merge: DataHub 敌人能力总览表格
补回删除旧 Boss 轨时丢掉的能力资产编辑器视图(spec §6.4)。 做成跨敌人对比表而非标准列表+详情:能力按敌人分目录存放, 逐个点开看不出问题,需要的是横向比射程/权重/冷却。 问题列复用资产自己的 Validate(),规则只有一处;不提供新建, 类型化子类与目标目录由角色向导保证。 Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
@@ -12,6 +12,7 @@
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"BaseGames.Core.Events",
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"BaseGames.Core.Save",
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"BaseGames.EventChain",
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"BaseGames.Editor",
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"UnityEngine.TestRunner",
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"UnityEditor.TestRunner"
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],
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: b6d8451861294544a83ef2430a0932fe
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,146 @@
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using UnityEngine;
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using BaseGames.Editor.Modules;
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using BaseGames.Enemies.Abilities;
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namespace BaseGames.Tests.EditMode.EditorTools
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{
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/// <summary>
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/// 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」
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/// 「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。
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/// </summary>
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public class EnemyAbilityOverviewTests
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{
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private readonly List<EnemyAbilitySO> _created = new List<EnemyAbilitySO>();
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[TearDown]
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public void TearDown()
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{
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// 项目关闭了 Domain/Scene Reload:断言失败会跳过用例后续语句,
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// 清理必须放在 TearDown,否则失败一次就往内存里漏一个 SO。
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foreach (var so in _created) if (so != null) Object.DestroyImmediate(so);
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_created.Clear();
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}
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private EnemyAbilitySO MakeAbility(
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string id, AbilityCategory category = AbilityCategory.None,
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float range = 1f, float weight = 1f, float cooldown = 1f,
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int priority = 0, string exclusion = "")
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{
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var so = ScriptableObject.CreateInstance<EnemyAbilitySO>();
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so.abilityId = id;
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so.category = category;
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so.rangeRadius = range;
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so.weight = weight;
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so.cooldown = cooldown;
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so.priority = priority;
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so.exclusionGroup = exclusion;
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_created.Add(so);
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return so;
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}
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// ── 归属提取 ─────────────────────────────────────────────────────
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[Test]
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public void OwnerFromPath_TakesEnemyFolderName()
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{
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// 能力资产按 AssetFolderSpec 落在 Data/Enemies/{敌人}/Abilities/ 下,
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// 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。
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Assert.AreEqual("ChaoFeng", EnemyAbilityOverview.OwnerFromPath(
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"Assets/_Game/Data/Enemies/ChaoFeng/Abilities/ABL_ChaoFeng_Intro.asset"));
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Assert.AreEqual("E004", EnemyAbilityOverview.OwnerFromPath(
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"Assets/_Game/Data/Enemies/E004/Abilities/ABL_E004_Bite.asset"));
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}
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[Test]
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public void OwnerFromPath_OffSpecLayout_ReturnsPlaceholder()
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{
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// 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,
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// 让"这个资产没按规范放"本身在表里可见。
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Assert.AreEqual(EnemyAbilityOverview.UnknownOwner,
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EnemyAbilityOverview.OwnerFromPath("Assets/Random/ABL_Stray.asset"));
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Assert.AreEqual(EnemyAbilityOverview.UnknownOwner,
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EnemyAbilityOverview.OwnerFromPath(""));
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}
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// ── 行取数 ───────────────────────────────────────────────────────
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[Test]
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public void BuildRow_CarriesTunableFields()
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{
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var so = MakeAbility("blink_strike", AbilityCategory.Attack,
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range: 3.5f, weight: 2f, cooldown: 4.25f,
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priority: 7, exclusion: "melee");
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var row = EnemyAbilityOverview.BuildRow(
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so, "Assets/_Game/Data/Enemies/E004/Abilities/ABL_E004_Blink.asset");
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Assert.AreEqual("E004", row.Owner);
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Assert.AreEqual("blink_strike", row.Id);
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Assert.AreEqual(AbilityCategory.Attack, row.Category);
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Assert.AreEqual(3.5f, row.Range);
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Assert.AreEqual(2f, row.Weight);
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Assert.AreEqual(4.25f, row.Cooldown);
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Assert.AreEqual(7, row.Priority);
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Assert.AreEqual("melee", row.Exclusion);
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Assert.AreSame(so, row.Asset, "行必须持有资产引用,点选才能跳到它");
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}
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[Test]
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public void BuildRow_SurfacesIssue_FromAssetsOwnValidate()
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{
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// 问题判定不在表格里另写一份规则,而是调资产自己的 Validate()。
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// 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。
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var broken = MakeAbility("bad_attack", AbilityCategory.Attack, range: 0f);
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var ok = MakeAbility("good_attack", AbilityCategory.Attack, range: 2f);
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var brokenRow = EnemyAbilityOverview.BuildRow(broken, "Assets/x/ABL_A.asset");
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var okRow = EnemyAbilityOverview.BuildRow(ok, "Assets/x/ABL_B.asset");
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Assert.IsTrue(brokenRow.HasIssue,
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"Attack 类但射程为 0 的招永远选不中,表格必须标出来");
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Assert.IsFalse(string.IsNullOrEmpty(brokenRow.Issue), "要带上原因文本,不能只给个红点");
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Assert.IsFalse(okRow.HasIssue);
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}
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// ── 排序 ─────────────────────────────────────────────────────────
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[Test]
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public void Sort_ByCooldown_BothDirections()
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{
