refactor(enemy)!: 删除旧 Boss 轨 9 个脚本
BossSkillSO / AttackPatternSO / SkillSequenceSO / BossSkillExecutor / BossSkillTypes / WeakPointSystem / TelegraphSystem / BossSkillModule / BossSkillSequenceWindow,连同 Patterns 独立程序集(BaseGames.Enemies.Boss.Patterns.asmdef, 已核实无任何 asmdef 按名或按 GUID 引用它)整包移除。 删前先清两处引用: - ChaoFengKnockdownCounter 击落打断改走 _boss.Abilities.InterruptAll(ExternalRequest) - EditorScaffoldUtils 命名前缀表删掉两条指向已删类型的死条目(还与 AssetFolderSpec 的 ABL_ 冲突) 判据「有更优替代才删」逐项对应: - 编排 → EnemyAbilitySO + EnemyAttackSO(归一化时机 / 槽位 HitBox) - 阶段门 → BossPhaseAbilityGate - 选招 → EnemyAttackSelector + WeightedRandomAntiRepeat - 可弹反 → DamageSourceSO.Flags(CanBeParried),HurtBox 已在判定 - 弱点倍率 → HurtBox 自带倍率(原实现的 GetDamageMultiplier 零调用者) - 预警 → clip 姿态 + 动画事件(TriggerFeedback / PlaySFX 已补接) - 竞技场联动 → EnemySpawnerOnEvent - 霸体窗口 → EnemyAttackSO.hasPoiseWindow 四字段 能力资产的编辑器总览视图随 BossSkillModule 一并消失, 后续补 EnemyAbilityModule(优先级低于 AiDefinitionValidator)。 Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -1,306 +0,0 @@
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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using BaseGames.Boss;
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namespace BaseGames.Editor
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{
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/// <summary>
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/// Boss 技能序列甘特图可视化窗口(架构 23_BossSkillModule §12)。
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/// 菜单:BaseGames/Tools/Boss Skill Sequence Viewer
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///
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/// 功能:
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/// - 拖放 BossSkillSO 或 SkillSequenceSO 资产加载
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/// - 甘特图:Windup(黄色)→ Active(红色)→ Recovery(灰色)各阶段时序条
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/// - VulnerabilityWindow 绿色覆盖层(TriggerDelay 偏移 + Duration 宽度)
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/// - DurationNormalized < 0.1 时阶段条变红警告
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/// - 点击阶段条高亮对应 AttackPatternSO(EditorGUIUtility.PingObject)
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/// </summary>
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public class BossSkillSequenceWindow : EditorWindow
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{
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// ── State ──────────────────────────────────────────────────────────
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private BossSkillSO _loadedSkill;
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private SkillSequenceSO _loadedSequence;
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private Vector2 _scrollPos;
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// ── Layout ─────────────────────────────────────────────────────────
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private const float HeaderH = 24f;
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private const float RowH = 28f;
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private const float LabelW = 180f;
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private const float MinBarWidth = 6f;
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// 时间轴宽度随窗口宽度动态调整,最小 300px
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private float TimelineW => Mathf.Max(300f, position.width - LabelW - 30f);
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// ── Colors ─────────────────────────────────────────────────────────
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private static readonly Color ColWindup = new Color(0.95f, 0.80f, 0.10f, 0.85f);
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private static readonly Color ColActive = new Color(0.90f, 0.20f, 0.15f, 0.85f);
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private static readonly Color ColRecovery = new Color(0.50f, 0.50f, 0.55f, 0.70f);
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private static readonly Color ColVuln = new Color(0.10f, 0.90f, 0.30f, 0.45f);
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private static readonly Color ColDelay = new Color(0.25f, 0.25f, 0.30f, 0.50f);
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private static readonly Color ColWarn = new Color(0.95f, 0.10f, 0.10f, 0.85f);
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[MenuItem("BaseGames/Data/Boss Skill Sequence", priority = 110)]
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public static void OpenWindow()
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{
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var win = GetWindow<BossSkillSequenceWindow>("Boss Skill Sequence");
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win.minSize = new Vector2(900, 400);
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win.Show();
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}
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// ── GUI ────────────────────────────────────────────────────────────
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private void OnGUI()
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{
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DrawToolbar();
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if (_loadedSkill == null && _loadedSequence == null)
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{
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EditorGUILayout.HelpBox(
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"将 BossSkillSO 或 SkillSequenceSO 资产拖放到此处,或使用上方字段加载。",
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MessageType.Info);
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HandleDragDrop();
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return;
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}
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_scrollPos = EditorGUILayout.BeginScrollView(_scrollPos);
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if (_loadedSkill != null)
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DrawSkillTimeline(_loadedSkill);
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else if (_loadedSequence != null)
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DrawSequenceTimeline(_loadedSequence);
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EditorGUILayout.EndScrollView();
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}
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// ── Toolbar ───────────────────────────────────────────────────────
