using System.Collections.Generic;
using System.Reflection;
using Animancer;
using BaseGames.Camera;
using BaseGames.Combat;
using BaseGames.Combat.StatusEffects;
using BaseGames.Dialogue;
using BaseGames.Enemies;
using BaseGames.Equipment;
using BaseGames.Parry;
using BaseGames.Player;
using BaseGames.Player.States;
using BaseGames.Skills;
using BaseGames.World;
using PathBerserker2d;
using Unity.Cinemachine;
using UnityEditor;
using UnityEngine;
using UnityEngine.Tilemaps;
namespace BaseGames.Editor
{
///
/// 场景对象快速放置工具。
/// 在当前活动场景中生成常用游戏对象(玩家、敌人、机关、存档点、相机等),
/// 并自动挂载基础组件、设置正确的物理层、绑定已有的事件频道资产。
///
/// 菜单:BaseGames → Scene → Place → …
///
/// 所有操作支持 Undo(Ctrl+Z)。生成后选中对象便于立即调整位置。
///
public static class SceneObjectPlacerTool
{
// ══ 菜单入口 ══════════════════════════════════════════════════════════
[MenuItem("BaseGames/Scene/Place/Player", priority = 100)]
public static void PlacePlayer()
{
var report = new List();
// ── Player 根节点(行为+物理+标签三合一)──────────────────────────────
// Rigidbody2D / 所有 MonoBehaviour 集中于此节点。
// HurtBox 作为其子节点,GetComponentInParent() 向上即可找到
// 本节点上的 PlayerController(IDamageable 实现者)。
GameObject root = new GameObject("Player");
Undo.RegisterCreatedObjectUndo(root, "Place Player");
root.transform.position = GetDropPosition();
root.tag = "Player";
SetLayer(root, "Player", report);
// 物理组件(PlayerMovement RequireComponent(Rigidbody2D),必须同节点)
Rigidbody2D rb = GetOrAddComponent(root);
rb.bodyType = RigidbodyType2D.Dynamic;
rb.gravityScale = 2f;
rb.constraints = RigidbodyConstraints2D.FreezeRotation;
rb.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
rb.interpolation = RigidbodyInterpolation2D.Interpolate;
GetOrAddComponent(root);
// 动画组件(AnimancerComponent 需要 Animator 存在;PlayerController
// [RequireComponent(typeof(AnimancerComponent))] 保证其存在)
GetOrAddComponent(root);
GetOrAddComponent(root);
SetupSpriteRenderer(root);
// 核心行为组件
PlayerStats playerStats = GetOrAddComponent(root);
PlayerMovement playerMovement = GetOrAddComponent(root);
PlayerCombat playerCombat = GetOrAddComponent(root);
FormController formController = GetOrAddComponent(root);
WeaponManager weaponManager = GetOrAddComponent(root);
SkillManager skillManager = GetOrAddComponent(root);
SpringSystem springSystem = GetOrAddComponent(root);
ParrySystem parrySystem = GetOrAddComponent(root);
ShieldComponent shield = GetOrAddComponent(root);
PlayerWallDetector wallDetector = GetOrAddComponent(root);
EquipmentManager equipmentManager = GetOrAddComponent(root);
GetOrAddComponent(root);
GetOrAddComponent(root);
// PlayerController 最后添加:RequireComponent 会拉取上方已加好的组件
PlayerController playerController = GetOrAddComponent(root);
// ── HurtBox 子节点 ───────────────────────────────────────────────────
Transform hurtBoxT = GetOrCreateChild(root.transform, "HurtBox");
SetLayer(hurtBoxT.gameObject, "PlayerHurtBox", report);
BoxCollider2D hurtCollider = GetOrAddComponent(hurtBoxT.gameObject);
hurtCollider.isTrigger = true;
HurtBox hurtBox = GetOrAddComponent(hurtBoxT.gameObject);
// ── [WeaponSocket] 子节点(WeaponManager 动态实例化武器 HitBox 的挂点)
GetOrCreateChild(root.transform, "[WeaponSocket]");
// ── GroundCheck 子节点(地面检测 Transform)────────────────────────
Transform groundCheckT = GetOrCreateChild(root.transform, "GroundCheck");
groundCheckT.localPosition = new Vector3(0f, -0.75f, 0f);
AssignReference(playerMovement, "_groundCheck", groundCheckT, report);
AssignLayerMask(playerMovement, "_groundLayer", "Ground", report);
// ── SkillHitBox_Slot 子节点(技能 HitBox 实例化挂点)────────────────
GetOrCreateChild(root.transform, "SkillHitBox_Slot");
// ── CameraFollowTarget 子节点(CinemachineCamera.Follow 目标)────────
GetOrCreateChild(root.transform, "CameraFollowTarget");
// ── PlayerController SerializeField 引用赋值 ──────────────────────
AssignReference(playerController, "_combat", playerCombat, report);
AssignReference(playerController, "_formController", formController, report);
AssignReference(playerController, "_weaponManager", weaponManager, report);
AssignReference(playerController, "_skillManager", skillManager, report);
