摄像机区域的架构改动

This commit is contained in:
2026-05-15 14:47:24 +08:00
parent 1b37297585
commit f264329751
3591 changed files with 1687228 additions and 446503 deletions

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using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using BaseGames.Boss;
namespace BaseGames.Editor
{
/// <summary>
/// Boss 技能序列甘特图可视化窗口(架构 23_BossSkillModule §12
/// 菜单BaseGames/Tools/Boss Skill Sequence Viewer
///
/// 功能:
/// - 拖放 BossSkillSO 或 SkillSequenceSO 资产加载
/// - 甘特图Windup黄色→ Active红色→ Recovery灰色各阶段时序条
/// - VulnerabilityWindow 绿色覆盖层TriggerDelay 偏移 + Duration 宽度)
/// - DurationNormalized &lt; 0.1 时阶段条变红警告
/// - 点击阶段条高亮对应 AttackPatternSOEditorGUIUtility.PingObject
/// </summary>
public class BossSkillSequenceWindow : EditorWindow
{
// ── State ──────────────────────────────────────────────────────────
private BossSkillSO _loadedSkill;
private SkillSequenceSO _loadedSequence;
private Vector2 _scrollPos;
// ── Layout ─────────────────────────────────────────────────────────
private const float HeaderH = 24f;
private const float RowH = 28f;
private const float LabelW = 180f;
private const float MinBarWidth = 6f;
// 时间轴宽度随窗口宽度动态调整,最小 300px
private float TimelineW => Mathf.Max(300f, position.width - LabelW - 30f);
// ── Colors ─────────────────────────────────────────────────────────
private static readonly Color ColWindup = new Color(0.95f, 0.80f, 0.10f, 0.85f);
private static readonly Color ColActive = new Color(0.90f, 0.20f, 0.15f, 0.85f);
private static readonly Color ColRecovery = new Color(0.50f, 0.50f, 0.55f, 0.70f);
private static readonly Color ColVuln = new Color(0.10f, 0.90f, 0.30f, 0.45f);
private static readonly Color ColDelay = new Color(0.25f, 0.25f, 0.30f, 0.50f);
private static readonly Color ColWarn = new Color(0.95f, 0.10f, 0.10f, 0.85f);
[MenuItem("BaseGames/Tools/Boss Skill Sequence Viewer")]
public static void OpenWindow()
{
var win = GetWindow<BossSkillSequenceWindow>("Boss Skill Sequence");
win.minSize = new Vector2(900, 400);
win.Show();
}
// ── GUI ────────────────────────────────────────────────────────────
private void OnGUI()
{
DrawToolbar();
if (_loadedSkill == null && _loadedSequence == null)
{
EditorGUILayout.HelpBox(
"将 BossSkillSO 或 SkillSequenceSO 资产拖放到此处,或使用上方字段加载。",
MessageType.Info);
HandleDragDrop();
return;
}
_scrollPos = EditorGUILayout.BeginScrollView(_scrollPos);
if (_loadedSkill != null)
DrawSkillTimeline(_loadedSkill);
else if (_loadedSequence != null)
DrawSequenceTimeline(_loadedSequence);
EditorGUILayout.EndScrollView();
}
// ── Toolbar ───────────────────────────────────────────────────────
private void DrawToolbar()
{
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
EditorGUILayout.LabelField("技能:", GUILayout.Width(36));
var newSkill = (BossSkillSO)EditorGUILayout.ObjectField(
_loadedSkill, typeof(BossSkillSO), false, GUILayout.Width(200));
if (newSkill != _loadedSkill)
{
_loadedSkill = newSkill;
_loadedSequence = null;
}
GUILayout.Space(12);
EditorGUILayout.LabelField("序列:", GUILayout.Width(36));
var newSeq = (SkillSequenceSO)EditorGUILayout.ObjectField(
_loadedSequence, typeof(SkillSequenceSO), false, GUILayout.Width(200));
if (newSeq != _loadedSequence)
{
_loadedSequence = newSeq;
