow.style.paddingTop = 6;
filterRow.style.paddingBottom = 4;
filterRow.Add(DataHubEditorKit.MakeFilterChip("仅有问题",
v => { _onlyIssues = v; RebuildTable(); UpdateSummary(); }));
filterRow.Add(DataHubEditorKit.MakeFilterChip("仅 Attack 类",
v => { _onlyAttack = v; RebuildTable(); UpdateSummary(); }));
container.Add(filterRow);
_tableHost = new VisualElement();
container.Add(_tableHost);
RebuildTable();
if (_selected == null) return;
container.Add(SkillModule.MakeDivider());
container.Add(new InspectorElement(_selected));
}
// ── 表格 ─────────────────────────────────────────────────────────
private void Reload()
{
_rows.Clear();
foreach (var so in AssetOperations.FindAll<EnemyAbilitySO>())
_rows.Add(EnemyAbilityOverview.BuildRow(so, AssetDatabase.GetAssetPath(so)));
}
private IEnumerable<AbilityOverviewRow> VisibleRows()
{
var rows = _rows.AsEnumerable();
if (_onlyIssues) rows = rows.Where(r => r.HasIssue);
if (_onlyAttack) rows = rows.Where(r => r.Category == AbilityCategory.Attack);
return EnemyAbilityOverview.Sort(rows.ToList(), _sortColumn, _sortAscending);
}
private void RebuildTable()
{
if (_tableHost == null) return;
_tableHost.Clear();
_tableHost.Add(BuildHeaderRow());
foreach (var row in VisibleRows())
_tableHost.Add(BuildDataRow(row));
}
// 列宽(px);归属与 id 用弹性宽度,数值列固定以便纵向对齐比较
private const int WIssue = 18, WOwner = 90, WId = 150, WCat = 70,
WNum = 58, WExcl = 90;
private VisualElement BuildHeaderRow()
{
var header = new VisualElement();
header.style.flexDirection = FlexDirection.Row;
header.style.alignItems = Align.Center;
header.style.paddingLeft = 8;
header.style.paddingRight = 8;
header.style.paddingBottom = 3;
header.style.borderBottomWidth = 1;
header.style.borderBottomColor = new StyleColor(new Color(0.5f, 0.5f, 0.5f, 0.35f));
header.Add(FixedLabel("", WIssue, bold: true));
header.Add(SortButton("归属", AbilityOverviewColumn.Owner, WOwner));
header.Add(SortButton("能力 Id", AbilityOverviewColumn.Id, WId));
header.Add(SortButton("类别", AbilityOverviewColumn.Category, WCat));
header.Add(SortButton("射程", AbilityOverviewColumn.Range, WNum));
header.Add(SortButton("权重", AbilityOverviewColumn.Weight, WNum));
header.Add(SortButton("冷却", AbilityOverviewColumn.Cooldown, WNum));
header.Add(SortButton("优先级", AbilityOverviewColumn.Priority, WNum));
header.Add(SortButton("互斥组", AbilityOverviewColumn.Exclusion, WExcl));
return header;
}
private Button SortButton(string text, AbilityOverviewColumn column, int width)
{
string arrow = _sortColumn == column ? (_sortAscending ? " ▲" : " ▼") : "";
var btn = new Button(() =>
{
if (_sortColumn == column) _sortAscending = !_sortAscending;
else { _sortColumn = column; _sortAscending = true; }
RebuildTable();
})
{ text = text + arrow };
btn.style.width = width;
btn.style.flexShrink = 0;
btn.style.fontSize = 10;
btn.style.marginLeft = 0;
btn.style.marginRight = 0;
btn.style.paddingLeft = 2;
btn.style.paddingRight = 2;
btn.style.backgroundColor = StyleKeyword.None;
btn.style.borderTopWidth = btn.style.borderBottomWidth = 0;
btn.style.borderLeftWidth = btn.style.borderRightWidth = 0;
btn.style.unityTextAlign = TextAnchor.MiddleLeft;
return btn;
}
private VisualElement BuildDataRow(AbilityOverviewRow r)