AssignReference(playerController, "_springSystem", springSystem, report);
AssignReference(playerController, "_parrySystem", parrySystem, report);
AssignReference(playerController, "_hurtBox", hurtBox, report);
AssignReference(playerController, "_shield", shield, report);
AssignReference(playerController, "_wallDetector", wallDetector, report);
// ── 事件频道(可选,缺失时跳过) ───────────────────────────────────
AssignAsset(playerStats, "_onHPChanged", report, false, "EVT_HPChanged");
AssignAsset(playerStats, "_onMaxHPChanged", report, false, "EVT_MaxHPChanged");
AssignAsset(playerStats, "_onSoulPowerChanged", report, false, "EVT_SoulPowerChanged");
AssignAsset(playerStats, "_onSpiritPowerChanged", report, false, "EVT_SpiritPowerChanged");
AssignAsset(playerStats, "_onSpringChargesChanged", report, false, "EVT_SpringChargesChanged");
AssignAsset(playerStats, "_onLingZhuChanged", report, false, "EVT_LingZhuChanged");
AssignAsset(playerStats, "_onAbilityUnlocked", report, false, "EVT_AbilityUnlocked");
AssignAsset(playerStats, "_onDifficultyChanged", report, false, "EVT_DifficultyChanged");
AssignAsset(playerController, "_onPlayerDied", report, false, "EVT_PlayerDied");
AssignAsset(playerController, "_onPlayerSpawned", report, false, "EVT_PlayerSpawned");
AssignAsset(hurtBox, "_onDamageDealt", report, false, "EVT_DamageDealt");
AssignAsset(hurtBox, "_onHitConfirmed", report, false, "EVT_HitConfirmed");
// ── Config SO 自动查找(资产存在时自动绑定)──────────────────────
Object statsConfig = FindFirstAsset("PLY_PlayerStats");
Object movConfig = FindFirstAsset("PLY_PlayerMovementConfig");
Object formConfig = FindFirstAsset("PLY_FormConfig");
Object parryConfig = FindFirstAsset("PLY_ParryConfig");
Object shieldConfig = FindFirstAsset("PLY_ShieldConfig");
Object inputReader = FindFirstAsset("InputReader");
Object equipmentConfig = FindFirstAsset("PLY_EquipmentConfig");
Object charmCatalog = FindFirstAsset("PLY_CharmCatalog");
if (statsConfig != null) AssignReference(playerStats, "_config", statsConfig, report);
if (movConfig != null)
{
AssignReference(playerController, "_movementConfig", movConfig, report);
AssignReference(playerMovement, "_config", movConfig, report);
AssignReference(wallDetector, "_config", movConfig, report);
}
if (formConfig != null)
{
AssignReference(playerController, "_formConfig", formConfig, report);
AssignReference(formController, "_config", formConfig, report);
}
if (parryConfig != null) AssignReference(parrySystem, "_config", parryConfig, report);
if (shieldConfig != null) AssignReference(shield, "_config", shieldConfig, report);
if (inputReader != null) AssignReference(playerController, "_inputReader", inputReader, report);
if (equipmentConfig != null) AssignReference(equipmentManager, "_config", equipmentConfig, report);
if (charmCatalog != null) AssignReference(equipmentManager, "_charmCatalog", charmCatalog, report);
report.Add("★ 需手动绑定:PlayerController._animConfig(PLY_PlayerAnimationConfig)");
if (statsConfig == null) report.Add("★ 需创建并绑定:PlayerStats._config(PlayerStatsSO)");
if (inputReader == null) report.Add("★ 需手动绑定:PlayerController._inputReader(InputReaderSO)");
if (equipmentConfig == null) report.Add("★ 需创建并绑定:EquipmentManager._config(EquipmentConfigSO)");
if (charmCatalog == null) report.Add("★ 需创建并绑定:EquipmentManager._charmCatalog(CharmCatalogSO)");
report.Add("SkillManager 技能槽 SO 需手动填入。");
Selection.activeGameObject = root;
MarkDirtyAndLog("Player", root, report);
}
[MenuItem("BaseGames/Scene/Place/Player Spawn Point", priority = 105)]
public static void PlacePlayerSpawnPoint()
{
var report = new List();
GameObject go = new GameObject("SpawnPoint");
Undo.RegisterCreatedObjectUndo(go, "Place Player Spawn Point");
go.transform.position = GetDropPosition();
PlayerSpawnPoint spawnPoint = GetOrAddComponent(go);
AssignString(spawnPoint, "_transitionId", "default", report);
AssignInt(spawnPoint, "_facingDirection", 1);
report.Add("修改 _transitionId,使其与对应 RoomTransition._targetTransitionId 匹配。");