_loadedSkill = null;
}
GUILayout.FlexibleSpace();
if (GUILayout.Button("清除", EditorStyles.toolbarButton, GUILayout.Width(50)))
{
_loadedSkill = null;
_loadedSequence = null;
}
EditorGUILayout.EndHorizontal();
}
// ── BossSkillSO 时间轴 ────────────────────────────────────────────
private void DrawSkillTimeline(BossSkillSO skill)
{
EditorGUILayout.LabelField($"技能:{skill.displayName} [{skill.skillId}]",
EditorStyles.boldLabel);
EditorGUILayout.Space(4);
if (skill.attackPatterns == null || skill.attackPatterns.Length == 0)
{
EditorGUILayout.HelpBox("此技能没有 AttackPattern。", MessageType.Warning);
return;
}
// 计算总时长
float totalDuration = 0f;
foreach (var p in skill.attackPatterns)
if (p != null) totalDuration += p.WindupDuration + p.ActiveDuration + p.RecoveryDuration;
if (totalDuration <= 0f) totalDuration = 1f;
DrawTimelineHeader(totalDuration);
float cursor = 0f;
for (int i = 0; i < skill.attackPatterns.Length; i++)
{
var pattern = skill.attackPatterns[i];
if (pattern == null) continue;
DrawPatternRow($"[{i}] {pattern.name}", pattern, ref cursor, totalDuration);
}
// 绘制 VulnerabilityWindows
if (skill.vulnerabilityWindows != null && skill.vulnerabilityWindows.Length > 0)
{
EditorGUILayout.Space(4);
EditorGUILayout.LabelField("弱点窗口Vulnerability Windows", EditorStyles.miniBoldLabel);
foreach (var vw in skill.vulnerabilityWindows)
DrawVulnWindowRow(vw, totalDuration);
}
}
// ── SkillSequenceSO 时间轴 ────────────────────────────────────────
private void DrawSequenceTimeline(SkillSequenceSO sequence)
{
EditorGUILayout.LabelField($"序列:{sequence.name}", EditorStyles.boldLabel);
EditorGUILayout.Space(4);
if (sequence.steps == null || sequence.steps.Length == 0)
{
EditorGUILayout.HelpBox("此序列没有步骤。", MessageType.Warning);
return;
}
// 计算总时长
float totalDuration = 0f;
foreach (var step in sequence.steps)
{
totalDuration += step.delayBeforeStep;
if (step.pattern != null)
totalDuration += step.pattern.WindupDuration + step.pattern.ActiveDuration + step.pattern.RecoveryDuration;
}
if (totalDuration <= 0f) totalDuration = 1f;
DrawTimelineHeader(totalDuration);
float cursor = 0f;
for (int i = 0; i < sequence.steps.Length; i++)
{
var step = sequence.steps[i];
// 延迟条
if (step.delayBeforeStep > 0f)
{
DrawBar($"延迟 {step.delayBeforeStep:F2}s", cursor, step.delayBeforeStep,
totalDuration, ColDelay, null);
cursor += step.delayBeforeStep;
}
if (step.pattern != null)
DrawPatternRow($"[{i}] {step.pattern.name}", step.pattern, ref cursor, totalDuration);
}
}
// ── 共用绘制方法 ──────────────────────────────────────────────────
private void DrawTimelineHeader(float totalDuration)
{
Rect headerRect = EditorGUILayout.GetControlRect(false, HeaderH);
headerRect.x += LabelW;
headerRect.width -= LabelW;
EditorGUI.DrawRect(headerRect, new Color(0.18f, 0.18f, 0.20f));
// 刻度线(每 0.5s 一条)
float step = 0.5f;
for (float t = 0; t <= totalDuration + 0.001f; t += step)
{
float x = headerRect.x + (t / totalDuration) * headerRect.width;
EditorGUI.DrawRect(new Rect(x, headerRect.y, 1f, HeaderH * 0.6f), Color.gray);
EditorGUI.LabelField(new Rect(x + 2f, headerRect.y, 40f, HeaderH),
$"{t:F1}s", new GUIStyle(EditorStyles.miniLabel) { normal = { textColor = Color.gray } });
}
}
private void DrawPatternRow(string label, AttackPatternSO pattern, ref float cursor, float totalDuration)
