using System.IO;
using UnityEditor;
using UnityEngine;
using BaseGames.Combat;
namespace BaseGames.Editor.Skills
{
///
/// 向导:一键生成技能 HitBox Prefab(W-11)。
/// 菜单:BaseGames / Create / Skill HitBox Prefab
///
/// 生成路径规范:Assets/_Game/Prefabs/Skills/SKL_{skillId}_HitBox.prefab
/// Prefab 结构(以 hitBoxCount=1 为例):
/// [SKL_{skillId}_HitBox] ← SkillHitBoxInstance (_hitBoxes 自动赋值)
/// └── [HitBox_0] ← PolygonCollider2D(IsTrigger) + HitBox, Layer=PlayerHitBox
///
public class SkillHitBoxWizard : ScriptableWizard
{
private const string OutputFolder = "Assets/_Game/Prefabs/Skills";
[MenuItem("BaseGames/Create/Skill HitBox Prefab", priority = 201)]
public static void Open() =>
DisplayWizard("Skill HitBox Prefab 向导", "创建");
[Tooltip("技能唯一 ID,如 SkySlash。Prefab 将命名为 SKL_{skillId}_HitBox")]
public string skillId = "";
[Tooltip("多段伤害时可设置 >1(每段一个 HitBox 子节点)")]
[Range(1, 4)]
public int hitBoxCount = 1;
// ── 向导回调 ──────────────────────────────────────────────────────────
private void OnWizardUpdate()
{
isValid = !string.IsNullOrWhiteSpace(skillId);
helpString = isValid
? $"将创建:{OutputFolder}/SKL_{skillId}_HitBox.prefab({hitBoxCount} 个 HitBox)"
: "请输入 skillId(技能唯一 ID,如 SkySlash)。";
}
private void OnWizardCreate()
{
if (string.IsNullOrWhiteSpace(skillId))
{
EditorUtility.DisplayDialog("错误", "skillId 不能为空。", "确认");
return;
}
string prefabName = $"SKL_{skillId}_HitBox";
string assetPath = $"{OutputFolder}/{prefabName}.prefab";
string fullPath = Path.Combine(
Path.GetDirectoryName(Application.dataPath)!,
assetPath.Replace('/', Path.DirectorySeparatorChar));
if (File.Exists(fullPath))
{
if (!EditorUtility.DisplayDialog("已存在",
$"{assetPath}\n\n该 Prefab 已存在,是否覆盖?",
"覆盖", "取消"))
return;
}
EditorScaffoldUtils.EnsureFolder(OutputFolder);
int hitBoxLayer = LayerMask.NameToLayer("PlayerHitBox");
if (hitBoxLayer < 0)
{
Debug.LogWarning("[SkillHitBoxWizard] 未找到 Physics Layer 'PlayerHitBox',子节点 Layer 将设为 Default。");
hitBoxLayer = 0;
}
// ── 构建 Prefab ────────────────────────────────────────────────
var root = new GameObject(prefabName);
var instance = root.AddComponent();
var so = new SerializedObject(instance);
var hbRefs = new HitBox[hitBoxCount];
for (int i = 0; i < hitBoxCount; i++)
{
var child = new GameObject($"HitBox_{i}");
child.transform.SetParent(root.transform, false);
child.layer = hitBoxLayer;
// PolygonCollider2D 默认菱形(1×0.5),策划在 Scene 中调整具体形状
var poly = child.AddComponent();
poly.isTrigger = true;
poly.SetPath(0, new Vector2[]
{
new(-0.5f, -0.25f), new(0.5f, -0.25f),
new(0.5f, 0.25f), new(-0.5f, 0.25f),
});
hbRefs[i] = child.AddComponent();
}
// 将 HitBox[] 赋值给 _hitBoxes
var arrayProp = so.FindProperty("_hitBoxes");
if (arrayProp != null && arrayProp.isArray)
{
arrayProp.arraySize = hitBoxCount;
for (int i = 0; i < hitBoxCount; i++)
arrayProp.GetArrayElementAtIndex(i).objectReferenceValue = hbRefs[i];
so.ApplyModifiedPropertiesWithoutUndo();
}
else
{
Debug.LogWarning("[SkillHitBoxWizard] 未找到 SkillHitBoxInstance._hitBoxes 字段,请手动赋值。");
}
var prefab = PrefabUtility.SaveAsPrefabAsset(root, assetPath);
Object.DestroyImmediate(root);
AssetDatabase.Refresh();
if (prefab != null)
{
EditorScaffoldUtils.PingAndSelect(prefab);
Debug.Log($"[SkillHitBoxWizard] 已创建:{assetPath}");
}
else
{
Debug.LogError($"[SkillHitBoxWizard] Prefab 保存失败:{assetPath}");
}
}
}
}