- QuestSO: Add ValidateBranchCycles() DFS detection for branches[].nextQuest loop - QuestSO: Mark three legacy prerequisite fields with v2.0 removal warning in Tooltip - IQuestManager: Add QuestLockReason enum + QuestLockInfo struct (strongly-typed lock info) - IQuestManager: Add GetQuestLockInfo() method to interface; GetQuestLockReason() now delegates to it - IQuestEventSource: Add OnQuestStateChanged(questId, oldState, newState) unified event - QuestManager: Implement GetQuestLockInfo(); fire OnQuestStateChanged on all state transitions - DialogueManager: Add one-frame yield in HandleChoices before ShowChoices (skip-debounce fix) - DialogueManager: Increment _playbackId in ForceEnd() to invalidate residual choice callbacks - DialogueSequenceSO: Add UNITY_EDITOR debug log in TryGetActiveVariant on variant match - WorldStateRegistry: Add OnBatchStateChanged event + BatchMark() batch-write API - DialogueModule: List badge shows warning indicator for unconditional-shadowing variants - DialogueModule: BuildVariantsCard shows logic mode (AND/OR) alongside flag conditions Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
213 lines
8.8 KiB
C#
213 lines
8.8 KiB
C#
using System;
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using UnityEditor;
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using UnityEditor.UIElements;
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using UnityEngine;
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using UnityEngine.UIElements;
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using BaseGames.Equipment;
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namespace BaseGames.Editor.Modules
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{
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/// <summary>
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/// DataHub 护符模块 —— Tab 切换管理 CharmCatalogSO(目录)和 CharmSO(护符)资产。
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/// </summary>
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public class CharmModule : IDataModule, IDataModuleOrdered
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{
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private const string CharmFolder = "Assets/_Game/Data/Progression/Charms";
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private const string CatalogPrefix = "CHM_Catalog";
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private const string CharmPrefix = "CHM_";
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public string ModuleId => "charm";
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public string DisplayName => "护符";
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public string IconName => null;
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public int DisplayOrder => 60;
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private int _activeTab = 0; // 0 = 目录, 1 = 护符
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private SoListPane<CharmCatalogSO> _catalogPane;
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private SoListPane<CharmSO> _charmPane;
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private Action<UnityEngine.Object> _onSelected;
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private DetailHeader _header;
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private CharmCatalogSO _selectedCatalog;
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private CharmSO _selectedCharm;
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public void Initialize()
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{
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_catalogPane = new SoListPane<CharmCatalogSO>(CharmFolder, CatalogPrefix);
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_catalogPane.SelectionChanged = s => { _selectedCatalog = s; _onSelected?.Invoke(s); };
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_charmPane = new SoListPane<CharmSO>(CharmFolder, CharmPrefix,
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c => $"{c.notchCost}格");
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_charmPane.SelectionChanged = s => { _selectedCharm = s; _onSelected?.Invoke(s); };
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}
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public void BuildListPane(VisualElement container, Action<UnityEngine.Object> onSelected)
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{
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_onSelected = onSelected;
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container.style.flexDirection = FlexDirection.Column;
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// Tab bar
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var tabBar = new VisualElement();
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tabBar.style.flexDirection = FlexDirection.Row;
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tabBar.style.borderBottomWidth = 1;
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tabBar.style.borderBottomColor = new StyleColor(new Color(0.5f, 0.5f, 0.5f, 0.3f));
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container.Add(tabBar);
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var btnCatalog = BuildTabBtn("目录", 0, tabBar);
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var btnCharms = BuildTabBtn("护符", 1, tabBar);
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var listArea = new VisualElement();
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listArea.style.flexGrow = 1;
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container.Add(listArea);
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var tabs = new[] { btnCatalog, btnCharms };
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ShowTab(0, listArea, tabs);
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btnCatalog.clicked += () => ShowTab(0, listArea, tabs);
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btnCharms.clicked += () => ShowTab(1, listArea, tabs);
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_catalogPane.Refresh();
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_charmPane.Refresh();
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}
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public void BuildDetailPane(VisualElement container, UnityEngine.Object selected)
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{
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_header = new DetailHeader();
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_header.SetAsset(selected);
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_header.RenameRequested += name => OnRenameRequested(selected, name);
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container.Add(_header);
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if (selected == null) return;
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if (selected is CharmCatalogSO catalog)
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{
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container.Add(BuildCatalogActionBar(catalog));
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container.Add(SkillModule.MakeDivider());
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container.Add(new InspectorElement(catalog));
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}
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else if (selected is CharmSO charm)
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{
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container.Add(BuildCharmCard(charm));
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container.Add(BuildCharmActionBar(charm));
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container.Add(SkillModule.MakeDivider());
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container.Add(new InspectorElement(charm));
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}
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}
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public void OnActivated()
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{
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_catalogPane?.Refresh();
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_charmPane?.Refresh();
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}
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// ── Tab UI ────────────────────────────────────────────────────────────