report.Add("+1 = 朝右出生,-1 = 朝左出生(_facingDirection)。");
Selection.activeGameObject = go;
MarkDirtyAndLog("Player Spawn Point", go, report);
}
[MenuItem("BaseGames/Scene/Place/Enemy (Basic)", priority = 110)]
public static void PlaceEnemy()
{
var report = new List();
GameObject go = new GameObject("BasicEnemy");
Undo.RegisterCreatedObjectUndo(go, "Place Enemy");
go.transform.position = GetDropPosition();
SetLayer(go, "Enemy", report);
Rigidbody2D rb = GetOrAddComponent(go);
rb.bodyType = RigidbodyType2D.Dynamic;
rb.gravityScale = 2f;
rb.constraints = RigidbodyConstraints2D.FreezeRotation;
GetOrAddComponent(go);
GetOrAddComponent(go);
SetupSpriteRenderer(go);
EnemyBase enemyBase = GetOrAddComponent(go);
EnemyStats enemyStats = GetOrAddComponent(go);
// HurtBox child
Transform hurtBoxT = GetOrCreateChild(go.transform, "HurtBox");
SetLayer(hurtBoxT.gameObject, "EnemyHurtBox", report);
CapsuleCollider2D hurtCollider = GetOrAddComponent(hurtBoxT.gameObject);
hurtCollider.isTrigger = true;
HurtBox hurtBox = GetOrAddComponent(hurtBoxT.gameObject);
// Contact-damage HitBox child
Transform hitBodyT = GetOrCreateChild(go.transform, "HitBox_Body");
SetLayer(hitBodyT.gameObject, "EnemyHitBox", report);
CircleCollider2D hitCollider = GetOrAddComponent(hitBodyT.gameObject);
hitCollider.isTrigger = true;
hitCollider.radius = 0.55f;
HitBox hitBox = GetOrAddComponent(hitBodyT.gameObject);
GetOrAddComponent(hitBodyT.gameObject);
// References
AssignReference(enemyBase, "_stats", enemyStats, report);
// DamageSourceSO for body contact (optional — create manually if missing)
Object dmgSrc = FindFirstAsset("CMB_DS_EnemyBody", "DS_EnemyBody");
if (dmgSrc != null)
AssignReference(hitBox, "_defaultSource", dmgSrc, report);
else
report.Add("未找到 DamageSourceSO,HitBox_Body._defaultSource 未绑定。请按规范创建 CMB_DS_EnemyBody.asset。");
// Event channels
AssignAsset(enemyBase, "_onEnemyDied", report, false, "EVT_EnemyDied");
AssignAsset(enemyBase, "_onPlayerSpawned", report, false, "EVT_PlayerSpawned");
AssignAsset(enemyStats, "_onDifficultyChanged", report, false, "EVT_DifficultyChanged");
AssignAsset(hurtBox, "_onDamageDealt", report, false, "EVT_DamageDealt");
AssignAsset(hurtBox, "_onHitConfirmed", report, false, "EVT_HitConfirmed");
// EnemyStatsSO (optional)
Object enemyStatsSO = FindFirstAsset("BasicEnemyStats", "EnemyStatsSO");
if (enemyStatsSO != null)
AssignReference(enemyBase, "_statsSO", enemyStatsSO, report);
else
report.Add("未找到 EnemyStatsSO,EnemyBase._statsSO 未绑定。请在 Data/Enemies/ 创建 ENM_{id}_Stats.asset 后手动指定。");
report.Add("行为树、导航参数(NavAgent)、动画片段需后续手工挂载。");
Selection.activeGameObject = go;
MarkDirtyAndLog("Enemy (Basic)", go, report);
}
[MenuItem("BaseGames/Scene/Place/Boss Enemy", priority = 115)]
public static void PlaceBossEnemy()
{
var report = new List();
GameObject go = new GameObject("BossEnemy");
Undo.RegisterCreatedObjectUndo(go, "Place Boss Enemy");
go.transform.position = GetDropPosition();
SetLayer(go, "Enemy", report);
Rigidbody2D rb = GetOrAddComponent(go);
rb.bodyType = RigidbodyType2D.Dynamic;
rb.gravityScale = 2f;
rb.constraints = RigidbodyConstraints2D.FreezeRotation;
rb.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
rb.interpolation = RigidbodyInterpolation2D.Interpolate;
GetOrAddComponent(go);
GetOrAddComponent(go);
SetupSpriteRenderer(go);
BossBase bossBase = GetOrAddComponent(go);
EnemyStats bossStats = GetOrAddComponent(go);
// HurtBox child
Transform hurtBoxT = GetOrCreateChild(go.transform, "HurtBox");
SetLayer(hurtBoxT.gameObject, "EnemyHurtBox", report);
CapsuleCollider2D hurtCollider = GetOrAddComponent(hurtBoxT.gameObject);
hurtCollider.isTrigger = true;
hurtCollider.size = new Vector2(1.5f, 2.5f);
HurtBox hurtBox = GetOrAddComponent(hurtBoxT.gameObject);
// Contact-damage HitBox child
Transform hitBodyT = GetOrCreateChild(go.transform, "HitBox_Body");
SetLayer(hitBodyT.gameObject, "EnemyHitBox", report);
CircleCollider2D hitCollider = GetOrAddComponent(hitBodyT.gameObject);
hitCollider.isTrigger = true;
hitCollider.radius = 0.9f;
