PlayerMovement:新增 _facingLocked 字段 + LockFacing(bool) 方法;UpdateFacing() 锁定时直接返回 WallSlideState:OnStateEnter 调用 LockFacing(true) + FlipFacing(_wallDir);OnStateExit 调用 LockFacing(false) 解锁 WallJumpState:OnStateEnter 保险性再调一次 LockFacing(false);WallJumpAway/Toward 同步写入 _inputVelocityX,确保解锁后 UpdateFacing 朝向正确(背墙跳 = 离墙方向,对墙跳 = 朝墙方向)
1119 lines
57 KiB
C#
1119 lines
57 KiB
C#
using System.Collections.Generic;
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using System.Reflection;
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using Animancer;
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using BaseGames.Camera;
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using BaseGames.Combat;
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using BaseGames.Combat.StatusEffects;
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using BaseGames.Dialogue;
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using BaseGames.Enemies;
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using BaseGames.Equipment;
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using BaseGames.Parry;
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using BaseGames.Player;
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using BaseGames.Player.States;
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using BaseGames.Skills;
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using BaseGames.World;
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using PathBerserker2d;
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using Unity.Cinemachine;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Tilemaps;
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namespace BaseGames.Editor
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{
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/// <summary>
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/// 场景对象快速放置工具。
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/// 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),
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/// 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。
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///
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/// 菜单:BaseGames → Scene → Place → …
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///
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/// 所有操作支持 Undo(Ctrl+Z)。生成后选中对象便于立即调整位置。
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/// </summary>
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public static class SceneObjectPlacerTool
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{
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// ══ 菜单入口 ══════════════════════════════════════════════════════════
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[MenuItem("BaseGames/Scene/Place/Player", priority = 100)]
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public static void PlacePlayer()
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{
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var report = new List<string>();
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// ── Player 根节点(行为+物理+标签三合一)──────────────────────────────
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// Rigidbody2D / 所有 MonoBehaviour 集中于此节点。
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// HurtBox 作为其子节点,GetComponentInParent<IDamageable>() 向上即可找到
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// 本节点上的 PlayerController(IDamageable 实现者)。
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GameObject root = new GameObject("Player");
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Undo.RegisterCreatedObjectUndo(root, "Place Player");
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root.transform.position = GetDropPosition();
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root.tag = "Player";
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SetLayer(root, "Player", report);
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// 物理组件(PlayerMovement RequireComponent(Rigidbody2D),必须同节点)
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Rigidbody2D rb = GetOrAddComponent<Rigidbody2D>(root);
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rb.bodyType = RigidbodyType2D.Dynamic;
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rb.gravityScale = 2f;
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rb.constraints = RigidbodyConstraints2D.FreezeRotation;
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rb.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
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rb.interpolation = RigidbodyInterpolation2D.Interpolate;
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GetOrAddComponent<BoxCollider2D>(root);
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// 动画组件(AnimancerComponent 需要 Animator 存在;PlayerController
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// [RequireComponent(typeof(AnimancerComponent))] 保证其存在)
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GetOrAddComponent<Animator>(root);
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AnimancerComponent animancer = GetOrAddComponent<AnimancerComponent>(root);
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SetupSpriteRenderer(root);
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// 核心行为组件
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PlayerStats playerStats = GetOrAddComponent<PlayerStats>(root);
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PlayerMovement playerMovement = GetOrAddComponent<PlayerMovement>(root);
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PlayerCombat playerCombat = GetOrAddComponent<PlayerCombat>(root);
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FormController formController = GetOrAddComponent<FormController>(root);