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var rows = new List<AbilityOverviewRow>
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{
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EnemyAbilityOverview.BuildRow(MakeAbility("b", cooldown: 5f), "Assets/x/B.asset"),
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EnemyAbilityOverview.BuildRow(MakeAbility("a", cooldown: 1f), "Assets/x/A.asset"),
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EnemyAbilityOverview.BuildRow(MakeAbility("c", cooldown: 3f), "Assets/x/C.asset"),
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};
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var asc = EnemyAbilityOverview.Sort(rows, AbilityOverviewColumn.Cooldown, ascending: true);
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CollectionAssert.AreEqual(new[] { "a", "c", "b" }, asc.Select(r => r.Id).ToArray());
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var desc = EnemyAbilityOverview.Sort(rows, AbilityOverviewColumn.Cooldown, ascending: false);
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CollectionAssert.AreEqual(new[] { "b", "c", "a" }, desc.Select(r => r.Id).ToArray());
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}
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[Test]
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public void Sort_ByOwnerThenId_IsStableAcrossEnemies()
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{
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// 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。
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var rows = new List<AbilityOverviewRow>
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{
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EnemyAbilityOverview.BuildRow(MakeAbility("bite"), "Assets/_Game/Data/Enemies/E005/Abilities/ABL_1.asset"),
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EnemyAbilityOverview.BuildRow(MakeAbility("acid"), "Assets/_Game/Data/Enemies/E004/Abilities/ABL_2.asset"),
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EnemyAbilityOverview.BuildRow(MakeAbility("appear"),"Assets/_Game/Data/Enemies/E004/Abilities/ABL_3.asset"),
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};
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var sorted = EnemyAbilityOverview.Sort(rows, AbilityOverviewColumn.Owner, ascending: true);
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CollectionAssert.AreEqual(
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new[] { "acid", "appear", "bite" },
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sorted.Select(r => r.Id).ToArray(),
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"同归属内按 id 排,跨归属按归属名排");
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 4d191f982c5f0394192ac0f2a7d1172a
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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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@@ -0,0 +1,266 @@
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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.Abilities;
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namespace BaseGames.Editor.Modules
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{
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/// <summary>
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/// DataHub 敌人能力模块 —— 全部 <see cref="EnemyAbilitySO"/> 的对比表格。
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///
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/// 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
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/// 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
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/// —— 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。
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/// 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。
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///
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/// 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
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/// 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)。
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/// </summary>
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public class EnemyAbilityModule : IDataModule, IDataModuleOrdered
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{
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public string ModuleId => "enemyability";
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public string DisplayName => "敌人能力";
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public string IconName => null;
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public int DisplayOrder => 35; // 紧随「敌人」(30)
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private readonly List<AbilityOverviewRow> _rows = new List<AbilityOverviewRow>();
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private AbilityOverviewColumn _sortColumn = AbilityOverviewColumn.Owner;
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private bool _sortAscending = true;
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private bool _onlyIssues;
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private bool _onlyAttack;
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private EnemyAbilitySO _selected;
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private Label _summaryLabel;
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private VisualElement _tableHost; // 表格容器:过滤/排序变化时只重建它
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private Action<UnityEngine.Object> _onSelected;
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// ── IDataModule ──────────────────────────────────────────────────
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public void Initialize() => Reload();
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public void OnActivated()
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{
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Reload();
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RebuildTable();
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UpdateSummary();
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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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_summaryLabel = new Label();
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_summaryLabel.style.fontSize = 10;
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_summaryLabel.style.opacity = 0.7f;
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_summaryLabel.style.paddingLeft = 10;
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_summaryLabel.style.paddingTop = 8;
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_summaryLabel.style.whiteSpace = WhiteSpace.Normal;
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container.Add(_summaryLabel);
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UpdateSummary();
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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。");
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hint.style.fontSize = 10;
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hint.style.opacity = 0.45f;
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hint.style.whiteSpace = WhiteSpace.Normal;
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hint.style.paddingLeft = 10;
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hint.style.paddingRight = 8;
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hint.style.paddingTop = 6;
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container.Add(hint);
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var refreshBtn = new Button(() => { Reload(); RebuildTable(); UpdateSummary(); }) { text = "刷新" };
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refreshBtn.style.marginTop = 10;
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refreshBtn.style.marginLeft = 8;
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refreshBtn.style.marginRight = 8;
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container.Add(refreshBtn);
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// 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
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var wizardBtn = new Button(OpenCharacterWizard) { text = "用角色向导新建…" };
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wizardBtn.style.marginTop = 4;
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wizardBtn.style.marginLeft = 8;
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wizardBtn.style.marginRight = 8;
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container.Add(wizardBtn);
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}
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public void BuildDetailPane(VisualElement container, UnityEngine.Object selected)
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{
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_selected = selected as EnemyAbilitySO;
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// 过滤
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var filterRow = new VisualElement();
