using System; using UnityEditor; using UnityEditor.UIElements; using UnityEngine; using UnityEngine.UIElements; using BaseGames.Player; namespace BaseGames.Editor.Modules { /// /// DataHub 武器模块 —— 管理 WeaponSO 资产。 /// public class WeaponModule : IDataModule, IDataModuleOrdered { private const string Folder = "Assets/_Game/Data/Weapons"; private const string Prefix = "WPN_"; public string ModuleId => "weapon"; public string DisplayName => "武器"; public string IconName => null; public int DisplayOrder => 10; private SoListPane _listPane; private DetailHeader _header; private VisualElement _detailRoot; private WeaponSO _selected; public void Initialize() { _listPane = new SoListPane( Folder, Prefix, w => w.weaponType.ToString()); } public void BuildListPane(VisualElement container, Action onSelected) { _listPane.SelectionChanged = sel => { _selected = sel; onSelected?.Invoke(sel); }; container.Add(_listPane); _listPane.Refresh(); } public void BuildDetailPane(VisualElement container, UnityEngine.Object selected) { _selected = selected as WeaponSO; // Header(重命名) _header = new DetailHeader(); _header.SetAsset(_selected); _header.RenameRequested += OnRenameRequested; container.Add(_header); if (_selected == null) return; // Stats Card(复用 SkillModule 共享构建方法) var statsCard = BuildStatsCard(_selected); container.Add(statsCard); // 操作按钮行(复用 BuildStandardActionBar,统一按钮样式) container.Add(SkillModule.BuildStandardActionBar( _selected, Folder, Prefix, created => _listPane.Refresh(created), cloned => _listPane.Refresh(cloned), () => _listPane.Refresh(null))); // 分隔线 container.Add(SkillModule.MakeDivider()); // Inspector var insp = new InspectorElement(_selected); container.Add(insp); } public void OnActivated() { _listPane?.Refresh(); } // ── 内部 ───────────────────────────────────────────────────────────── private void OnRenameRequested(string newName) { if (_selected == null) return; var (ok, err) = AssetOperations.Rename(_selected, newName); if (!ok) EditorUtility.DisplayDialog("重命名失败", err, "确定"); else { _header.SetAsset(_selected); _listPane.Invalidate(); } } private static VisualElement BuildStatsCard(WeaponSO w) { var card = SkillModule.MakeCard(); SkillModule.AddChip(card, "类型", w.weaponType.ToString()); SkillModule.AddChip(card, "地面段数", (w.groundComboSteps?.Length ?? 0).ToString()); SkillModule.AddChip(card, "空中段数", (w.airComboSteps?.Length ?? 0).ToString()); SkillModule.AddChip(card, "ID", string.IsNullOrEmpty(w.weaponId) ? "-" : w.weaponId); return card; } } }