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WeaponManager weaponManager = GetOrAddComponent<WeaponManager>(root);
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SkillManager skillManager = GetOrAddComponent<SkillManager>(root);
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SpringSystem springSystem = GetOrAddComponent<SpringSystem>(root);
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ParrySystem parrySystem = GetOrAddComponent<ParrySystem>(root);
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ShieldComponent shield = GetOrAddComponent<ShieldComponent>(root);
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PlayerWallDetector wallDetector = GetOrAddComponent<PlayerWallDetector>(root);
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EquipmentManager equipmentManager = GetOrAddComponent<EquipmentManager>(root);
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GetOrAddComponent<SkillModifierRegistry>(root);
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StatusEffectManager statusEffectManager = GetOrAddComponent<StatusEffectManager>(root);
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// PlayerController 最后添加:RequireComponent 会拉取上方已加好的组件
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PlayerController playerController = GetOrAddComponent<PlayerController>(root);
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// ── HurtBox 子节点 ───────────────────────────────────────────────────
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Transform hurtBoxT = GetOrCreateChild(root.transform, "HurtBox");
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SetLayer(hurtBoxT.gameObject, "PlayerHurtBox", report);
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BoxCollider2D hurtCollider = GetOrAddComponent<BoxCollider2D>(hurtBoxT.gameObject);
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hurtCollider.isTrigger = true;
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HurtBox hurtBox = GetOrAddComponent<HurtBox>(hurtBoxT.gameObject);
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// ── [WeaponSocket] 子节点(WeaponManager 动态实例化武器 HitBox 的挂点)
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Transform weaponSocketT = GetOrCreateChild(root.transform, "[WeaponSocket]");
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// ── GroundCheck 子节点(地面检测 Transform)────────────────────────
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Transform groundCheckT = GetOrCreateChild(root.transform, "GroundCheck");
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groundCheckT.localPosition = new Vector3(0f, -0.75f, 0f);
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AssignReference(playerMovement, "_groundCheck", groundCheckT, report);
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AssignLayerMask(playerMovement, "_groundLayer",
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new[] { "Platform", "OneWayPlatform", "MovingOneWayPlatform", "MidHeightOneWayPlatform" },
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report);
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// ── SkillHitBox_Slot 子节点(技能 HitBox 实例化挂点)────────────────
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Transform skillSocketT = GetOrCreateChild(root.transform, "SkillHitBox_Slot");
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// ── CameraFollowTarget 子节点(CinemachineCamera.Follow 目标)────────
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GetOrCreateChild(root.transform, "CameraFollowTarget");
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// ── PlayerController SerializeField 引用赋值 ──────────────────────
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AssignReference(playerController, "_combat", playerCombat, report);
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AssignReference(playerController, "_formController", formController, report);
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AssignReference(playerController, "_weaponManager", weaponManager, report);
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AssignReference(playerController, "_skillManager", skillManager, report);
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AssignReference(playerController, "_springSystem", springSystem, report);
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AssignReference(playerController, "_parrySystem", parrySystem, report);
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AssignReference(playerController, "_hurtBox", hurtBox, report);
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AssignReference(playerController, "_shield", shield, report);
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AssignReference(playerController, "_wallDetector", wallDetector, report);
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// ── 其他组件内部引用 ────────────────────────────────────────────────
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AssignReference(playerCombat, "_weaponManager", weaponManager, report);
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AssignReference(springSystem, "_stats", playerStats, report);
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// WeaponManager 内部引用
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AssignReference(weaponManager, "_formController", formController, report);
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AssignReference(weaponManager, "_weaponSocket", weaponSocketT, report);
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// SkillManager 内部引用(技能系统核心依赖)
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AssignReference(skillManager, "_stats", playerStats, report);
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AssignReference(skillManager, "_animancer", animancer, report);
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AssignReference(skillManager, "_formController", formController, report);