{
float windupDur = pattern.WindupDuration;
float activeDur = pattern.ActiveDuration;
float recoveryDur = pattern.RecoveryDuration;
float rowStart = cursor;
EditorGUILayout.BeginHorizontal(GUILayout.Height(RowH));
// 标签 + Ping
if (GUILayout.Button(label, EditorStyles.miniLabel, GUILayout.Width(LabelW), GUILayout.Height(RowH)))
EditorGUIUtility.PingObject(pattern);
Rect timelineRect = EditorGUILayout.GetControlRect(false, RowH,
GUILayout.Width(TimelineW));
// Windup
if (windupDur > 0f)
DrawBarInRect(timelineRect, cursor, windupDur, totalDuration,
windupDur / (windupDur + activeDur + recoveryDur) < 0.1f ? ColWarn : ColWindup);
cursor += windupDur;
// Active
if (activeDur > 0f)
DrawBarInRect(timelineRect, cursor, activeDur, totalDuration,
activeDur / (windupDur + activeDur + recoveryDur) < 0.1f ? ColWarn : ColActive);
cursor += activeDur;
// Recovery
if (recoveryDur > 0f)
DrawBarInRect(timelineRect, cursor, recoveryDur, totalDuration,
recoveryDur / (windupDur + activeDur + recoveryDur) < 0.1f ? ColWarn : ColRecovery);
cursor += recoveryDur;
_ = rowStart; // suppress unused warning
EditorGUILayout.EndHorizontal();
}
private void DrawVulnWindowRow(VulnerabilityWindow vw, float totalDuration)
{
string label = $"弱点:{vw.TriggerType} +{vw.TriggerDelay:F2}s / {vw.Duration:F2}s";
DrawBar(label, vw.TriggerDelay, vw.Duration, totalDuration, ColVuln, null);
}
private void DrawBar(string label, float start, float duration, float totalDuration,
Color color, AttackPatternSO pingTarget)
{
EditorGUILayout.BeginHorizontal(GUILayout.Height(RowH));
if (GUILayout.Button(label, EditorStyles.miniLabel, GUILayout.Width(LabelW), GUILayout.Height(RowH)))
{
if (pingTarget != null) EditorGUIUtility.PingObject(pingTarget);
}
Rect timelineRect = EditorGUILayout.GetControlRect(false, RowH, GUILayout.Width(TimelineW));
DrawBarInRect(timelineRect, start, duration, totalDuration, color);
EditorGUILayout.EndHorizontal();
}
private static void DrawBarInRect(Rect timeline, float start, float duration,
float totalDuration, Color color)
{
float x = timeline.x + (start / totalDuration) * timeline.width;
float w = Mathf.Max(MinBarWidth, (duration / totalDuration) * timeline.width);
EditorGUI.DrawRect(new Rect(x, timeline.y + 2f, w, timeline.height - 4f), color);
}
// ── Drag & Drop ───────────────────────────────────────────────────
private void HandleDragDrop()
{
var evt = Event.current;
if (evt.type != EventType.DragUpdated && evt.type != EventType.DragPerform) return;
DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
if (evt.type == EventType.DragPerform)
{
DragAndDrop.AcceptDrag();
foreach (var obj in DragAndDrop.objectReferences)
{
if (obj is BossSkillSO skill) { _loadedSkill = skill; _loadedSequence = null; break; }
if (obj is SkillSequenceSO seq) { _loadedSequence = seq; _loadedSkill = null; break; }
}
Repaint();
}
evt.Use();
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEditor.UIElements;
using UnityEngine;
using UnityEngine.UIElements;
using BaseGames.Enemies;
namespace BaseGames.Editor.Enemies
{
/// <summary>
/// 敌人数据管理窗口W-05
/// 技术UI Toolkit TwoPaneSplitView + 手动标签页。
/// 菜单BaseGames / Data / Enemy Data Manager
///
/// 左栏:可搜索的 EnemyStatsSO 列表 + [新建] 按钮。
