多轮审查和修复
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173
Assets/Scripts/Editor/EventConfigEditor.cs
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173
Assets/Scripts/Editor/EventConfigEditor.cs
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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.Animation;
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namespace BaseGames.Editor
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{
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/// <summary>
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/// AnimationEventConfigSO 自定义 Inspector(架构 §AnimationModule)。
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/// 功能:
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/// - 以时间线色块可视化事件分布
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/// - 自动检测 Clip 长度漂移(超过 5 帧则显示警告)
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/// - 验证归一化时间范围 [0, 1]
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/// - 一键对事件按归一化时间排序
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/// </summary>
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[CustomEditor(typeof(AnimationEventConfigSO))]
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public class EventConfigEditor : UnityEditor.Editor
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{
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// ── 事件类型 → 色块颜色映射 ────────────────────────────────────────
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private static readonly Dictionary<AnimationEventType, Color> _colorMap = new()
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{
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{ AnimationEventType.EnableHitBox, new Color(0.9f, 0.2f, 0.2f, 0.8f) }, // 红
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{ AnimationEventType.DisableHitBox, new Color(0.9f, 0.2f, 0.2f, 0.8f) },
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{ AnimationEventType.AttackImpact, new Color(0.9f, 0.2f, 0.2f, 0.8f) },
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{ AnimationEventType.EnableIFrame, new Color(0.2f, 0.8f, 0.2f, 0.8f) }, // 绿
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{ AnimationEventType.DisableIFrame, new Color(0.2f, 0.8f, 0.2f, 0.8f) },
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{ AnimationEventType.Footstep, new Color(0.2f, 0.4f, 0.9f, 0.8f) }, // 蓝
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{ AnimationEventType.PlaySFX, new Color(0.2f, 0.4f, 0.9f, 0.8f) },
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{ AnimationEventType.LandImpact, new Color(0.2f, 0.4f, 0.9f, 0.8f) },
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{ AnimationEventType.JumpLaunch, new Color(0.2f, 0.4f, 0.9f, 0.8f) },
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{ AnimationEventType.EnableParryWindow, new Color(0.9f, 0.8f, 0.1f, 0.8f) }, // 黄
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{ AnimationEventType.DisableParryWindow,new Color(0.9f, 0.8f, 0.1f, 0.8f) },
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{ AnimationEventType.TriggerFeedback, new Color(0.6f, 0.2f, 0.9f, 0.8f) }, // 紫
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{ AnimationEventType.CancelWindowOpen, new Color(0.9f, 0.5f, 0.1f, 0.8f) }, // 橙
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{ AnimationEventType.CancelWindowClose, new Color(0.9f, 0.5f, 0.1f, 0.8f) },
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{ AnimationEventType.SpawnProjectile, new Color(0.9f, 0.9f, 0.9f, 0.8f) }, // 白
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{ AnimationEventType.RoarStart, new Color(0.9f, 0.9f, 0.9f, 0.8f) },
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{ AnimationEventType.RoarEnd, new Color(0.9f, 0.9f, 0.9f, 0.8f) },
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{ AnimationEventType.PhaseTwoStart, new Color(0.9f, 0.9f, 0.9f, 0.8f) },
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};
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private const float TimelineHeight = 24f;
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private const float MarkerWidth = 3f;
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private const float DriftThresholdFrames = 5f;
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public override void OnInspectorGUI()
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{
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var config = (AnimationEventConfigSO)target;
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serializedObject.Update();
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// ── 时间线预览 ───────────────────────────────────────────────
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EditorGUILayout.LabelField("事件时间线预览", EditorStyles.boldLabel);
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DrawTimeline(config);
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EditorGUILayout.Space(4f);
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// ── 标准字段 ─────────────────────────────────────────────────
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DrawDefaultInspector();
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EditorGUILayout.Space(4f);
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// ── 验证警告 ─────────────────────────────────────────────────
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ValidateEntries(config);
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// ── Clip 长度漂移检测 ─────────────────────────────────────────
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if (config.targetClip != null && config.ExpectedClipLength > 0f)
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{
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float fps = config.targetClip.frameRate;
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float actualLen = config.targetClip.length;
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float drift = Mathf.Abs(actualLen - config.ExpectedClipLength) * fps;
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if (drift > DriftThresholdFrames)
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{
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EditorGUILayout.HelpBox(
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$"⚠ Clip 长度已变化 {drift:F1} 帧(期望 {config.ExpectedClipLength:F3}s," +
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$"实际 {actualLen:F3}s)。\n请检查事件时机是否需要更新。",
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MessageType.Warning);
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}
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}
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EditorGUILayout.Space(4f);
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// ── 操作按钮 ─────────────────────────────────────────────────
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EditorGUILayout.BeginHorizontal();
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if (GUILayout.Button("按时间排序"))
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{
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SortEvents(config);
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}
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if (config.targetClip != null && GUILayout.Button("记录当前 Clip 长度"))
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{
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Undo.RecordObject(config, "记录 Clip 长度");
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config.ExpectedClipLength = config.targetClip.length;
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EditorUtility.SetDirty(config);
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}
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EditorGUILayout.EndHorizontal();
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serializedObject.ApplyModifiedProperties();
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}
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// ── 时间线绘制 ────────────────────────────────────────────────────
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private static void DrawTimeline(AnimationEventConfigSO config)
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{
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Rect rect = GUILayoutUtility.GetRect(GUIContent.none, GUIStyle.none,
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GUILayout.Height(TimelineHeight), GUILayout.ExpandWidth(true));
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// 背景轨道
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EditorGUI.DrawRect(rect, new Color(0.15f, 0.15f, 0.15f, 1f));
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// 标尺刻度(每 10% 一条)
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for (int i = 0; i <= 10; i++)
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{
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float x = rect.x + rect.width * i / 10f;
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float h = (i % 5 == 0) ? rect.height * 0.6f : rect.height * 0.3f;
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var tick = new Rect(x, rect.y + rect.height - h, 1f, h);
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EditorGUI.DrawRect(tick, new Color(0.5f, 0.5f, 0.5f, 0.8f));
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}
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if (config.events == null) return;
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foreach (var entry in config.events)
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{
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float nx = Mathf.Clamp01(entry.normalizedTime);
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float xPos = rect.x + rect.width * nx - MarkerWidth * 0.5f;
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var markerRect = new Rect(xPos, rect.y + 2f, MarkerWidth, rect.height - 4f);
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Color color = _colorMap.TryGetValue(entry.eventType, out var c)
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? c
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: new Color(0.8f, 0.8f, 0.8f, 0.8f);
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EditorGUI.DrawRect(markerRect, color);
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}
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}
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// ── 验证 ──────────────────────────────────────────────────────────
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private static void ValidateEntries(AnimationEventConfigSO config)
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{
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if (config.events == null) return;
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for (int i = 0; i < config.events.Length; i++)
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{
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float t = config.events[i].normalizedTime;
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if (t < 0f || t > 1f)
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{
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EditorGUILayout.HelpBox(
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$"事件 [{i}] {config.events[i].eventType}:" +
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$"normalizedTime = {t:F3} 超出 [0, 1] 范围。",
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MessageType.Error);
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}
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}
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}
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// ── 排序 ──────────────────────────────────────────────────────────
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private static void SortEvents(AnimationEventConfigSO config)
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{
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if (config.events == null || config.events.Length < 2) return;
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Undo.RecordObject(config, "排序动画事件");
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System.Array.Sort(config.events, (a, b) =>
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a.normalizedTime.CompareTo(b.normalizedTime));
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EditorUtility.SetDirty(config);
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}
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}
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}
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