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AssignReference(skillManager, "_modifiers", GetOrAddComponent<SkillModifierRegistry>(root), report);
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AssignReference(skillManager, "_skillSocket", skillSocketT, report);
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// PlayerWallDetector 墙壁检测层(Wall + Platform 组合)
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{
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int wallMask = 0;
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int wallL = LayerMask.NameToLayer("Wall");
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int groundL = LayerMask.NameToLayer("Platform");
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if (wallL != -1) wallMask |= 1 << wallL;
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if (groundL != -1) wallMask |= 1 << groundL;
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if (wallMask != 0)
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{
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var wso = new SerializedObject(wallDetector);
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var wsp = wso.FindProperty("_wallLayer");
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if (wsp != null) { wsp.intValue = wallMask; wso.ApplyModifiedPropertiesWithoutUndo(); }
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}
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else
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report.Add("★ Layer 'Wall'/'Platform' 不存在,PlayerWallDetector._wallLayer 未赋值。");
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}
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// ── 事件频道(可选,缺失时跳过) ───────────────────────────────────
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AssignAsset(playerStats, "_onHPChanged", report, false, "EVT_HPChanged");
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AssignAsset(playerStats, "_onMaxHPChanged", report, false, "EVT_MaxHPChanged");
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AssignAsset(playerStats, "_onSoulPowerChanged", report, false, "EVT_SoulPowerChanged");
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AssignAsset(playerStats, "_onSpiritPowerChanged", report, false, "EVT_SpiritPowerChanged");
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AssignAsset(playerStats, "_onSpringChargesChanged", report, false, "EVT_SpringChargesChanged");
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AssignAsset(playerStats, "_onLingZhuChanged", report, false, "EVT_LingZhuChanged");
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AssignAsset(playerStats, "_onAbilityUnlocked", report, false, "EVT_AbilityUnlocked");
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AssignAsset(playerStats, "_onDifficultyChanged", report, false, "EVT_DifficultyChanged");
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AssignAsset(playerController, "_onPlayerDied", report, false, "EVT_PlayerDied");
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AssignAsset(playerController, "_onPlayerSpawned", report, false, "EVT_PlayerSpawned");
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AssignAsset(hurtBox, "_onDamageDealt", report, false, "EVT_DamageDealt");
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AssignAsset(hurtBox, "_onHitConfirmed", report, false, "EVT_HitConfirmed");
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AssignAsset(springSystem, "_onEnemyDied", report, false, "EVT_EnemyDied");
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AssignAsset(parrySystem, "_onParrySuccess", report, false, "EVT_ParrySuccess");
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AssignAsset(formController, "_onFormChanged", report, false, "EVT_FormChanged");
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AssignAsset(formController, "_onSkillSetChanged", report, false, "EVT_SkillSetChanged");
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AssignAsset(equipmentManager, "_onCharmEquipped", report, false, "EVT_CharmEquipped");
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AssignAsset(equipmentManager, "_onCharmUnequipped", report, false, "EVT_CharmUnequipped");
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AssignAsset(equipmentManager, "_onEquipmentChanged", report, false, "EVT_EquipmentChanged");
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AssignAsset(equipmentManager, "_onAchievementNotchGranted", report, false, "EVT_AchievementNotchGranted");
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AssignAsset(statusEffectManager, "_onStatusEffectApplied", report, false, "EVT_StatusEffectApplied");
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AssignAsset(statusEffectManager, "_onStatusEffectExpired", report, false, "EVT_StatusEffectExpired");
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AssignAsset(shield, "_onShieldBrokenChannel", report, false, "EVT_ShieldBroken");
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AssignAsset(shield, "_onShieldRestoredChannel", report, false, "EVT_ShieldRestored");
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// ── Config SO 自动查找(资产存在时自动绑定)──────────────────────
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Object statsConfig = FindFirstAsset("PLY_PlayerStats");
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Object movConfig = FindFirstAsset("PLY_PlayerMovementConfig");
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Object formConfig = FindFirstAsset("PLY_FormConfig");
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Object parryConfig = FindFirstAsset("PLY_ParryConfig");
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Object shieldConfig = FindFirstAsset("PLY_ShieldConfig");
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Object inputReader = FindFirstAsset("InputReader");
