- 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>
184 lines
6.6 KiB
C#
184 lines
6.6 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.Player;
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namespace BaseGames.Editor.Modules
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{
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/// <summary>
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/// DataHub 武器模块 —— 管理 WeaponSO 资产。
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/// </summary>
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public class WeaponModule : IDataModule, IDataModuleOrdered
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{
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private const string Folder = "Assets/_Game/Data/Weapons";
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private const string Prefix = "WPN_";
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public string ModuleId => "weapon";
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public string DisplayName => "武器";
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public string IconName => null;
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public int DisplayOrder => 10;
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private SoListPane<WeaponSO> _listPane;
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private DetailHeader _header;
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private VisualElement _detailRoot;
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private WeaponSO _selected;
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public void Initialize()
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{
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_listPane = new SoListPane<WeaponSO>(
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Folder, Prefix,
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w => w.weaponType.ToString());
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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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_listPane.SelectionChanged = sel =>
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{
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_selected = sel;
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onSelected?.Invoke(sel);
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};
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container.Add(_listPane);
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_listPane.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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_selected = selected as WeaponSO;
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// Header(重命名)
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_header = new DetailHeader();
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_header.SetAsset(_selected);
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_header.RenameRequested += OnRenameRequested;
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container.Add(_header);
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if (_selected == null) return;
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// Stats Card
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var statsCard = BuildStatsCard(_selected);
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container.Add(statsCard);
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// 操作按钮行
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var toolbar = BuildActionBar(_selected);
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container.Add(toolbar);
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// 分隔线
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container.Add(MakeDivider());
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// Inspector
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var insp = new InspectorElement(_selected); container.Add(insp);
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}
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public void OnActivated()
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{
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_listPane?.Refresh();
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}
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// ── 内部 ─────────────────────────────────────────────────────────────
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private void OnRenameRequested(string newName)
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{
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if (_selected == null) return;
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var (ok, err) = AssetOperations.Rename(_selected, newName);
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if (!ok)
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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(_selected);
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_listPane.Invalidate();
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}
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}
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private static VisualElement BuildStatsCard(WeaponSO w)
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{
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var card = new VisualElement();
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card.style.flexDirection = FlexDirection.Row;
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card.style.flexWrap = Wrap.Wrap;
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card.style.paddingLeft = 12;
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card.style.paddingRight = 12;
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card.style.paddingTop = 8;
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card.style.paddingBottom = 8;
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card.style.marginBottom = 4;
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card.style.backgroundColor = new StyleColor(new Color(0.5f, 0.5f, 0.5f, 0.08f));
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card.style.borderBottomWidth = 1;
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card.style.borderBottomColor = new StyleColor(new Color(0.5f, 0.5f, 0.5f, 0.2f));
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AddStatChip(card, "类型", w.weaponType.ToString());
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AddStatChip(card, "地面段数", (w.groundComboSteps?.Length ?? 0).ToString());
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AddStatChip(card, "空中段数", (w.airComboSteps?.Length ?? 0).ToString());
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AddStatChip(card, "ID", string.IsNullOrEmpty(w.weaponId) ? "-" : w.weaponId);
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return card;
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}
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private static void AddStatChip(VisualElement parent, string label, string value)
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{
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var chip = new VisualElement();
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chip.style.flexDirection = FlexDirection.Row;
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chip.style.alignItems = Align.Center;
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chip.style.marginRight = 14;
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chip.style.marginBottom = 2;
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var lbl = new Label(label + ":");
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lbl.style.opacity = 0.6f;
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lbl.style.fontSize = 11;
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lbl.style.marginRight = 3;
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chip.Add(lbl);
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var val = new Label(value);
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val.style.fontSize = 11;
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val.style.unityFontStyleAndWeight = UnityEngine.FontStyle.Bold;
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chip.Add(val);
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parent.Add(chip);
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}
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private VisualElement BuildActionBar(WeaponSO w)
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{
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var bar = new VisualElement();
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bar.style.flexDirection = FlexDirection.Row;
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bar.style.paddingLeft = 12;
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bar.style.paddingRight = 12;
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bar.style.paddingTop = 6;
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bar.style.paddingBottom = 6;
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bar.style.flexWrap = Wrap.Wrap;
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var btnPing = new Button(() => { EditorGUIUtility.PingObject(w); Selection.activeObject = w; })
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{ text = "在 Project 中定位", tooltip = "在 Project 窗口高亮此资产" };
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bar.Add(btnPing);
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var btnClone = new Button(() =>
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{
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var clone = AssetOperations.Clone(w, Folder);
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if (clone != null) _listPane.Refresh(clone);
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}) { text = "克隆..." };
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bar.Add(btnClone);
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var btnDel = new Button(() =>
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{
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if (AssetOperations.Delete(w)) _listPane.Refresh(null);
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}) { text = "删除" };
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btnDel.style.borderLeftColor = new StyleColor(new Color(0.8f, 0.3f, 0.3f, 0.6f));
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btnDel.style.borderRightColor = new StyleColor(new Color(0.8f, 0.3f, 0.3f, 0.6f));
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btnDel.style.borderTopColor = new StyleColor(new Color(0.8f, 0.3f, 0.3f, 0.6f));
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btnDel.style.borderBottomColor = new StyleColor(new Color(0.8f, 0.3f, 0.3f, 0.6f));
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btnDel.style.borderLeftWidth = 1;
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btnDel.style.borderRightWidth = 1;
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btnDel.style.borderTopWidth = 1;
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btnDel.style.borderBottomWidth = 1;
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btnDel.style.marginLeft = 8;
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bar.Add(btnDel);
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return bar;
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}
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private static VisualElement MakeDivider()
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{
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var d = new VisualElement();
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d.style.height = 1;
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d.style.backgroundColor = new StyleColor(new Color(0.5f, 0.5f, 0.5f, 0.2f));
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return d;
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}
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}
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}
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