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private void DrawToolbar()
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{
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EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
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EditorGUILayout.LabelField("技能:", GUILayout.Width(36));
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var newSkill = (BossSkillSO)EditorGUILayout.ObjectField(
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_loadedSkill, typeof(BossSkillSO), false, GUILayout.Width(200));
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if (newSkill != _loadedSkill)
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{
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_loadedSkill = newSkill;
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_loadedSequence = null;
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}
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GUILayout.Space(12);
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EditorGUILayout.LabelField("序列:", GUILayout.Width(36));
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var newSeq = (SkillSequenceSO)EditorGUILayout.ObjectField(
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_loadedSequence, typeof(SkillSequenceSO), false, GUILayout.Width(200));
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if (newSeq != _loadedSequence)
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{
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_loadedSequence = newSeq;
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_loadedSkill = null;
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}
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GUILayout.FlexibleSpace();
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if (GUILayout.Button("清除", EditorStyles.toolbarButton, GUILayout.Width(50)))
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{
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_loadedSkill = null;
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_loadedSequence = null;
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}
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EditorGUILayout.EndHorizontal();
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}
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// ── BossSkillSO 时间轴 ────────────────────────────────────────────
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private void DrawSkillTimeline(BossSkillSO skill)
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{
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EditorGUILayout.LabelField($"技能:{skill.displayName} [{skill.skillId}]",
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EditorStyles.boldLabel);
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EditorGUILayout.Space(4);
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if (skill.attackPatterns == null || skill.attackPatterns.Length == 0)
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{
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EditorGUILayout.HelpBox("此技能没有 AttackPattern。", MessageType.Warning);
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return;
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}
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// 计算总时长
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float totalDuration = 0f;
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foreach (var p in skill.attackPatterns)
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if (p != null) totalDuration += p.WindupDuration + p.ActiveDuration + p.RecoveryDuration;
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if (totalDuration <= 0f) totalDuration = 1f;
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DrawTimelineHeader(totalDuration);
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float cursor = 0f;
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for (int i = 0; i < skill.attackPatterns.Length; i++)
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{
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var pattern = skill.attackPatterns[i];
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if (pattern == null) continue;
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DrawPatternRow($"[{i}] {pattern.name}", pattern, ref cursor, totalDuration);
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}
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// 绘制 VulnerabilityWindows
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if (skill.vulnerabilityWindows != null && skill.vulnerabilityWindows.Length > 0)
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{
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EditorGUILayout.Space(4);
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EditorGUILayout.LabelField("弱点窗口(Vulnerability Windows)", EditorStyles.miniBoldLabel);
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foreach (var vw in skill.vulnerabilityWindows)
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DrawVulnWindowRow(vw, totalDuration);
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}
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}
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// ── SkillSequenceSO 时间轴 ────────────────────────────────────────
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private void DrawSequenceTimeline(SkillSequenceSO sequence)
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{
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EditorGUILayout.LabelField($"序列:{sequence.name}", EditorStyles.boldLabel);
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EditorGUILayout.Space(4);
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if (sequence.steps == null || sequence.steps.Length == 0)
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{
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EditorGUILayout.HelpBox("此序列没有步骤。", MessageType.Warning);
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return;
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}
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// 计算总时长
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float totalDuration = 0f;
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foreach (var step in sequence.steps)
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{
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totalDuration += step.delayBeforeStep;
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if (step.pattern != null)