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Object equipmentConfig = FindFirstAsset("PLY_EquipmentConfig");
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Object charmCatalog = FindFirstAsset("CHM_Catalog");
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Object animConfig = FindFirstAsset("PLY_PlayerAnimationConfig");
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if (statsConfig != null) AssignReference(playerStats, "_config", statsConfig, report);
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if (movConfig != null)
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{
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AssignReference(playerController, "_movementConfig", movConfig, report);
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AssignReference(playerMovement, "_config", movConfig, report);
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AssignReference(wallDetector, "_config", movConfig, report);
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}
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if (formConfig != null)
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{
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AssignReference(playerController, "_formConfig", formConfig, report);
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AssignReference(formController, "_config", formConfig, report);
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}
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if (parryConfig != null) AssignReference(parrySystem, "_config", parryConfig, report);
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if (shieldConfig != null) AssignReference(shield, "_config", shieldConfig, report);
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if (animConfig != null) AssignReference(playerController, "_animConfig", animConfig, report);
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if (inputReader != null)
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{
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AssignReference(playerController, "_inputReader", inputReader, report);
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AssignReference(formController, "_input", inputReader, report);
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AssignReference(skillManager, "_input", inputReader, report);
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}
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if (equipmentConfig != null) AssignReference(equipmentManager, "_config", equipmentConfig, report);
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if (charmCatalog != null) AssignReference(equipmentManager, "_charmCatalog", charmCatalog, report);
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if (animConfig == null) report.Add("★ 需创建并绑定:PlayerController._animConfig(PLY_PlayerAnimationConfig)");
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if (statsConfig == null) report.Add("★ 需创建并绑定:PlayerStats._config(PlayerStatsSO)");
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if (inputReader == null) report.Add("★ 需手动绑定:PlayerController._inputReader / FormController._input / SkillManager._input(InputReaderSO)");
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if (equipmentConfig == null) report.Add("★ 需创建并绑定:EquipmentManager._config(EquipmentConfigSO)");
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if (charmCatalog == null) report.Add("★ 需创建并绑定:EquipmentManager._charmCatalog(CharmCatalogSO)");
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report.Add("SkillManager._formSkillSets 技能槽 SO 需手动填入。");
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Selection.activeGameObject = root;
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MarkDirtyAndLog("Player", root, report);
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}
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[MenuItem("BaseGames/Scene/Place/Player Spawn Point", priority = 105)]
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public static void PlacePlayerSpawnPoint()
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{
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var report = new List<string>();
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GameObject go = new GameObject("SpawnPoint");
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Undo.RegisterCreatedObjectUndo(go, "Place Player Spawn Point");
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go.transform.position = GetDropPosition();
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PlayerSpawnPoint spawnPoint = GetOrAddComponent<PlayerSpawnPoint>(go);
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AssignString(spawnPoint, "_transitionId", "default", report);
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AssignInt(spawnPoint, "_facingDirection", 1);
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report.Add("修改 _transitionId,使其与对应 RoomTransition._targetTransitionId 匹配。");
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report.Add("+1 = 朝右出生,-1 = 朝左出生(_facingDirection)。");
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Selection.activeGameObject = go;
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MarkDirtyAndLog("Player Spawn Point", go, report);
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}
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[MenuItem("BaseGames/Scene/Place/Enemy (Basic)", priority = 110)]
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public static void PlaceEnemy()
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{
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var report = new List<string>();
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GameObject go = new GameObject("BasicEnemy");
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Undo.RegisterCreatedObjectUndo(go, "Place Enemy");