HitBox hitBox = GetOrAddComponent(hitBodyT.gameObject);
GetOrAddComponent(hitBodyT.gameObject);
// References
AssignReference(bossBase, "_stats", bossStats, report);
// DamageSourceSO
Object dmgSrc = FindFirstAsset("CMB_DS_BossBody", "CMB_DS_EnemyBody", "DS_BossBody");
if (dmgSrc != null)
AssignReference(hitBox, "_defaultSource", dmgSrc, report);
else
report.Add("未找到 DamageSourceSO,HitBox_Body._defaultSource 未绑定。请按规范创建 CMB_DS_BossBody.asset。");
// Event channels
AssignAsset(bossBase, "_onEnemyDied", report, false, "EVT_EnemyDied");
AssignAsset(bossBase, "_onPlayerSpawned", report, false, "EVT_PlayerSpawned");
AssignAsset(bossBase, "_onBossFightEnded", report, false, "EVT_BossFightEnded");
AssignAsset(bossBase, "_onBossPhaseChanged", report, false, "EVT_BossPhaseChanged");
AssignAsset(bossStats, "_onDifficultyChanged", report, false, "EVT_DifficultyChanged");
AssignAsset(hurtBox, "_onDamageDealt", report, false, "EVT_DamageDealt");
AssignAsset(hurtBox, "_onHitConfirmed", report, false, "EVT_HitConfirmed");
report.Add("填写 _bossId。");
report.Add("挂载 BossSkillSequencer 组件并指定技能序列 SO;行为树、NavAgent 需手工添加。");
report.Add("多阶段 Boss 可在此 GameObject 上继续 AddComponent 阶段切换控制器。");
Selection.activeGameObject = go;
MarkDirtyAndLog("Boss Enemy", go, report);
}
[MenuItem("BaseGames/Scene/Place/Hazard (LethalTrap)", priority = 120)]
public static void PlaceLethalTrap()
{
var report = new List();
GameObject go = new GameObject("LethalTrap");
Undo.RegisterCreatedObjectUndo(go, "Place LethalTrap");
go.transform.position = GetDropPosition();
SetLayer(go, "EnemyHitBox", report);
BoxCollider2D col = GetOrAddComponent(go);
col.isTrigger = true;
col.size = new Vector2(2f, 0.5f);
SetupSpriteRenderer(go);
LethalTrap trap = GetOrAddComponent(go);
AssignLayerMask(trap, "_playerLayers", "PlayerHurtBox", report);
AssignInt(trap, "_damage", 1);
AssignBool(trap, "_canPogo", true);
// Child HurtBox (EnemyHurtBox layer) to allow pogo when _canPogo = true
Transform hurtBoxT = GetOrCreateChild(go.transform, "HurtBox");
SetLayer(hurtBoxT.gameObject, "EnemyHurtBox", report);
BoxCollider2D hurtCol = GetOrAddComponent(hurtBoxT.gameObject);
hurtCol.isTrigger = true;
hurtCol.size = new Vector2(2f, 0.3f);
GetOrAddComponent(hurtBoxT.gameObject);
AssignAsset(trap, "_onPlayerDied", report, false, "EVT_PlayerDied");
AssignAsset(trap, "_onCheckpointRespawn", report, false, "EVT_CheckpointRespawn");
report.Add("_canPogo=true:子 HurtBox 供玩家下劈弹起;设为 false 可改为纯死亡区(无需子 HurtBox)。");
Selection.activeGameObject = go;
MarkDirtyAndLog("Hazard (LethalTrap)", go, report);
}
[MenuItem("BaseGames/Scene/Place/Checkpoint Marker", priority = 125)]
public static void PlaceCheckpointMarker()
{
var report = new List();
GameObject go = new GameObject("CheckpointMarker");
Undo.RegisterCreatedObjectUndo(go, "Place CheckpointMarker");
go.transform.position = GetDropPosition();
SetLayer(go, "TriggerZone", report);
BoxCollider2D col = GetOrAddComponent(go);
col.isTrigger = true;
col.size = new Vector2(1f, 2f);
CheckpointMarker marker = GetOrAddComponent(go);
AssignLayerMask(marker, "_playerLayers", "Player", report);
AssignAsset(marker, "_onCheckpointReached", report, false, "EVT_CheckpointReached");
report.Add("放置于跳跳乐段落的关键节点处;玩家经过后成为该房间最近检查点。");
report.Add("同一房间可放置多个,以最近经过的为准。");
Selection.activeGameObject = go;
MarkDirtyAndLog("Checkpoint Marker", go, report);
}
[MenuItem("BaseGames/Scene/Place/Collectible (LingZhu)", priority = 130)]
public static void PlaceCollectible()
{
var report = new List();
GameObject go = new GameObject("Collectible_LingZhu");
Undo.RegisterCreatedObjectUndo(go, "Place Collectible");
go.transform.position = GetDropPosition();
Rigidbody2D rb = GetOrAddComponent(go);
rb.gravityScale = 1f;
rb.freezeRotation = true;
rb.interpolation = RigidbodyInterpolation2D.Interpolate;
CircleCollider2D col = GetOrAddComponent(go);
col.isTrigger = true;
col.radius = 0.3f;
SetupSpriteRenderer(go);
Collectible collectible = GetOrAddComponent(go);
// CollectibleType.LingZhu = 0
AssignInt(collectible, "_type", 0);