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totalDuration += step.pattern.WindupDuration + step.pattern.ActiveDuration + step.pattern.RecoveryDuration;
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}
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if (totalDuration <= 0f) totalDuration = 1f;
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DrawTimelineHeader(totalDuration);
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float cursor = 0f;
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for (int i = 0; i < sequence.steps.Length; i++)
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{
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var step = sequence.steps[i];
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// 延迟条
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if (step.delayBeforeStep > 0f)
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{
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DrawBar($"延迟 {step.delayBeforeStep:F2}s", cursor, step.delayBeforeStep,
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totalDuration, ColDelay, null);
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cursor += step.delayBeforeStep;
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}
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if (step.pattern != null)
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DrawPatternRow($"[{i}] {step.pattern.name}", step.pattern, ref cursor, totalDuration);
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}
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}
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// ── 共用绘制方法 ──────────────────────────────────────────────────
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private void DrawTimelineHeader(float totalDuration)
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{
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Rect headerRect = EditorGUILayout.GetControlRect(false, HeaderH);
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headerRect.x += LabelW;
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headerRect.width -= LabelW;
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EditorGUI.DrawRect(headerRect, new Color(0.18f, 0.18f, 0.20f));
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// 刻度线(每 0.5s 一条)
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float step = 0.5f;
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for (float t = 0; t <= totalDuration + 0.001f; t += step)
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{
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float x = headerRect.x + (t / totalDuration) * headerRect.width;
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EditorGUI.DrawRect(new Rect(x, headerRect.y, 1f, HeaderH * 0.6f), Color.gray);
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EditorGUI.LabelField(new Rect(x + 2f, headerRect.y, 40f, HeaderH),
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$"{t:F1}s", new GUIStyle(EditorStyles.miniLabel) { normal = { textColor = Color.gray } });
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}
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}
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private void DrawPatternRow(string label, AttackPatternSO pattern, ref float cursor, float totalDuration)
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{
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float windupDur = pattern.WindupDuration;
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float activeDur = pattern.ActiveDuration;
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float recoveryDur = pattern.RecoveryDuration;
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float rowStart = cursor;
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EditorGUILayout.BeginHorizontal(GUILayout.Height(RowH));
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// 标签 + Ping
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if (GUILayout.Button(label, EditorStyles.miniLabel, GUILayout.Width(LabelW), GUILayout.Height(RowH)))
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EditorGUIUtility.PingObject(pattern);
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Rect timelineRect = EditorGUILayout.GetControlRect(false, RowH,
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GUILayout.Width(TimelineW));
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// Windup
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if (windupDur > 0f)
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DrawBarInRect(timelineRect, cursor, windupDur, totalDuration,
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windupDur / (windupDur + activeDur + recoveryDur) < 0.1f ? ColWarn : ColWindup);
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cursor += windupDur;
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// Active
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if (activeDur > 0f)
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DrawBarInRect(timelineRect, cursor, activeDur, totalDuration,
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activeDur / (windupDur + activeDur + recoveryDur) < 0.1f ? ColWarn : ColActive);
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cursor += activeDur;
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// Recovery
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if (recoveryDur > 0f)
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DrawBarInRect(timelineRect, cursor, recoveryDur, totalDuration,
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recoveryDur / (windupDur + activeDur + recoveryDur) < 0.1f ? ColWarn : ColRecovery);
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cursor += recoveryDur;
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_ = rowStart; // suppress unused warning
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EditorGUILayout.EndHorizontal();
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}
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private void DrawVulnWindowRow(VulnerabilityWindow vw, float totalDuration)
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{
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string label = $"弱点:{vw.TriggerType} +{vw.TriggerDelay:F2}s / {vw.Duration:F2}s";
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DrawBar(label, vw.TriggerDelay, vw.Duration, totalDuration, ColVuln, null);
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}