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go.transform.position = GetDropPosition();
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SetLayer(go, "Enemy", report);
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Rigidbody2D rb = GetOrAddComponent<Rigidbody2D>(go);
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rb.bodyType = RigidbodyType2D.Dynamic;
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rb.gravityScale = 2f;
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rb.constraints = RigidbodyConstraints2D.FreezeRotation;
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GetOrAddComponent<CapsuleCollider2D>(go);
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GetOrAddComponent<Animator>(go);
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SetupSpriteRenderer(go);
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EnemyBase enemyBase = GetOrAddComponent<EnemyBase>(go);
|
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EnemyStats enemyStats = GetOrAddComponent<EnemyStats>(go);
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||
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// HurtBox child
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Transform hurtBoxT = GetOrCreateChild(go.transform, "HurtBox");
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SetLayer(hurtBoxT.gameObject, "EnemyHurtBox", report);
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CapsuleCollider2D hurtCollider = GetOrAddComponent<CapsuleCollider2D>(hurtBoxT.gameObject);
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hurtCollider.isTrigger = true;
|
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HurtBox hurtBox = GetOrAddComponent<HurtBox>(hurtBoxT.gameObject);
|
||
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// Contact-damage HitBox child
|
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Transform hitBodyT = GetOrCreateChild(go.transform, "HitBox_Body");
|
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SetLayer(hitBodyT.gameObject, "EnemyHitBox", report);
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CircleCollider2D hitCollider = GetOrAddComponent<CircleCollider2D>(hitBodyT.gameObject);
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hitCollider.isTrigger = true;
|
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hitCollider.radius = 0.55f;
|
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HitBox hitBox = GetOrAddComponent<HitBox>(hitBodyT.gameObject);
|
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GetOrAddComponent<BodyContactDamage>(hitBodyT.gameObject);
|
||
|
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// References
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AssignReference(enemyBase, "_stats", enemyStats, report);
|
||
|
||
// DamageSourceSO for body contact (optional — create manually if missing)
|
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Object dmgSrc = FindFirstAsset("CMB_DS_EnemyBody", "DS_EnemyBody");
|
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if (dmgSrc != null)
|
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AssignReference(hitBox, "_defaultSource", dmgSrc, report);
|
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else
|
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report.Add("未找到 DamageSourceSO,HitBox_Body._defaultSource 未绑定。请按规范创建 CMB_DS_EnemyBody.asset。");
|
||
|
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// Event channels
|
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AssignAsset(enemyBase, "_onEnemyDied", report, false, "EVT_EnemyDied");
|
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AssignAsset(enemyBase, "_onPlayerSpawned", report, false, "EVT_PlayerSpawned");
|
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AssignAsset(enemyStats, "_onDifficultyChanged", report, false, "EVT_DifficultyChanged");
|
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AssignAsset(hurtBox, "_onDamageDealt", report, false, "EVT_DamageDealt");
|
||
AssignAsset(hurtBox, "_onHitConfirmed", report, false, "EVT_HitConfirmed");
|
||
|
||
// EnemyStatsSO (optional)
|
||
Object enemyStatsSO = FindFirstAsset("BasicEnemyStats", "EnemyStatsSO");
|
||
if (enemyStatsSO != null)
|
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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<string>();
|
||
|
||
GameObject go = new GameObject("BossEnemy");
|
||
Undo.RegisterCreatedObjectUndo(go, "Place Boss Enemy");
|
||
go.transform.position = GetDropPosition();
|
||
SetLayer(go, "Enemy", report);
|
||
|
||
Rigidbody2D rb = GetOrAddComponent<Rigidbody2D>(go);
|
||
rb.bodyType = RigidbodyType2D.Dynamic;
|
||
rb.gravityScale = 2f;
|
||
rb.constraints = RigidbodyConstraints2D.FreezeRotation;
|
||
rb.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
|
||
rb.interpolation = RigidbodyInterpolation2D.Interpolate;
|
||
|
||
GetOrAddComponent<CapsuleCollider2D>(go);
|
||
GetOrAddComponent<Animator>(go);
|
||
SetupSpriteRenderer(go);
|
||
|
||
BossBase bossBase = GetOrAddComponent<BossBase>(go);
|
||
EnemyStats bossStats = GetOrAddComponent<EnemyStats>(go);
|
||
|
||
// HurtBox child
|
||
Transform hurtBoxT = GetOrCreateChild(go.transform, "HurtBox");
|
||
SetLayer(hurtBoxT.gameObject, "EnemyHurtBox", report);
|
||
CapsuleCollider2D hurtCollider = GetOrAddComponent<CapsuleCollider2D>(hurtBoxT.gameObject);
|
||
hurtCollider.isTrigger = true;
|
||
hurtCollider.size = new Vector2(1.5f, 2.5f);
|
||
HurtBox hurtBox = GetOrAddComponent<HurtBox>(hurtBoxT.gameObject);
|
||
|
||
// Contact-damage HitBox child
|
||
Transform hitBodyT = GetOrCreateChild(go.transform, "HitBox_Body");
|
||
SetLayer(hitBodyT.gameObject, "EnemyHitBox", report);
|
||
CircleCollider2D hitCollider = GetOrAddComponent<CircleCollider2D>(hitBodyT.gameObject);
|
||
hitCollider.isTrigger = true;
|
||
hitCollider.radius = 0.9f;
|
||