AssignInt(collectible, "_lingZhuAmount", 1);
AssignBool(collectible, "_isPersistent", false);
AssignAsset(collectible, "_onCollectiblePickup", report, false, "EVT_ItemPickup", "EVT_CollectiblePickup");
AssignAsset(collectible, "_onCollectibleSaved", report, false, "EVT_CollectibleSaved");
report.Add("若为场景固定摆放道具,设 _isPersistent = true 并填写唯一 _collectibleId。");
Selection.activeGameObject = go;
MarkDirtyAndLog("Collectible (LingZhu)", go, report);
}
[MenuItem("BaseGames/Scene/Place/Save Point", priority = 130)]
public static void PlaceSavePoint()
{
var report = new List();
GameObject go = new GameObject("SavePoint");
Undo.RegisterCreatedObjectUndo(go, "Place Save Point");
go.transform.position = GetDropPosition();
SetLayer(go, "TriggerZone", report);
BoxCollider2D col = GetOrAddComponent(go);
col.isTrigger = true;
col.size = new Vector2(1f, 1.5f);
SetupSpriteRenderer(go);
SavePoint savePoint = GetOrAddComponent(go);
AssignAsset(savePoint, "_onSceneLoaded", report, false, "EVT_SceneLoaded");
AssignAsset(savePoint, "_onSavePointActivated", report, false, "EVT_SavePointActivated");
report.Add("填写 _savePointId(全局唯一字符串,用于存档点激活记录与复活定位)。");
Selection.activeGameObject = go;
MarkDirtyAndLog("Save Point", go, report);
}
[MenuItem("BaseGames/Scene/Place/Teleport Station", priority = 135)]
public static void PlaceTeleportStation()
{
var report = new List();
GameObject go = new GameObject("TeleportStation");
Undo.RegisterCreatedObjectUndo(go, "Place TeleportStation");
go.transform.position = GetDropPosition();
SetLayer(go, "TriggerZone", report);
BoxCollider2D col = GetOrAddComponent(go);
col.isTrigger = true;
col.size = new Vector2(1.5f, 2f);
SetupSpriteRenderer(go);
TeleportStation station = GetOrAddComponent(go);
AssignAsset(station, "_onFastTravelOpen", report, false, "EVT_FastTravelOpen");
report.Add("填写 _stationId(传送站唯一 ID,用于地图 UI 标注)。");
report.Add("传送站不存档、不复活、不恢复 HP;与存档点是独立对象。");
Selection.activeGameObject = go;
MarkDirtyAndLog("Teleport Station", go, report);
}
[MenuItem("BaseGames/Scene/Place/Room Transition", priority = 140)]
public static void PlaceRoomTransition()
{
var report = new List();
GameObject go = new GameObject("RoomTransition");
Undo.RegisterCreatedObjectUndo(go, "Place Room Transition");
go.transform.position = GetDropPosition();
SetLayer(go, "TriggerZone", report);
BoxCollider2D col = GetOrAddComponent(go);
col.isTrigger = true;
col.size = new Vector2(1f, 2.5f);
RoomTransition transition = GetOrAddComponent(go);
AssignString(transition, "_transitionId", "exit_default", report);
AssignBool(transition, "_autoTrigger", true);
AssignBool(transition, "_requiresKeyItem", false);
AssignAsset(transition, "_onSceneLoadRequest", report, false, "EVT_SceneLoadRequest");
report.Add("填写 _transitionId(本出口唯一 ID)、_targetSceneAddress(目标场景 Addressable Key)、_targetTransitionId(目标出生点 ID)。");
report.Add("若需锁门,设 _requiresKeyItem = true 并填写 _requiredItemId。");
report.Add("_worldState 字段需拖入 WorldStateRegistry SO(可选)。");
Selection.activeGameObject = go;
MarkDirtyAndLog("Room Transition", go, report);
}
[MenuItem("BaseGames/Scene/Place/Camera Area", priority = 140)]
public static void PlaceCameraArea() => PlaceCameraArea("CameraArea");
///
/// 生成的 CameraArea GameObject 名称。
/// 子节点 AreaBoundary 和 TriggerZone 将以此为前缀命名(如 MyZone_AreaBoundary)。
///
/// 生成的 GameObject 所挂载的父节点(为 null 时放置于场景根节点)。
public static void PlaceCameraArea(string areaName, Transform parent = null)
{
var report = new List();
int undoGroup = Undo.GetCurrentGroup();
Undo.SetCurrentGroupName("Place Camera Area (+ TriggerZone)");
Vector3 pos = GetDropPosition();
// ── CameraArea ─────────────────────────────────────────────────────
GameObject go = new GameObject(areaName);
Undo.RegisterCreatedObjectUndo(go, "Place Camera Area");
go.transform.position = pos;
if (parent != null)
Undo.SetTransformParent(go.transform, parent, "Parent Camera Area");
CameraArea cameraArea = GetOrAddComponent(go);
// AreaBoundary child — 提供 CinemachineConfiner3D 所需的限位体积