{
bool isSelected = _selected != null && r.Asset == _selected;
var row = new VisualElement();
row.style.flexDirection = FlexDirection.Row;
row.style.alignItems = Align.Center;
row.style.paddingTop = 2;
row.style.paddingBottom = 2;
row.style.paddingLeft = 8;
row.style.paddingRight = 8;
row.style.backgroundColor = isSelected
? new StyleColor(new Color(0.25f, 0.5f, 1f, 0.2f))
: StyleKeyword.None;
var issue = FixedLabel(r.HasIssue ? "⚠" : "", WIssue);
if (r.HasIssue)
{
issue.style.color = new StyleColor(new Color(1f, 0.45f, 0.2f));
issue.tooltip = r.Issue; // 悬停看原因,不占列宽
}
row.Add(issue);
row.Add(FixedLabel(r.Owner, WOwner));
row.Add(FixedLabel(string.IsNullOrEmpty(r.Id) ? "(未命名)" : r.Id, WId));
row.Add(FixedLabel(r.Category.ToString(), WCat));
row.Add(FixedLabel(Num(r.Range), WNum));
row.Add(FixedLabel(Num(r.Weight), WNum));
row.Add(FixedLabel(Num(r.Cooldown), WNum));
row.Add(FixedLabel(r.Priority.ToString(), WNum));
row.Add(FixedLabel(string.IsNullOrEmpty(r.Exclusion) ? "-" : r.Exclusion, WExcl));
row.RegisterCallback<MouseDownEvent>(_ =>
{
_selected = r.Asset;
_onSelected?.Invoke(r.Asset);
});
return row;
}
private static string Num(float v) => v.ToString("0.##");
private static Label FixedLabel(string text, int width, bool bold = false)
{
var lbl = new Label(text);
lbl.style.width = width;
lbl.style.flexShrink = 0;
lbl.style.fontSize = 11;
if (bold) lbl.style.unityFontStyleAndWeight = FontStyle.Bold;
return lbl;
}
private void UpdateSummary()
{
if (_summaryLabel == null) return;
int total = _rows.Count;
int issues = _rows.Count(r => r.HasIssue);
int shown = VisibleRows().Count();
_summaryLabel.text = issues > 0
? $"共 {total} 个能力 · 有问题 {issues} 个 · 当前显示 {shown}"
: $"共 {total} 个能力 · 无问题 · 当前显示 {shown}";
}
private static void OpenCharacterWizard()
{
// 与脚手架保持单一入口:能力的类型化子类与目标目录都由向导保证
var type = typeof(EnemyAbilityModule).Assembly.GetType("BaseGames.Editor.CharacterWizardWindow");
if (type != null) { EditorWindow.GetWindow(type).Show(); return; }
EditorUtility.DisplayDialog("未找到角色向导",
"没有找到 CharacterWizardWindow。请从菜单打开角色向导创建能力资产。", "确定");
}
}
}
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using System;
using System.Collections.Generic;
using System.Linq;
using BaseGames.Core;
using BaseGames.Enemies.Abilities;
namespace BaseGames.Editor.Modules
{
/// <summary>总览表格的可排序列。</summary>
public enum AbilityOverviewColumn
{
Owner, Id, Category, Range, Weight, Cooldown, Priority, Exclusion
}
/// <summary>
/// 总览表格的一行。只读快照,刷新时整体重建——能力资产改动频率低,
/// 不值得为增量更新引入订阅。
/// </summary>
public readonly struct AbilityOverviewRow
{
public EnemyAbilitySO Asset { get; }
/// <summary>归属敌人(由资产路径推导;不在规范目录下时为 <see cref="EnemyAbilityOverview.UnknownOwner"/>)。</summary>
public string Owner { get; }
public string Id { get; }
public AbilityCategory Category { get; }
public float Range { get; }
public float Weight { get; }
public float Cooldown { get; }
public int Priority { get; }
public string Exclusion { get; }
/// <summary>资产自校验报出的首条问题;无问题为 null。</summary>
public string Issue { get; }
public bool HasIssue => !string.IsNullOrEmpty(Issue);
public AbilityOverviewRow(
EnemyAbilitySO asset, string owner, string id, AbilityCategory category,