HitBox hitBox = GetOrAddComponent<HitBox>(hitBodyT.gameObject);
|
||
GetOrAddComponent<BodyContactDamage>(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<string>();
|
||
|
||
GameObject go = new GameObject("LethalTrap");
|
||
Undo.RegisterCreatedObjectUndo(go, "Place LethalTrap");
|
||
go.transform.position = GetDropPosition();
|
||
SetLayer(go, "EnemyHitBox", report);
|
||
|
||
BoxCollider2D col = GetOrAddComponent<BoxCollider2D>(go);
|
||
col.isTrigger = true;
|
||
col.size = new Vector2(2f, 0.5f);
|
||
SetupSpriteRenderer(go);
|
||
|
||
LethalTrap trap = GetOrAddComponent<LethalTrap>(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<BoxCollider2D>(hurtBoxT.gameObject);
|
||
hurtCol.isTrigger = true;
|
||
hurtCol.size = new Vector2(2f, 0.3f);
|
||
GetOrAddComponent<HurtBox>(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<string>();
|
||
|
||
GameObject go = new GameObject("CheckpointMarker");
|
||
Undo.RegisterCreatedObjectUndo(go, "Place CheckpointMarker");
|
||
go.transform.position = GetDropPosition();
|
||
SetLayer(go, "TriggerZone", report);
|
||
|
||
BoxCollider2D col = GetOrAddComponent<BoxCollider2D>(go);
|
||
col.isTrigger = true;
|
||
col.size = new Vector2(1f, 2f);
|
||
|
||
CheckpointMarker marker = GetOrAddComponent<CheckpointMarker>(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<string>();
|
||
|
||
GameObject go = new GameObject("Collectible_LingZhu");
|
||
Undo.RegisterCreatedObjectUndo(go, "Place Collectible");
|
||
go.transform.position = GetDropPosition();
|
||
|
||
Rigidbody2D rb = GetOrAddComponent<Rigidbody2D>(go);
|
||
rb.gravityScale = 1f;
|
||
rb.freezeRotation = true;
|
||
rb.interpolation = RigidbodyInterpolation2D.Interpolate;
|
||
|
||
CircleCollider2D col = GetOrAddComponent<CircleCollider2D>(go);
|
||
col.isTrigger = true;
|
||
col.radius = 0.3f;
|
||
SetupSpriteRenderer(go);
|
||
|
||
Collectible collectible = GetOrAddComponent<Collectible>(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<string>();
|
||
|
||
GameObject go = new GameObject("SavePoint");
|
||
Undo.RegisterCreatedObjectUndo(go, "Place Save Point");
|
||
go.transform.position = GetDropPosition();
|
||
SetLayer(go, "TriggerZone", report);
|
||
|
||
BoxCollider2D col = GetOrAddComponent<BoxCollider2D>(go);
|
||
col.isTrigger = true;
|
||
col.size = new Vector2(1f, 1.5f);
|
||
SetupSpriteRenderer(go);
|
||
|
||
SavePoint savePoint = GetOrAddComponent<SavePoint>(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<string>();
|
||
|
||
GameObject go = new GameObject("TeleportStation");
|
||
Undo.RegisterCreatedObjectUndo(go, "Place TeleportStation");
|
||
go.transform.position = GetDropPosition();
|
||
SetLayer(go, "TriggerZone", report);
|
||
|
||
BoxCollider2D col = GetOrAddComponent<BoxCollider2D>(go);
|
||
col.isTrigger = true;
|
||
col.size = new Vector2(1.5f, 2f);
|
||
SetupSpriteRenderer(go);
|
||
|
||
TeleportStation station = GetOrAddComponent<TeleportStation>(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<string>();
|
||
|
||
GameObject go = new GameObject("RoomTransition");
|
||
Undo.RegisterCreatedObjectUndo(go, "Place Room Transition");
|
||
go.transform.position = GetDropPosition();
|
||
SetLayer(go, "TriggerZone", report);
|
||
|
||
BoxCollider2D col = GetOrAddComponent<BoxCollider2D>(go);
|
||
col.isTrigger = true;
|
||
col.size = new Vector2(1f, 2.5f);
|
||
|
||
RoomTransition transition = GetOrAddComponent<RoomTransition>(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/Door Transition", priority = 141)]
|
||
public static void PlaceDoorTransition()
|
||
{
|
||
var report = new List<string>();
|
||
int undoGroup = Undo.GetCurrentGroup();
|
||
Undo.SetCurrentGroupName("Place Door Transition");
|
||
|
||
GameObject go = new GameObject("DoorTransition");
|
||
Undo.RegisterCreatedObjectUndo(go, "Place Door Transition");
|
||
go.transform.position = GetDropPosition();
|
||
SetLayer(go, "TriggerZone", report);
|
||
|
||
// 触发碰撞体(门宽×门高)
|
||
BoxCollider2D col = GetOrAddComponent<BoxCollider2D>(go);
|
||
col.isTrigger = true;
|
||
col.size = new Vector2(1.5f, 2.5f);
|
||
|
||
// 精灵渲染器 + 动画(门对象通常有外观与开关动画)
|
||
SetupSpriteRenderer(go);
|
||
GetOrAddComponent<Animator>(go);
|
||
AnimancerComponent animancer = GetOrAddComponent<AnimancerComponent>(go);
|
||
|
||
// DoorTransition 组件
|
||
DoorTransition door = GetOrAddComponent<DoorTransition>(go);
|
||
AssignBool(door, "_autoTrigger", false); // 默认需玩家按交互键
|
||
AssignReference(door, "_animancer", animancer, report);
|
||
|
||
AssignAsset(door, "_onSceneLoadRequest", report, false, "EVT_SceneLoadRequest");
|
||
|
||
report.Add("填写 _targetSceneAddress(目标场景 Addressable Key)与 _targetTransitionId(目标 PlayerSpawnPoint 的 _transitionId)。");
|
||
report.Add("将开门动画片段拖入 _openClip;若目标场景有玩家从门中走出的动画,拖入 _enterClip 并在目标场景 PlayerSpawnPoint._exitDoor 引用该侧的 DoorTransition。");
|
||
report.Add("过渡类型默认 Room(极短淡出);若跨大区域,将 _transitionType 改为 Scene。");
|
||
report.Add("若需钥匙解锁,设 _requiresKeyItem = true 并填写 _requiredItemId。");
|
||
|
||
Undo.CollapseUndoOperations(undoGroup);
|
||
|
||
Selection.activeGameObject = go;
|
||
MarkDirtyAndLog("Door Transition", go, report);
|
||
}
|
||
|
||
[MenuItem("BaseGames/Scene/Place/Linked Door Pair (Same-Scene)", priority = 142)]
|
||
public static void PlaceLinkedDoorPair()
|
||
{
|
||
var report = new List<string>();
|
||
int undoGroup = Undo.GetCurrentGroup();
|
||
Undo.SetCurrentGroupName("Place Linked Door Pair");
|
||
|
||
Vector3 basePos = GetDropPosition();
|
||
|
||
// ── 共同父节点 ────────────────────────────────────────────────────
|
||
GameObject parent = new GameObject("LinkedDoorPair");
|
||
Undo.RegisterCreatedObjectUndo(parent, "Place LinkedDoorPair Root");
|
||
parent.transform.position = basePos;
|
||
|
||
// ── 门 A ─────────────────────────────────────────────────────────
|
||
GameObject goA = new GameObject("LinkedDoor_A");
|
||
Undo.RegisterCreatedObjectUndo(goA, "Place LinkedDoor_A");
|
||