Transform boundaryT = GetOrCreateChild(go.transform, $"{areaName}_AreaBoundary");
BoxCollider boundaryCollider = GetOrAddComponent(boundaryT.gameObject);
boundaryCollider.isTrigger = true;
boundaryCollider.center = new Vector3(0f, 0f, -10f); // Z 占位符,实际深度由 SyncConfiner 按 LensConfig 计算
boundaryCollider.size = new Vector3(24f, 12f, 1f); // 默认房间尺寸占位符
AssignReference(cameraArea, "_confinerCollider", boundaryCollider, report);
// ── CameraTriggerZone(配对)─────────────────────────────────────────
GameObject zoneGo = new GameObject($"{areaName}_TriggerZone");
Undo.RegisterCreatedObjectUndo(zoneGo, "Place Camera Trigger Zone");
zoneGo.transform.position = pos;
SetLayer(zoneGo, "TriggerZone", report);
CameraTriggerZone zone = GetOrAddComponent(zoneGo);
PolygonCollider2D col = GetOrAddComponent(zoneGo);
col.isTrigger = true;
// 默认矩形多边形(24×12),可在 Inspector 中编辑顶点
col.SetPath(0, new Vector2[]
{
new Vector2(-12f, -6f),
new Vector2(-12f, 6f),
new Vector2( 12f, 6f),
new Vector2( 12f, -6f),
});
AssignReference(zone, "_targetArea", cameraArea, report);
// TriggerZone 归入 CameraArea 节点,方便统一调整与查找
Undo.SetTransformParent(zoneGo.transform, go.transform, "Parent TriggerZone to CameraArea");
zoneGo.transform.localPosition = Vector3.zero;
Undo.CollapseUndoOperations(undoGroup);
report.Add($"绑定 LensConfig SO 后单击 Inspector 中「从可视区域更新限位区域」计算 {areaName}_AreaBoundary BoxCollider。");
report.Add($"编辑 {areaName}_TriggerZone PolygonCollider2D 的顶点以匹配入口多边形区域。");
// ── 自动关联到同场景 RoomController(若其 _cameraArea 为空)────────
#if UNITY_6000_0_OR_NEWER
var roomControllers = Object.FindObjectsByType(FindObjectsSortMode.None);
#else
var roomControllers = Object.FindObjectsOfType();
#endif
bool autoAssigned = false;
foreach (var rc in roomControllers)
{
// 仅使用反射检查,避免每次都覆盖已绑定的引用
var fi = typeof(RoomController).GetField("_cameraArea",
System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic);
if (fi == null) continue;
if (fi.GetValue(rc) != null) continue;
Undo.RecordObject(rc, "Auto-assign CameraArea to RoomController");
fi.SetValue(rc, cameraArea);
EditorUtility.SetDirty(rc);
report.Add($"✅ 已自动将 {areaName} 关联到 {rc.gameObject.name}.RoomController._cameraArea。");
autoAssigned = true;
}
if (!autoAssigned)
report.Add("将此 CameraArea 拖入 RoomController._cameraArea 字段(未找到空 _cameraArea 的 RoomController)。");
Selection.activeGameObject = go;
MarkDirtyAndLog($"Camera Area (+ TriggerZone): {areaName}", go, report);
}
[MenuItem("BaseGames/Scene/Place/Ground Platform", priority = 150)]
public static void PlaceGroundPlatform()
{
var report = new List();
GameObject go = new GameObject("GroundPlatform");
Undo.RegisterCreatedObjectUndo(go, "Place Ground Platform");
go.transform.position = GetDropPosition();
SetLayer(go, "Ground", report);
// 2D Sprite:用 localScale 设定尺寸,让 SpriteRenderer 和 BoxCollider2D 同步缩放
go.transform.localScale = new Vector3(8f, 0.5f, 1f);
GetOrAddComponent(go);
SetupSpriteRenderer(go);
Rigidbody2D rb = GetOrAddComponent(go);
rb.bodyType = RigidbodyType2D.Static;
Selection.activeGameObject = go;
MarkDirtyAndLog("Ground Platform", go, report);
}
[MenuItem("BaseGames/Scene/Place/Moving Platform", priority = 155)]
public static void PlaceMovingPlatform()
{
var report = new List();
GameObject go = new GameObject("MovingPlatform");
Undo.RegisterCreatedObjectUndo(go, "Place Moving Platform");
go.transform.position = GetDropPosition();
SetLayer(go, "Ground", report);
Rigidbody2D rb = GetOrAddComponent(go);
rb.bodyType = RigidbodyType2D.Kinematic;
rb.interpolation = RigidbodyInterpolation2D.Interpolate;
rb.freezeRotation = true;
BoxCollider2D col = GetOrAddComponent(go);
col.size = new Vector2(4f, 0.4f);
SetupSpriteRenderer(go);
// Passenger sensor — trigger collider just above the platform surface
Transform sensorT = GetOrCreateChild(go.transform, "PassengerSensor");
BoxCollider2D sensorCol = GetOrAddComponent(sensorT.gameObject);
sensorCol.isTrigger = true;
sensorCol.size = new Vector2(3.8f, 0.25f);
sensorCol.offset = new Vector2(0f, 0.33f);
// Waypoint markers (LinearAB mode end points)
Transform wpA = GetOrCreateChild(go.transform, "WaypointA");