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filterRow.style.flexDirection = FlexDirection.Row;
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filterRow.style.flexWrap = Wrap.Wrap;
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filterRow.style.paddingLeft = 6;
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filterRow.style.paddingTop = 6;
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filterRow.style.paddingBottom = 4;
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filterRow.Add(DataHubEditorKit.MakeFilterChip("仅有问题",
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v => { _onlyIssues = v; RebuildTable(); UpdateSummary(); }));
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filterRow.Add(DataHubEditorKit.MakeFilterChip("仅 Attack 类",
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v => { _onlyAttack = v; RebuildTable(); UpdateSummary(); }));
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container.Add(filterRow);
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_tableHost = new VisualElement();
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container.Add(_tableHost);
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RebuildTable();
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if (_selected == null) return;
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container.Add(SkillModule.MakeDivider());
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container.Add(new InspectorElement(_selected));
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}
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// ── 表格 ─────────────────────────────────────────────────────────
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private void Reload()
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{
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_rows.Clear();
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foreach (var so in AssetOperations.FindAll<EnemyAbilitySO>())
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_rows.Add(EnemyAbilityOverview.BuildRow(so, AssetDatabase.GetAssetPath(so)));
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}
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private IEnumerable<AbilityOverviewRow> VisibleRows()
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{
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var rows = _rows.AsEnumerable();
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if (_onlyIssues) rows = rows.Where(r => r.HasIssue);
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if (_onlyAttack) rows = rows.Where(r => r.Category == AbilityCategory.Attack);
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return EnemyAbilityOverview.Sort(rows.ToList(), _sortColumn, _sortAscending);
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}
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private void RebuildTable()
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{
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if (_tableHost == null) return;
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_tableHost.Clear();
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_tableHost.Add(BuildHeaderRow());
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foreach (var row in VisibleRows())
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_tableHost.Add(BuildDataRow(row));
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}
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// 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
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private const int WIssue = 18, WOwner = 90, WId = 150, WCat = 70,
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WNum = 58, WExcl = 90;
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private VisualElement BuildHeaderRow()
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{
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var header = new VisualElement();
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header.style.flexDirection = FlexDirection.Row;
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header.style.alignItems = Align.Center;
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header.style.paddingLeft = 8;
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header.style.paddingRight = 8;
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header.style.paddingBottom = 3;
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header.style.borderBottomWidth = 1;
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header.style.borderBottomColor = new StyleColor(new Color(0.5f, 0.5f, 0.5f, 0.35f));
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header.Add(FixedLabel("", WIssue, bold: true));
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header.Add(SortButton("归属", AbilityOverviewColumn.Owner, WOwner));
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header.Add(SortButton("能力 Id", AbilityOverviewColumn.Id, WId));
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header.Add(SortButton("类别", AbilityOverviewColumn.Category, WCat));
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header.Add(SortButton("射程", AbilityOverviewColumn.Range, WNum));
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header.Add(SortButton("权重", AbilityOverviewColumn.Weight, WNum));
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header.Add(SortButton("冷却", AbilityOverviewColumn.Cooldown, WNum));
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header.Add(SortButton("优先级", AbilityOverviewColumn.Priority, WNum));
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header.Add(SortButton("互斥组", AbilityOverviewColumn.Exclusion, WExcl));
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return header;
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}
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private Button SortButton(string text, AbilityOverviewColumn column, int width)
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{
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string arrow = _sortColumn == column ? (_sortAscending ? " ▲" : " ▼") : "";
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var btn = new Button(() =>
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{
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if (_sortColumn == column) _sortAscending = !_sortAscending;
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else { _sortColumn = column; _sortAscending = true; }
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RebuildTable();
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})
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{ text = text + arrow };
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btn.style.width = width;
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btn.style.flexShrink = 0;
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btn.style.fontSize = 10;
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btn.style.marginLeft = 0;
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btn.style.marginRight = 0;
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btn.style.paddingLeft = 2;
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btn.style.paddingRight = 2;
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btn.style.backgroundColor = StyleKeyword.None;
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btn.style.borderTopWidth = btn.style.borderBottomWidth = 0;
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btn.style.borderLeftWidth = btn.style.borderRightWidth = 0;
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btn.style.unityTextAlign = TextAnchor.MiddleLeft;
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return btn;
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}
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private VisualElement BuildDataRow(AbilityOverviewRow r)
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{
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bool isSelected = _selected != null && r.Asset == _selected;
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||||
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var row = new VisualElement();
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||||
row.style.flexDirection = FlexDirection.Row;
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||||
row.style.alignItems = Align.Center;
|
||||
row.style.paddingTop = 2;
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||||
row.style.paddingBottom = 2;
|
||||
row.style.paddingLeft = 8;
|
||||
row.style.paddingRight = 8;
|
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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)
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||||
{
|
||||
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
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||||
}
|
||||
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");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0e88e43dbf88ab84a99a5469669ceb0d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,132 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9e8a611379a854f4fb285f91fad810a1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user