/// 右栏两个标签页:
/// Stats — EnemyStatsSO 完整属性编辑
/// Loot — LootTableSO 浏览与编辑
/// </summary>
public class EnemyDataWindow : EditorWindow
{
private static readonly StyleSheet _sharedUSS;
static EnemyDataWindow()
{
_sharedUSS = AssetDatabase.LoadAssetAtPath<StyleSheet>(
"Assets/_Game/Scripts/Editor/UIToolkit/Editor.uss");
}
[MenuItem("BaseGames/Data/Enemy Data Manager", priority = 102)]
public static void Open()
{
var wnd = GetWindow<EnemyDataWindow>();
wnd.titleContent = new GUIContent("Enemy Data Manager");
wnd.minSize = new Vector2(720, 420);
}
// ── 状态 ─────────────────────────────────────────────────────────────
private List<EnemyStatsSO> _enemies = new();
private List<EnemyStatsSO> _filtered = new();
private List<LootTableSO> _lootTables = new();
private List<LootTableSO> _lootFiltered = new();
private ListView _enemyList;
private ListView _lootList;
private VisualElement _detailRoot; // Stats 标签页 Loot 详情区
private ScrollView _lootDetailRoot; // Loot 标签页 LootTable 详情区
private VisualElement _tabStats;
private VisualElement _tabLoot;
private Button _btnStats;
private Button _btnLoot;
private string _searchText = "";
private string _lootSearchText = "";
private int _activeTab = 0; // 0=Stats, 1=Loot
private InspectorElement _statsInspector;
private InspectorElement _lootInspector;
// ── 生命周期 ──────────────────────────────────────────────────────────
public void CreateGUI()
{
if (_sharedUSS != null)
rootVisualElement.styleSheets.Add(_sharedUSS);
// Toolbar
var toolbar = new Toolbar();
var searchField = new ToolbarSearchField { style = { flexGrow = 1 } };
searchField.RegisterValueChangedCallback(e => { _searchText = e.newValue; RefreshEnemyFilter(); });
searchField.tooltip = "按名称 / ID 过滤 EnemyStatsSO 列表";
toolbar.Add(searchField);
var btnCreate = new ToolbarButton(CreateNewEnemyStats) { text = "+ 新建敌人" };
var btnRefresh = new ToolbarButton(RefreshAll) { text = "↺" };
btnRefresh.tooltip = "重新扫描 Project 中的资产";
toolbar.Add(btnCreate);
toolbar.Add(btnRefresh);
rootVisualElement.Add(toolbar);
// Split view
var split = new TwoPaneSplitView(0, 230, TwoPaneSplitViewOrientation.Horizontal);
// ── 左栏:敌人列表 ────────────────────────────────────────────
var leftPane = new VisualElement { style = { minWidth = 150 } };
_enemyList = new ListView
{
selectionType = SelectionType.Single,
fixedItemHeight = 22,
makeItem = MakeEnemyItem,
bindItem = BindEnemyItem,
style = { flexGrow = 1 },
};
_enemyList.selectionChanged += OnEnemySelected;
leftPane.Add(_enemyList);
split.Add(leftPane);
// ── 右栏:标签页 + 内容 ───────────────────────────────────────
var rightPane = new VisualElement { style = { flexGrow = 1 } };
// 标签页按钮栏
var tabBar = new VisualElement();
tabBar.AddToClassList("tab-bar");
_btnStats = new Button(() => ActivateTab(0)) { text = "Stats" };
_btnLoot = new Button(() => ActivateTab(1)) { text = "Loot Table" };
_btnStats.AddToClassList("tab-button");
_btnLoot.AddToClassList("tab-button");
tabBar.Add(_btnStats);
tabBar.Add(_btnLoot);
rightPane.Add(tabBar);
// Stats 面板
_tabStats = new ScrollView { style = { flexGrow = 1 } };
_tabStats.AddToClassList("detail-panel");
rightPane.Add(_tabStats);
// Loot 面板(初始隐藏)
_tabLoot = BuildLootPanel();
_tabLoot.style.display = DisplayStyle.None;