Transform wpB = GetOrCreateChild(go.transform, "WaypointB");
wpA.localPosition = new Vector3(-3f, 0f, 0f);
wpB.localPosition = new Vector3(3f, 0f, 0f);
MovingPlatform platform = GetOrAddComponent(go);
AssignReference(platform, "_passengerSensor", sensorCol, report);
AssignObjectArray(platform, "_wayPoints", new Object[] { wpA, wpB }, report);
report.Add("WaypointA / WaypointB 为移动端点,可将其拖出平台并在场景中调整位置。");
report.Add("如需触发激活,改 _moveType = TriggeredLinear 并将 VoidEventChannelSO 拖入 _activationChannel。");
Selection.activeGameObject = go;
MarkDirtyAndLog("Moving Platform", go, report);
}
[MenuItem("BaseGames/Scene/Place/Tilemap Ground", priority = 160)]
public static void PlaceTilemapGround()
{
var report = new List();
GameObject gridGo = new GameObject("GroundGrid");
Undo.RegisterCreatedObjectUndo(gridGo, "Place Tilemap Ground");
gridGo.transform.position = GetDropPosition();
GetOrAddComponent(gridGo);
GameObject groundGo = GetOrCreateChild(gridGo.transform, "Ground").gameObject;
SetLayer(groundGo, "Ground", report);
GetOrAddComponent(groundGo);
GetOrAddComponent(groundGo);
TilemapCollider2D tilemapCollider = GetOrAddComponent(groundGo);
tilemapCollider.usedByComposite = true;
Rigidbody2D rb = GetOrAddComponent(groundGo);
rb.bodyType = RigidbodyType2D.Static;
GetOrAddComponent(groundGo);
report.Add("在 Tilemap 组件中使用 Tile Palette 绘制地形。");
Selection.activeGameObject = gridGo;
MarkDirtyAndLog("Tilemap Ground", gridGo, report);
}
[MenuItem("BaseGames/Scene/Place/Nav Surface", priority = 170)]
public static void PlaceNavSurface()
{
var report = new List();
GameObject go = new GameObject("NavSurface");
Undo.RegisterCreatedObjectUndo(go, "Place Nav Surface");
go.transform.position = GetDropPosition();
GetOrAddComponent(go);
report.Add("NavSurface 已添加。在 Inspector 中点击 Bake 生成导航网格。");
Selection.activeGameObject = go;
MarkDirtyAndLog("Nav Surface", go, report);
}
[MenuItem("BaseGames/Scene/Place/Obstacle (Static)", priority = 190)]
public static void PlaceObstacle()
{
var report = new List();
GameObject go = new GameObject("Obstacle");
Undo.RegisterCreatedObjectUndo(go, "Place Obstacle");
go.transform.position = GetDropPosition();
SetLayer(go, "Ground", report);
// 2D Sprite:用 localScale 设定尺寸,让 SpriteRenderer 和 BoxCollider2D 同步缩放
go.transform.localScale = new Vector3(1f, 1f, 1f);
GetOrAddComponent(go);
SetupSpriteRenderer(go);
Rigidbody2D rb = GetOrAddComponent(go);
rb.bodyType = RigidbodyType2D.Static;
Selection.activeGameObject = go;
MarkDirtyAndLog("Obstacle (Static)", go, report);
}
[MenuItem("BaseGames/Scene/Place/Interactable NPC", priority = 195)]
public static void PlaceInteractableNPC()
{
var report = new List();
GameObject go = new GameObject("NPC");
Undo.RegisterCreatedObjectUndo(go, "Place Interactable NPC");
go.transform.position = GetDropPosition();
// Interaction range trigger (matches InteractableNPC._interactRadius default)
CircleCollider2D rangeTrigger = GetOrAddComponent(go);
rangeTrigger.isTrigger = true;
rangeTrigger.radius = 1.5f;
GetOrAddComponent(go);
GetOrAddComponent(go);
SetupSpriteRenderer(go);
report.Add("填写 _npcId(全局唯一)。");
report.Add("将 DialogueSequenceSO 拖入 _defaultDialogue 字段。");
report.Add("若为任务 NPC,将 InteractableNPC 替换为 QuestGiver 组件。");
report.Add("NPC 动画控制器需手工指定。");
Selection.activeGameObject = go;
MarkDirtyAndLog("Interactable NPC", go, report);
}
// ══ 私有辅助方法 ══════════════════════════════════════════════════════
///
/// 返回用于放置新对象的世界坐标:优先使用 SceneView 视口中心,否则原点。
///
private static Vector3 GetDropPosition()
{
SceneView sv = SceneView.lastActiveSceneView;
if (sv != null)
{
Vector3 pos = sv.pivot;
pos.z = 0f; // 2D 游戏固定 z=0
return pos;
}
return Vector3.zero;
}
private static T GetOrAddComponent(GameObject go) where T : Component
{
T comp = go.GetComponent();
return comp != null ? comp : Undo.AddComponent(go);
}
///
/// SpriteRenderer 添加并赋值 Unity 内置默认 Sprite(白色圆角方块)。
/// 若已有 Sprite 则不覆盖(防止覆盖手动赋値)。
///
private static SpriteRenderer SetupSpriteRenderer(GameObject go)
{
var sr = GetOrAddComponent(go);