float range, float weight, float cooldown, int priority, string exclusion, string issue)
{
Asset = asset; Owner = owner; Id = id; Category = category;
Range = range; Weight = weight; Cooldown = cooldown;
Priority = priority; Exclusion = exclusion; Issue = issue;
}
}
/// <summary>
/// 能力总览表格的取数与排序(纯函数,不碰 UI)。
/// 抽出来的理由:UIElements 构建不可单测,而表格真正会出错的是
/// 「归属怎么推导」「问题从哪来」「排序对不对」这三处——它们都是纯逻辑。
/// </summary>
public static class EnemyAbilityOverview
{
/// <summary>资产不在 Data/Enemies/{敌人}/ 下时的归属占位符。</summary>
public const string UnknownOwner = "—";
private const string EnemiesSegment = "Enemies";
/// <summary>
/// 从资产路径推导归属敌人:取 Enemies 段之后的那一级目录名。
/// 按 AssetFolderSpec,能力资产落在 Data/Enemies/{敌人}/Abilities/ 下。
/// 不符合该布局时返回占位符,而不是猜一个名字——放错目录这件事本身
/// 应该在表里看得见。
/// </summary>
public static string OwnerFromPath(string assetPath)
{
if (string.IsNullOrEmpty(assetPath)) return UnknownOwner;
var parts = assetPath.Split('/');
for (int i = 0; i < parts.Length - 1; i++)
if (parts[i] == EnemiesSegment)
return string.IsNullOrEmpty(parts[i + 1]) ? UnknownOwner : parts[i + 1];
return UnknownOwner;
}
/// <summary>
/// 把一个能力资产摊成一行。问题一列直接取资产自己的 <see cref="IValidatable.Validate"/>
/// 不在这里另写一份判定规则——否则 SO 侧改了规则,表格会继续按旧规则报。
/// </summary>
public static AbilityOverviewRow BuildRow(EnemyAbilitySO asset, string assetPath)
{
string issue = null;
foreach (var r in asset.Validate()) { issue = r.Message; break; }
return new AbilityOverviewRow(
asset,
OwnerFromPath(assetPath),
asset.abilityId,
asset.category,
asset.rangeRadius,
asset.weight,
asset.cooldown,
asset.priority,
asset.exclusionGroup,
issue);
}
/// <summary>
/// 按列排序。次序键固定为 abilityId:同值行的相对位置才不会每次刷新都跳动,
/// 也让「按归属排」自然变成「同一敌人的招挨在一起、组内按 id」。
/// </summary>
public static List<AbilityOverviewRow> Sort(
IReadOnlyList<AbilityOverviewRow> rows, AbilityOverviewColumn column, bool ascending = true)
{
IOrderedEnumerable<AbilityOverviewRow> ordered = column switch
{
AbilityOverviewColumn.Owner => ByText(rows, r => r.Owner, ascending),
AbilityOverviewColumn.Id => ByText(rows, r => r.Id, ascending),
AbilityOverviewColumn.Exclusion => ByText(rows, r => r.Exclusion, ascending),
AbilityOverviewColumn.Category => By(rows, r => (int)r.Category, ascending),
AbilityOverviewColumn.Range => By(rows, r => r.Range, ascending),
AbilityOverviewColumn.Weight => By(rows, r => r.Weight, ascending),
AbilityOverviewColumn.Cooldown => By(rows, r => r.Cooldown, ascending),
AbilityOverviewColumn.Priority => By(rows, r => r.Priority, ascending),
_ => ByText(rows, r => r.Id, ascending),
};
return ordered.ThenBy(r => r.Id, StringComparer.Ordinal).ToList();
}
private static IOrderedEnumerable<AbilityOverviewRow> By<TKey>(
IEnumerable<AbilityOverviewRow> src, Func<AbilityOverviewRow, TKey> key, bool ascending)
=> ascending ? src.OrderBy(key) : src.OrderByDescending(key);
// 文本列固定用序数比较:排序结果不随编辑器区域设置变化
private static IOrderedEnumerable<AbilityOverviewRow> ByText(
IEnumerable<AbilityOverviewRow> src, Func<AbilityOverviewRow, string> key, bool ascending)
=> ascending
? src.OrderBy(key, StringComparer.Ordinal)
: src.OrderByDescending(key, StringComparer.Ordinal);
}
}
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