rightPane.Add(_tabLoot);
split.Add(rightPane);
rootVisualElement.Add(split);
ActivateTab(0);
RefreshAll();
}
private void OnFocus() => RefreshAll();
// ── 标签页切换 ────────────────────────────────────────────────────────
private void ActivateTab(int tab)
{
_activeTab = tab;
_tabStats.style.display = tab == 0 ? DisplayStyle.Flex : DisplayStyle.None;
_tabLoot.style.display = tab == 1 ? DisplayStyle.Flex : DisplayStyle.None;
_btnStats.EnableInClassList("tab-button--active", tab == 0);
_btnLoot.EnableInClassList("tab-button--active", tab == 1);
}
// ── 敌人列表 ──────────────────────────────────────────────────────────
private void RefreshAll()
{
_enemies = EditorScaffoldUtils.FindAllAssetsOfType<EnemyStatsSO>();
_enemies.Sort((a, b) => string.Compare(a.name, b.name, StringComparison.OrdinalIgnoreCase));
_lootTables = EditorScaffoldUtils.FindAllAssetsOfType<LootTableSO>();
_lootTables.Sort((a, b) => string.Compare(a.name, b.name, StringComparison.OrdinalIgnoreCase));
RefreshEnemyFilter();
RefreshLootFilter();
}
private void RefreshEnemyFilter()
{
_filtered = string.IsNullOrEmpty(_searchText)
? new List<EnemyStatsSO>(_enemies)
: _enemies.Where(e => e != null &&
e.name.Contains(_searchText, StringComparison.OrdinalIgnoreCase)).ToList();
_enemyList.itemsSource = _filtered;
_enemyList.Rebuild();
}
private static VisualElement MakeEnemyItem()
{
var label = new Label();
label.AddToClassList("list-item");
return label;
}
private void BindEnemyItem(VisualElement element, int index)
{
var label = (Label)element;
var enemy = _filtered.Count > index ? _filtered[index] : null;
label.text = enemy != null ? enemy.name : "(null)";
}
private void OnEnemySelected(IEnumerable<object> items)
{
_tabStats.Clear();
_statsInspector = null;
var enemy = items.FirstOrDefault() as EnemyStatsSO;
if (enemy == null) return;
// 数值快览条
BuildStatsPreview(enemy);
// 完整属性编辑
_statsInspector = new InspectorElement(enemy);
_tabStats.Add(_statsInspector);
// 操作按钮
var btnRow = new VisualElement();
btnRow.AddToClassList("action-buttons");
btnRow.Add(new Button(() => EditorScaffoldUtils.PingAndSelect(enemy)) { text = "在 Project 中定位" });
btnRow.Add(new Button(() => Selection.activeObject = enemy) { text = "在 Inspector 中打开" });
btnRow.Add(new Button(() => CloneEnemy(enemy)) { text = "克隆为变体…" });
_tabStats.Add(btnRow);
}
private void BuildStatsPreview(EnemyStatsSO e)
{
var row = new VisualElement();
row.AddToClassList("stats-preview");
void Stat(string label, string val)
{
row.Add(new Label(label) { style = { color = new Color(0.65f, 0.65f, 0.65f), marginRight = 3 } });
row.Add(new Label(val) { style = { marginRight = 14, unityFontStyleAndWeight = FontStyle.Bold } });
}
Stat("HP", $"{e.MaxHP}");
Stat("DEF", $"{e.Defense}");
Stat("ATK", $"{e.AttackDamage}");
Stat("SPD", $"{e.WalkSpeed}/{e.RunSpeed}");
Stat("范围:", $"{e.AttackRange:F1}");
Stat("视野:", $"{e.DetectRange:F1}");
_tabStats.Add(row);
}
private void CloneEnemy(EnemyStatsSO source)
{
string name = source.name;
string clone = EditorUtility.SaveFilePanelInProject(
"克隆敌人配置", $"{name}_Clone", "asset",
"选择克隆 EnemyStatsSO 的保存路径");
if (string.IsNullOrEmpty(clone)) return;
var asset = Instantiate(source);
AssetDatabase.CreateAsset(asset, clone);
AssetDatabase.SaveAssets();