if (sr.sprite == null)
sr.sprite = AssetDatabase.LoadAssetAtPath(
"Packages/com.unity.2d.sprite/Editor/ObjectMenuCreation/DefaultAssets/Textures/v2/Square.png");
return sr;
}
private static Transform GetOrCreateChild(Transform parent, string name)
{
Transform child = parent.Find(name);
if (child != null)
return child;
GameObject go = new GameObject(name);
Undo.RegisterCreatedObjectUndo(go, $"Create {name}");
go.transform.SetParent(parent, false);
return go.transform;
}
private static void SetLayer(GameObject go, string layerName, List report)
{
int layer = LayerMask.NameToLayer(layerName);
if (layer == -1)
report.Add($"Layer '{layerName}' 不存在,请在 Tags and Layers 中创建。");
else
go.layer = layer;
}
private static void AssignReference(Object target, string propName, Object value, List report = null)
{
var so = new SerializedObject(target);
var sp = so.FindProperty(propName);
if (sp == null)
{
report?.Add($"{target.GetType().Name}.{propName} 字段不存在,跳过引用赋值。");
return;
}
sp.objectReferenceValue = value;
so.ApplyModifiedPropertiesWithoutUndo();
}
private static void AssignAsset(Object target, string propName, List report, bool required, params string[] candidates)
{
Object asset = FindFirstAsset(candidates);
if (asset == null && required)
report.Add($"未找到 {target.GetType().Name}.{propName} 需要的资产: {string.Join(" / ", candidates)}");
if (asset != null)
AssignReference(target, propName, asset, report);
}
private static void AssignLayerMask(Object target, string propName, string layerName, List report)
{
int layer = LayerMask.NameToLayer(layerName);
if (layer == -1)
{
report.Add($"Layer '{layerName}' 不存在,{target.GetType().Name}.{propName} 未能赋值 LayerMask。");
return;
}
var so = new SerializedObject(target);
var sp = so.FindProperty(propName);
if (sp == null)
{
report.Add($"{target.GetType().Name}.{propName} 字段不存在,跳过 LayerMask 赋值。");
return;
}
sp.intValue = 1 << layer;
so.ApplyModifiedPropertiesWithoutUndo();
}
private static void AssignInt(Object target, string propName, int value)
{
var so = new SerializedObject(target);
var sp = so.FindProperty(propName);
if (sp != null)
{
sp.intValue = value;
so.ApplyModifiedPropertiesWithoutUndo();
}
}
private static void AssignBool(Object target, string propName, bool value)
{
var so = new SerializedObject(target);
var sp = so.FindProperty(propName);
if (sp != null)
{
sp.boolValue = value;
so.ApplyModifiedPropertiesWithoutUndo();
}
}
private static void AssignString(Object target, string propName, string value, List report = null)
{
var so = new SerializedObject(target);
var sp = so.FindProperty(propName);
if (sp == null)
{
report?.Add($"{target.GetType().Name}.{propName} 字段不存在,跳过字符串赋值。");
return;
}
sp.stringValue = value;
so.ApplyModifiedPropertiesWithoutUndo();
}
private static void AssignObjectArray(Object target, string propName, Object[] values, List report = null)
{
var so = new SerializedObject(target);
var sp = so.FindProperty(propName);
if (sp == null || !sp.isArray)
{
report?.Add($"{target.GetType().Name}.{propName} 不是可写数组字段,跳过数组赋值。");
return;
}
sp.arraySize = values.Length;
for (int i = 0; i < values.Length; i++)
sp.GetArrayElementAtIndex(i).objectReferenceValue = values[i];
so.ApplyModifiedPropertiesWithoutUndo();
}
private static Object FindFirstAsset(params string[] candidates)
{
foreach (string candidate in candidates)
{
if (string.IsNullOrWhiteSpace(candidate))
continue;
string[] guids = AssetDatabase.FindAssets(candidate);
foreach (string guid in guids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
Object asset = AssetDatabase.LoadMainAssetAtPath(path);
if (asset != null && asset.name == candidate)
return asset;
}
}
return null;
}
private static void MarkDirtyAndLog(string label, GameObject root, List report)
{
EditorUtility.SetDirty(root);
UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(root.scene);
if (report != null && report.Count > 0)
Debug.Log($"[SceneObjectPlacer] {label} 已放置。\n " + string.Join("\n ", report));
else
Debug.Log($"[SceneObjectPlacer] {label} 已放置。");
}
}
}