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private void DrawBar(string label, float start, float duration, float totalDuration,
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Color color, AttackPatternSO pingTarget)
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{
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EditorGUILayout.BeginHorizontal(GUILayout.Height(RowH));
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if (GUILayout.Button(label, EditorStyles.miniLabel, GUILayout.Width(LabelW), GUILayout.Height(RowH)))
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{
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if (pingTarget != null) EditorGUIUtility.PingObject(pingTarget);
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}
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Rect timelineRect = EditorGUILayout.GetControlRect(false, RowH, GUILayout.Width(TimelineW));
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DrawBarInRect(timelineRect, start, duration, totalDuration, color);
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EditorGUILayout.EndHorizontal();
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}
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private static void DrawBarInRect(Rect timeline, float start, float duration,
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float totalDuration, Color color)
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{
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float x = timeline.x + (start / totalDuration) * timeline.width;
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float w = Mathf.Max(MinBarWidth, (duration / totalDuration) * timeline.width);
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EditorGUI.DrawRect(new Rect(x, timeline.y + 2f, w, timeline.height - 4f), color);
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}
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// ── Drag & Drop ───────────────────────────────────────────────────
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private void HandleDragDrop()
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{
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var evt = Event.current;
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if (evt.type != EventType.DragUpdated && evt.type != EventType.DragPerform) return;
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DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
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if (evt.type == EventType.DragPerform)
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{
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DragAndDrop.AcceptDrag();
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foreach (var obj in DragAndDrop.objectReferences)
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{
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if (obj is BossSkillSO skill) { _loadedSkill = skill; _loadedSequence = null; break; }
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if (obj is SkillSequenceSO seq) { _loadedSequence = seq; _loadedSkill = null; break; }
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}
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Repaint();
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}
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evt.Use();
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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: d47145d394333184eb3ff822e3c4aa4d
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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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@@ -1,209 +0,0 @@
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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.Boss;
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namespace BaseGames.Editor.Modules
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{
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/// <summary>
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/// DataHub Boss技能模块 —— Tab 切换管理 BossSkillSO 和 SkillSequenceSO。
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/// </summary>
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public class BossSkillModule : IDataModule, IDataModuleOrdered
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{
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private const string SkillFolder = "Assets/_Game/Data/Boss/Skills";
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private const string SeqFolder = "Assets/_Game/Data/Boss/Sequences";
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public string ModuleId => "boss";
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public string DisplayName => "Boss技能";
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public string IconName => null;
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public int DisplayOrder => 50;
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private int _activeTab = 0;
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private SoListPane<BossSkillSO> _skillPane;
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private SoListPane<SkillSequenceSO> _seqPane;
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private Action<UnityEngine.Object> _onSelected;
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private DetailHeader _header;
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private BossSkillSO _selectedSkill;
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private SkillSequenceSO _selectedSeq;
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public void Initialize()
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{
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_skillPane = new SoListPane<BossSkillSO>(
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SkillFolder, "ABL_Boss_",
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s => s.category.ToString());
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_skillPane.SelectionChanged = s => { _selectedSkill = s; _onSelected?.Invoke(s); };
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_seqPane = new SoListPane<SkillSequenceSO>(SeqFolder, "ABL_Seq_");
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_seqPane.SelectionChanged = s => { _selectedSeq = s; _onSelected?.Invoke(s); };
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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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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 btnSkill = BuildTabBtn("技能 (Skill)", 0, tabBar);