EditorScaffoldUtils.PingAndSelect(asset);
RefreshAll();
}
// ── Loot Table 面板 ───────────────────────────────────────────────────
private VisualElement BuildLootPanel()
{
var container = new VisualElement { style = { flexGrow = 1 } };
// Loot 搜索栏
var lootToolbar = new Toolbar();
var lootSearch = new ToolbarSearchField { style = { flexGrow = 1 } };
lootSearch.RegisterValueChangedCallback(e => { _lootSearchText = e.newValue; RefreshLootFilter(); });
lootSearch.tooltip = "过滤 LootTableSO 列表";
lootToolbar.Add(lootSearch);
var btnCreateLoot = new ToolbarButton(CreateNewLootTable) { text = "+ 新建 LootTable" };
lootToolbar.Add(btnCreateLoot);
container.Add(lootToolbar);
// 左右分割Loot 列表 + Loot 详情
var lootSplit = new TwoPaneSplitView(0, 200, TwoPaneSplitViewOrientation.Horizontal);
var lootLeft = new VisualElement { style = { minWidth = 120 } };
_lootList = new ListView
{
selectionType = SelectionType.Single,
fixedItemHeight = 22,
makeItem = () => { var l = new Label(); l.AddToClassList("list-item"); return l; },
bindItem = (el, idx) =>
{
var lbl = (Label)el;
var loot = _lootFiltered.Count > idx ? _lootFiltered[idx] : null;
lbl.text = loot?.name ?? "(null)";
},
style = { flexGrow = 1 },
};
_lootList.selectionChanged += OnLootSelected;
lootLeft.Add(_lootList);
lootSplit.Add(lootLeft);
_lootDetailRoot = new ScrollView { style = { flexGrow = 1 } };
_lootDetailRoot.AddToClassList("detail-panel");
lootSplit.Add(_lootDetailRoot);
container.Add(lootSplit);
return container;
}
private void RefreshLootFilter()
{
_lootFiltered = string.IsNullOrEmpty(_lootSearchText)
? new List<LootTableSO>(_lootTables)
: _lootTables.Where(l => l != null &&
l.name.Contains(_lootSearchText, StringComparison.OrdinalIgnoreCase)).ToList();
_lootList.itemsSource = _lootFiltered;
_lootList.Rebuild();
}
private void OnLootSelected(IEnumerable<object> items)
{
_lootDetailRoot.Clear();
_lootInspector = null;
var loot = items.FirstOrDefault() as LootTableSO;
if (loot == null) return;
var title = new Label($"Loot{loot.name}")
{
style = { fontSize = 13, unityFontStyleAndWeight = FontStyle.Bold, marginBottom = 6 }
};
_lootDetailRoot.Add(title);
// 简要统计
int entryCount = loot.Entries?.Length ?? 0;
_lootDetailRoot.Add(new Label($"条目数:{entryCount} 保底 LingZhu{loot.GuaranteedLingZhuMin}{loot.GuaranteedLingZhuMax}")
{
style = { color = new Color(0.7f, 0.7f, 0.7f), marginBottom = 4 }
});
_lootInspector = new InspectorElement(loot);
_lootDetailRoot.Add(_lootInspector);
var btnRow = new VisualElement();
btnRow.AddToClassList("action-buttons");
btnRow.Add(new Button(() => EditorScaffoldUtils.PingAndSelect(loot)) { text = "在 Project 中定位" });
btnRow.Add(new Button(() => Selection.activeObject = loot) { text = "在 Inspector 中打开" });
_lootDetailRoot.Add(btnRow);
}
// ── 新建资产 ──────────────────────────────────────────────────────────
private void CreateNewEnemyStats()
{
var asset = EditorScaffoldUtils.CreateSOAsset<EnemyStatsSO>(
"Assets/_Game/Data/Enemies", "EnemyStatsSO_New");
if (asset != null) RefreshAll();
}
private void CreateNewLootTable()
{
var asset = EditorScaffoldUtils.CreateSOAsset<LootTableSO>(
"Assets/_Game/Data/Enemies", "LootTableSO_New");
if (asset != null) RefreshAll();
}
}
}

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