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private Button BuildTabBtn(string text, int tabIdx, VisualElement bar)
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{
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var btn = new Button { text = text };
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btn.style.flexGrow = 1;
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btn.style.paddingTop = 5;
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btn.style.paddingBottom = 5;
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btn.style.borderTopLeftRadius = 0;
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btn.style.borderTopRightRadius = 0;
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btn.style.borderBottomLeftRadius = 0;
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btn.style.borderBottomRightRadius = 0;
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btn.style.borderLeftWidth = 0;
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btn.style.borderRightWidth = 0;
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btn.style.borderTopWidth = 0;
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btn.style.borderBottomWidth = 0;
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btn.style.backgroundColor = new StyleColor(Color.clear);
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btn.userData = tabIdx;
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bar.Add(btn);
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return btn;
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}
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private void ShowTab(int tab, VisualElement area, Button[] tabBtns)
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{
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_activeTab = tab;
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area.Clear();
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for (int i = 0; i < tabBtns.Length; i++)
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{
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if (i == tab)
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{
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tabBtns[i].style.borderBottomWidth = 2;
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tabBtns[i].style.borderBottomColor = new StyleColor(new Color(0.4f, 0.65f, 1f, 1f));
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tabBtns[i].style.opacity = 1f;
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}
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else
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{
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tabBtns[i].style.borderBottomWidth = 0;
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tabBtns[i].style.opacity = 0.65f;
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}
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}
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if (tab == 0) { _catalogPane.style.flexGrow = 1; area.Add(_catalogPane); }
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else { _charmPane.style.flexGrow = 1; area.Add(_charmPane); }
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}
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// ── 重命名 ────────────────────────────────────────────────────────────
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private void OnRenameRequested(UnityEngine.Object asset, string newName)
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{
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var (ok, err) = AssetOperations.Rename(asset, newName);
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if (!ok) EditorUtility.DisplayDialog("重命名失败", err, "确定");
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else
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{
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_header.SetAsset(asset);
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if (_activeTab == 0) _catalogPane.Invalidate();
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else _charmPane.Invalidate();
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}
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}
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// ── CharmCatalogSO 详情 ───────────────────────────────────────────────
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private VisualElement BuildCatalogActionBar(CharmCatalogSO catalog)
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{
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var bar = SkillModule.MakeActionBar();
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new Button(() => { EditorGUIUtility.PingObject(catalog); Selection.activeObject = catalog; })
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{ text = "定位" }.AlsoAddTo(bar);
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return bar;
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}
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// ── CharmSO 详情 ──────────────────────────────────────────────────────
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private static VisualElement BuildCharmCard(CharmSO c)
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{
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var card = SkillModule.MakeCard();
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SkillModule.AddChip(card, "ID", string.IsNullOrEmpty(c.charmId) ? "-" : c.charmId);
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SkillModule.AddChip(card, "格数", $"{c.notchCost}");
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SkillModule.AddChip(card, "效果数", $"{c.effects?.Count ?? 0}");
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if (c.isUnique)
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SkillModule.AddChip(card, "限定", "唯一");
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return card;
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}
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private VisualElement BuildCharmActionBar(CharmSO charm)
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{
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var bar = SkillModule.MakeActionBar();
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new Button(() => { EditorGUIUtility.PingObject(charm); Selection.activeObject = charm; })
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{ text = "定位" }.AlsoAddTo(bar);
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new Button(() => { var c = AssetOperations.Clone(charm, CharmFolder); if (c != null) _charmPane.Refresh(c); })
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{ text = "克隆..." }.AlsoAddTo(bar);
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var del = new Button(() => { if (AssetOperations.Delete(charm)) _charmPane.Refresh(null); }) { text = "删除" };
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ApplyDeleteStyle(del);
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del.AlsoAddTo(bar);
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return bar;
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}
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// ── 共用 ─────────────────────────────────────────────────────────────
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private static void ApplyDeleteStyle(Button btn)
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{
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var c = new StyleColor(new Color(0.8f, 0.3f, 0.3f, 0.6f));
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btn.style.borderLeftColor = c;
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btn.style.borderRightColor = c;
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btn.style.borderTopColor = c;
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btn.style.borderBottomColor = c;
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btn.style.borderLeftWidth = 1;
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btn.style.borderRightWidth = 1;
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btn.style.borderTopWidth = 1;
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btn.style.borderBottomWidth = 1;
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btn.style.marginLeft = 8;
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}
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}
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}
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