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var btnSeq = BuildTabBtn("序列 (Seq)", 1, tabBar);
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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[] { btnSkill, btnSeq });
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btnSkill.clicked += () => ShowTab(0, listArea, new[] { btnSkill, btnSeq });
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btnSeq.clicked += () => ShowTab(1, listArea, new[] { btnSkill, btnSeq });
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_skillPane.Refresh();
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_seqPane.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 BossSkillSO skill)
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{
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container.Add(BuildSkillCard(skill));
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container.Add(BuildActionBar(skill, SkillFolder, _skillPane));
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container.Add(SkillModule.MakeDivider());
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var insp = new InspectorElement(skill); container.Add(insp);
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}
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else if (selected is SkillSequenceSO seq)
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{
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container.Add(BuildSeqCard(seq));
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container.Add(BuildActionBar(seq, SeqFolder, _seqPane));
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container.Add(SkillModule.MakeDivider());
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var insp = new InspectorElement(seq); 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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_skillPane?.Refresh();
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_seqPane?.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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{
|
||||
var btn = new Button { text = text };
|
||||
btn.style.flexGrow = 1;
|
||||
btn.style.paddingTop = 5;
|
||||
btn.style.paddingBottom = 5;
|
||||
btn.style.borderTopLeftRadius = 0;
|
||||
btn.style.borderTopRightRadius = 0;
|
||||
btn.style.borderBottomLeftRadius = 0;
|
||||
btn.style.borderBottomRightRadius = 0;
|
||||
btn.style.borderLeftWidth = 0;
|
||||
btn.style.borderRightWidth = 0;
|
||||
btn.style.borderTopWidth = 0;
|
||||
btn.style.borderBottomWidth = 0;
|
||||
btn.style.backgroundColor = new StyleColor(Color.clear);
|
||||
btn.userData = tabIdx;
|
||||
bar.Add(btn);
|
||||
return btn;
|
||||
}
|
||||
|
||||
private void ShowTab(int tab, VisualElement area, Button[] tabBtns)
|
||||
{
|
||||
_activeTab = tab;
|
||||
area.Clear();
|
||||
|
||||
for (int i = 0; i < tabBtns.Length; i++)
|
||||
{
|
||||
if (i == tab)
|
||||
{
|
||||
tabBtns[i].style.borderBottomWidth = 2;
|
||||
tabBtns[i].style.borderBottomColor = new StyleColor(new Color(0.4f, 0.65f, 1f, 1f));
|
||||
tabBtns[i].style.opacity = 1f;
|
||||
}
|
||||
else
|
||||
{
|
||||
tabBtns[i].style.borderBottomWidth = 0;
|
||||
tabBtns[i].style.opacity = 0.65f;
|
||||
}
|
||||
}
|
||||
|
||||
if (tab == 0) { _skillPane.style.flexGrow = 1; area.Add(_skillPane); }
|
||||
else { _seqPane.style.flexGrow = 1; area.Add(_seqPane); }
|
||||
}
|
||||
|
||||
private void OnRenameRequested(UnityEngine.Object asset, string newName)
|
||||
{
|
||||
var (ok, err) = AssetOperations.Rename(asset, newName);
|
||||
if (!ok) EditorUtility.DisplayDialog("重命名失败", err, "确定");
|
||||
else
|
||||
{
|
||||
_header.SetAsset(asset);
|
||||
if (_activeTab == 0) _skillPane.Invalidate();
|
||||
else _seqPane.Invalidate();
|
||||
}
|
||||
}
|
||||
|
||||
private static VisualElement BuildSkillCard(BossSkillSO s)
|
||||
{
|
||||
var card = SkillModule.MakeCard();
|
||||
SkillModule.AddChip(card, "分类", s.category.ToString());
|
||||
SkillModule.AddChip(card, "类型", s.skillType.ToString());
|
||||
SkillModule.AddChip(card, "模式数", (s.attackPatterns?.Length ?? 0).ToString());
|
||||
SkillModule.AddChip(card, "弱点窗口", (s.vulnerabilityWindows?.Length ?? 0).ToString());
|
||||
if (!string.IsNullOrEmpty(s.skillId))
|
||||
SkillModule.AddChip(card, "ID", s.skillId);
|
||||
return card;
|
||||
}
|
||||
|
||||
private static VisualElement BuildSeqCard(SkillSequenceSO s)
|
||||
{
|
||||
var card = SkillModule.MakeCard();
|
||||
SkillModule.AddChip(card, "步骤数", (s.steps?.Length ?? 0).ToString());
|
||||
SkillModule.AddChip(card, "循环", s.RepeatIfPlayerInRange ? "是" : "否");
|
||||
SkillModule.AddChip(card, "最大循环次数", s.MaxRepeatCount.ToString());
|
||||
return card;
|
||||
}
|
||||
|
||||
private VisualElement BuildActionBar<T>(T asset, string folder, SoListPane<T> pane)
|
||||
where T : ScriptableObject
|
||||
{
|
||||
var bar = SkillModule.MakeActionBar();
|
||||
new Button(() => { EditorGUIUtility.PingObject(asset); Selection.activeObject = asset; })
|
||||
{ text = "定位" }.AlsoAddTo(bar);
|
||||
new Button(() =>
|
||||
{
|
||||
var c = AssetOperations.Clone(asset, folder);
|
||||
if (c != null) pane.Refresh(c);
|
||||
}) { text = "克隆..." }.AlsoAddTo(bar);
|
||||
var del = new Button(() =>
|
||||
{
|
||||
if (AssetOperations.Delete(asset)) pane.Refresh(null);
|
||||
}) { text = "删除" };
|
||||
del.style.borderLeftColor = new StyleColor(new Color(0.8f, 0.3f, 0.3f, 0.6f));
|
||||
del.style.borderRightColor = new StyleColor(new Color(0.8f, 0.3f, 0.3f, 0.6f));
|
||||
del.style.borderTopColor = new StyleColor(new Color(0.8f, 0.3f, 0.3f, 0.6f));
|
||||
del.style.borderBottomColor = new StyleColor(new Color(0.8f, 0.3f, 0.3f, 0.6f));
|
||||
del.style.borderLeftWidth = 1;
|
||||
del.style.borderRightWidth = 1;
|
||||
del.style.borderTopWidth = 1;
|
||||
del.style.borderBottomWidth = 1;
|
||||
del.style.marginLeft = 8;
|
||||
del.AlsoAddTo(bar);
|
||||
return bar;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f0d0425e529293e469da3762fe3bf8f0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -18,8 +18,6 @@ namespace BaseGames.Editor
|
||||
{
|
||||
{ "WeaponSO", ("WPN_", "WPN_{ID},例:WPN_SkyBlade") },
|
||||
{ "FormSkillSO", ("SKL_", "SKL_{Name},例:SKL_SoulBlade") },
|
||||
{ "BossSkillSO", ("SKL_", "SKL_{Name},例:SKL_BossRage") },
|
||||
{ "SkillSequenceSO", ("SKL_", "SKL_Seq_{Name},例:SKL_Seq_RageCombo") },
|
||||
{ "EnemyStatsSO", ("ENM_", "ENM_E{ID}_Stats,例:ENM_E001_Stats") },
|
||||
{ "LootTableSO", ("ENM_", "ENM_E{ID}_Loot,例:ENM_E001_Loot") },
|
||||
{ "FormConfigSO", ("PLY_", "PLY_{FormID},例:PLY_Player01") },
|
||||
|
||||
Reference in New Issue
Block a user