Undo.SetTransformParent(goA.transform, parent.transform, "Parent LinkedDoor_A");
|
||
goA.transform.position = basePos + new Vector3(-3f, 0f, 0f);
|
||
SetLayer(goA, "TriggerZone", report);
|
||
|
||
BoxCollider2D colA = GetOrAddComponent<BoxCollider2D>(goA);
|
||
colA.isTrigger = true;
|
||
colA.size = new Vector2(1.5f, 2.5f);
|
||
|
||
Transform spawnA = GetOrCreateChild(goA.transform, "SpawnPoint");
|
||
spawnA.localPosition = new Vector3(1.2f, 0f, 0f); // 门右侧走出
|
||
|
||
LinkedDoorTransition doorA = GetOrAddComponent<LinkedDoorTransition>(goA);
|
||
AssignBool(doorA, "_autoTrigger", true);
|
||
AssignReference(doorA, "_spawnPoint", spawnA, report);
|
||
AssignInt(doorA, "_facingDirectionOnArrive", 1); // 朝右走出
|
||
|
||
// ── 门 B ─────────────────────────────────────────────────────────
|
||
GameObject goB = new GameObject("LinkedDoor_B");
|
||
Undo.RegisterCreatedObjectUndo(goB, "Place LinkedDoor_B");
|
||
Undo.SetTransformParent(goB.transform, parent.transform, "Parent LinkedDoor_B");
|
||
goB.transform.position = basePos + new Vector3(3f, 0f, 0f);
|
||
SetLayer(goB, "TriggerZone", report);
|
||
|
||
BoxCollider2D colB = GetOrAddComponent<BoxCollider2D>(goB);
|
||
colB.isTrigger = true;
|
||
colB.size = new Vector2(1.5f, 2.5f);
|
||
|
||
Transform spawnB = GetOrCreateChild(goB.transform, "SpawnPoint");
|
||
spawnB.localPosition = new Vector3(-1.2f, 0f, 0f); // 门左侧走出
|
||
|
||
LinkedDoorTransition doorB = GetOrAddComponent<LinkedDoorTransition>(goB);
|
||
AssignBool(doorB, "_autoTrigger", true);
|
||
AssignReference(doorB, "_spawnPoint", spawnB, report);
|
||
AssignInt(doorB, "_facingDirectionOnArrive", -1); // 朝左走出
|
||
|
||
// ── 互相绑定 ─────────────────────────────────────────────────────
|
||
AssignReference(doorA, "_linkedDoor", doorB, report);
|
||
AssignReference(doorB, "_linkedDoor", doorA, report);
|
||
|
||
report.Add("LinkedDoor_A ↔ LinkedDoor_B 已互相绑定,统一挂在 LinkedDoorPair 父节点下。");
|
||
report.Add("将两扇门移到场景中正确位置后,拖动各自的子节点 SpawnPoint 调整玩家传送到达位置。");
|
||
report.Add("转场效果:在各门 GameObject 上添加 SceneFeedback 组件并绑定 MMF_Player(如淡入淡出),再将其拖入 _transitionOut(淡出)和 _transitionIn(淡入)字段。");
|
||
report.Add("_facingDirectionOnArrive:A→B 时玩家朝向由 B 的该值决定,B→A 反之。");
|
||
|
||
Undo.CollapseUndoOperations(undoGroup);
|
||
|
||
Selection.activeGameObject = parent;
|
||
MarkDirtyAndLog("Linked Door Pair (Same-Scene)", parent, report);
|
||
}
|
||
|
||
[MenuItem("BaseGames/Scene/Place/Camera Area", priority = 140)]
|
||
public static void PlaceCameraArea() => PlaceCameraArea("CameraArea");
|
||
|
||
/// <param name="areaName">
|
||
/// 生成的 CameraArea GameObject 名称。
|
||
/// 子节点 AreaBoundary 和 TriggerZone 将以此为前缀命名(如 MyZone_AreaBoundary)。
|
||
/// </param>
|
||
/// <param name="parent">生成的 GameObject 所挂载的父节点(为 null 时放置于场景根节点)。</param>
|
||
public static void PlaceCameraArea(string areaName, Transform parent = null)
|
||
{
|
||
var report = new List<string>();
|
||
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<CameraArea>(go);
|
||
|
||
// AreaBoundary child — 提供 CinemachineConfiner3D 所需的限位体积
|
||
Transform boundaryT = GetOrCreateChild(go.transform, $"{areaName}_AreaBoundary");
|
||
BoxCollider boundaryCollider = GetOrAddComponent<BoxCollider>(boundaryT.gameObject);
|
||
boundaryCollider.isTrigger = true;
|
||
boundaryCollider.center = new Vector3(0f, 0f, -10f); // Z 占位符,实际深度由 SyncConfiner 按 LensConfig 计算
|
||
boundaryCollider.size = new Vector3(24f, 12f, 1f); // 默认房间尺寸占位符
|
||
|
||
AssignReference(cameraArea, "_confinerCollider", boundaryCollider, report);
|
||
|
||
// ── CameraTriggerZone(配对)─────────────────────────────────────────
|
||
GameObject zoneGo = new GameObject($"{areaName}_TriggerZone");
|
||
Undo.RegisterCreatedObjectUndo(zoneGo, "Place Camera Trigger Zone");
|
||
zoneGo.transform.position = pos;
|
||
SetLayer(zoneGo, "TriggerZone", report);
|
||
|
||
CameraTriggerZone zone = GetOrAddComponent<CameraTriggerZone>(zoneGo);
|
||
PolygonCollider2D col = GetOrAddComponent<PolygonCollider2D>(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<RoomController>(FindObjectsSortMode.None);
|
||
#else
|
||
var roomControllers = Object.FindObjectsOfType<RoomController>();
|
||
#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<string>();
|
||
|
||
GameObject go = new GameObject("GroundPlatform");
|
||
Undo.RegisterCreatedObjectUndo(go, "Place Ground Platform");
|
||
go.transform.position = GetDropPosition();
|
||
SetLayer(go, "Platform", 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<BoxCollider2D>(go);
|
||
SetupSpriteRenderer(go);
|
||
|
||
Rigidbody2D rb = GetOrAddComponent<Rigidbody2D>(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<string>();
|
||
|
||
// 根节点:平台实体 + 路径点都挂在此节点下,路径点不随平台本体移动
|
||
GameObject root = new GameObject("MovingPlatform_Root");
|
||
Undo.RegisterCreatedObjectUndo(root, "Place Moving Platform");
|
||
root.transform.position = GetDropPosition();
|
||
|
||
// 平台实体:作为 root 子节点
|
||
GameObject go = GetOrCreateChild(root.transform, "MovingPlatform").gameObject;
|
||
SetLayer(go, "Platform", report);
|
||
|
||
Rigidbody2D rb = GetOrAddComponent<Rigidbody2D>(go);
|
||
rb.bodyType = RigidbodyType2D.Kinematic;
|
||
rb.interpolation = RigidbodyInterpolation2D.Interpolate;
|
||
rb.freezeRotation = true;
|
||
|
||
BoxCollider2D col = GetOrAddComponent<BoxCollider2D>(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<BoxCollider2D>(sensorT.gameObject);
|
||
sensorCol.isTrigger = true;
|
||
sensorCol.size = new Vector2(3.8f, 0.25f);
|
||
sensorCol.offset = new Vector2(0f, 0.33f);
|
||
|
||
// 路径点:挂在 root 下而非平台下,平台移动时路径点位置不变
|
||
Transform wpA = GetOrCreateChild(root.transform, "WaypointA");
|
||
Transform wpB = GetOrCreateChild(root.transform, "WaypointB");
|
||
wpA.position = root.transform.position + new Vector3(-3f, 0f, 0f);
|
||
wpB.position = root.transform.position + new Vector3( 3f, 0f, 0f);
|
||
|
||
MovingPlatform platform = GetOrAddComponent<MovingPlatform>(go);
|
||
AssignReference(platform, "_passengerSensor", sensorCol, report);
|
||
AssignLayerMask(platform, "_passengerLayer", new[] { "Player", "Enemy" }, report);
|
||
AssignObjectArray(platform, "_wayPoints", new Object[] { wpA, wpB }, report);
|
||
|
||
report.Add("WaypointA / WaypointB 已挂在 MovingPlatform_Root 下(非平台子节点),平台移动时路径点保持原位。");
|
||
report.Add("在场景中调整 WaypointA / WaypointB 的世界位置即可设置移动端点。");
|
||
report.Add("如需触发激活,改 _moveType = TriggeredLinear 并将 VoidEventChannelSO 拖入 _activationChannel。");
|
||
|
||
Selection.activeGameObject = root;
|
||
MarkDirtyAndLog("Moving Platform", root, report);
|
||
}
|
||
|
||
[MenuItem("BaseGames/Scene/Place/Tilemap Ground", priority = 160)]
|
||
public static void PlaceTilemapGround()
|
||
{
|
||
var report = new List<string>();
|
||
|
||
GameObject gridGo = new GameObject("GroundGrid");
|
||
Undo.RegisterCreatedObjectUndo(gridGo, "Place Tilemap Ground");
|
||
gridGo.transform.position = GetDropPosition();
|
||
GetOrAddComponent<Grid>(gridGo);
|
||
|
||
GameObject groundGo = GetOrCreateChild(gridGo.transform, "Ground").gameObject;
|
||
SetLayer(groundGo, "Platform", report);
|
||
GetOrAddComponent<Tilemap>(groundGo);
|
||
GetOrAddComponent<TilemapRenderer>(groundGo);
|
||
TilemapCollider2D tilemapCollider = GetOrAddComponent<TilemapCollider2D>(groundGo);
|
||
tilemapCollider.usedByComposite = true;
|
||
Rigidbody2D rb = GetOrAddComponent<Rigidbody2D>(groundGo);
|
||
rb.bodyType = RigidbodyType2D.Static;
|
||
GetOrAddComponent<CompositeCollider2D>(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<string>();
|
||
|
||
GameObject go = new GameObject("NavSurface");
|
||
Undo.RegisterCreatedObjectUndo(go, "Place Nav Surface");
|
||
go.transform.position = GetDropPosition();
|
||
GetOrAddComponent<NavSurface>(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<string>();
|
||
|
||
GameObject go = new GameObject("Obstacle");
|
||
Undo.RegisterCreatedObjectUndo(go, "Place Obstacle");
|
||
go.transform.position = GetDropPosition();
|
||
SetLayer(go, "Platform", 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<BoxCollider2D>(go);
|
||
SetupSpriteRenderer(go);
|
||
|
||
Rigidbody2D rb = GetOrAddComponent<Rigidbody2D>(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<string>();
|
||
|
||
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<CircleCollider2D>(go);
|
||
rangeTrigger.isTrigger = true;
|
||
rangeTrigger.radius = 1.5f;
|
||
|
||
GetOrAddComponent<InteractableNPC>(go);
|
||
GetOrAddComponent<Animator>(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 ══════════════════════════════════════════════════════
|
||
|
||
/// <summary>
|
||
/// 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。
|
||
/// </summary>
|
||
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<T>(GameObject go) where T : Component
|
||
{
|
||
T comp = go.GetComponent<T>();
|
||
return comp != null ? comp : Undo.AddComponent<T>(go);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 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)。
|
||
/// </summary>
|
||
private static SpriteRenderer SetupSpriteRenderer(GameObject go)
|
||
{
|
||
var sr = GetOrAddComponent<SpriteRenderer>(go);
|
||
if (sr.sprite == null)
|
||
sr.sprite = AssetDatabase.LoadAssetAtPath<Sprite>(
|
||
"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, $"Create {name}");
|
||
go.transform.SetParent(parent, false);
|
||
return go.transform;
|
||
}
|
||
|
||
private static void SetLayer(GameObject go, string layerName, List<string> report)
|
||
{
|
||
int layer = LayerMask.NameToLayer(layerName);
|
||
if (layer == -1)
|
||
report.Add($"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<string> report = null)
|
||
{
|
||
var so = new SerializedObject(target);
|
||
var sp = so.FindProperty(propName);
|
||
if (sp == null)
|
||
{
|
||
report?.Add($"{target.GetType().Name}.{propName} 字段不存在,跳过引用赋值。");
|
||
return;
|
||
}
|
||
sp.objectReferenceValue = value;
|
||
so.ApplyModifiedPropertiesWithoutUndo();
|
||
}
|
||
|
||
private static void AssignAsset(Object target, string propName, List<string> report, bool required, params string[] candidates)
|
||
{
|
||
Object asset = FindFirstAsset(candidates);
|
||
if (asset == null && required)
|
||
report.Add($"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<string> 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();
|
||
}
|
||
|
||
/// <summary>将多个 Layer 名称合并为一个 LayerMask 并写入 SerializedProperty。</summary>
|
||
private static void AssignLayerMask(Object target, string propName, string[] layerNames, List<string> report)
|
||
{
|
||
int mask = 0;
|
||
foreach (var name in layerNames)
|
||
{
|
||
int layer = LayerMask.NameToLayer(name);
|
||
if (layer == -1)
|
||
report.Add($"Layer '{name}' 不存在,已跳过({target.GetType().Name}.{propName})。");
|
||
else
|
||
mask |= 1 << layer;
|
||
}
|
||
if (mask == 0) return;
|
||
|
||
var so = new SerializedObject(target);
|
||
var sp = so.FindProperty(propName);
|
||
if (sp == null)
|
||
{
|
||
report.Add($"{target.GetType().Name}.{propName} 字段不存在,跳过 LayerMask 赋值。");
|
||
return;
|
||
}
|
||
sp.intValue = mask;
|
||
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<string> report = null)
|
||
{
|
||
var so = new SerializedObject(target);
|
||
var sp = so.FindProperty(propName);
|
||
if (sp == null)
|
||
{
|
||
report?.Add($"{target.GetType().Name}.{propName} 字段不存在,跳过字符串赋值。");
|
||
return;
|
||
}
|
||
sp.stringValue = value;
|
||
so.ApplyModifiedPropertiesWithoutUndo();
|
||
}
|
||
|
||
private static void AssignObjectArray(Object target, string propName, Object[] values, List<string> report = null)
|
||
{
|
||
var so = new SerializedObject(target);
|
||
var sp = so.FindProperty(propName);
|
||
if (sp == null || !sp.isArray)
|
||
{
|
||
report?.Add($"{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<string> 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。");
|
||
}
|
||
}
|
||
}
|