File directory changes (mirror Scripts/ module structure): - AbilityTypeDrawer.cs → Equipment/ - CharacterWizardWindow.cs → Character/ - FormEditorWindow.cs → Player/ - GMToolWindow.cs → Tools/ - SOManagerWindow.cs → Tools/ - Map/MapRoomDataEditor.cs → World/Map/ - Navigation/ (root) → Enemies/Navigation/ - Achievements/ → Progression/ Menu hierarchy changes (BaseGames/ top-level): - Data/: +Character Wizard (from Tools/), +Boss Skill Sequence (from Tools/) - Addressables/: +Addressable Batch Tool, +Asset Reference Graph, +Validate Address Keys (from Tools/Verification/) - Scene/Setup/: +Boot Flow Wizard, +Scaffold *, +Auto-Open Persistent (from Tools/) - Scene/: +Camera Area Setup (from Camera/), +Bake All NavSurfaces (from Tools/) - Events/: +Event Bus Monitor, +Event Chain Viewer, +Create/Reimport Event Channels (from Tools/) - Tools/Validation/: +Validate All SOs, +Apply/Validate Script Order (from Tools/ flat) - Tools/Maintenance/: +Missing Scripts/*, +Physics2D Layer Matrix/* (from Tools/ flat) Result: BaseGames/Tools/ reduced from 16 flat items to 4 items + 2 submenus Docs: update AssetFolderSpec §12 editor tool table with new menu paths Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
836 lines
37 KiB
C#
836 lines
37 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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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.Boss;
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using BaseGames.Combat;
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using BaseGames.Enemies;
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using BaseGames.Equipment;
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using BaseGames.Input;
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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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namespace BaseGames.Editor
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{
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/// <summary>
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/// 角色创建向导(W-01)— 统一入口窗口。
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/// 技术:UI Toolkit,三标签页(玩家 / 小怪 / Boss)。
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/// 菜单:BaseGames / Tools / Character Wizard
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///
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/// 各标签页均提供:
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/// ① 当前 SO 资产状态速览(绿色=已存在 / 橙色=缺失)
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/// ② SO 资产工厂(一键创建所需的所有 ScriptableObject)
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/// ③ 场景搭建快捷按钮(调用 SceneObjectPlacerTool.PlaceXxx)
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/// ④ 跳转到对应专项编辑器窗口
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/// </summary>
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public class CharacterWizardWindow : EditorWindow
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{
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// ── 常量 ──────────────────────────────────────────────────────────────
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private const string UssPath = "Assets/_Game/Scripts/Editor/UIToolkit/Editor.uss";
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private const string DataRoot = "Assets/_Game/Data";
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private static StyleSheet _uss;
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private static StyleSheet Uss =>
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_uss != null ? _uss : (_uss = AssetDatabase.LoadAssetAtPath<StyleSheet>(UssPath));
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[MenuItem("BaseGames/Data/Character Wizard", priority = 1)]
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public static void Open()
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{
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var wnd = GetWindow<CharacterWizardWindow>();
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wnd.titleContent = new GUIContent("Character Wizard", EditorGUIUtility.IconContent("d_Prefab Icon").image);
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wnd.minSize = new Vector2(520, 600);
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}
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// ── 状态 ──────────────────────────────────────────────────────────────
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private int _activeTab = 0;
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private Button _btnPlayer, _btnEnemy, _btnBoss;
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// SO 状态缓存(避免每帧重查)
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private List<(string label, bool exists)> _playerSOStatus = new();
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private List<(string label, bool exists)> _enemySOStatus = new();
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private List<(string label, bool exists)> _bossSOStatus = new();
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private double _lastRefreshTime;
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// 小怪类型选择
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private int _enemyTypeIndex = 0;
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private static readonly string[] EnemyTypeLabels = { "普通(近战)", "远程", "飞行" };
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// Boss 命名字段
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private string _bossId = "NewBoss";
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private string _enemyId = "NewEnemy";
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private string _playerId = "Player";
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// SO 状态面板(按标签页缓存)
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private VisualElement _playerStatusPanel;
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private VisualElement _enemyStatusPanel;
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private VisualElement _bossStatusPanel;
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// ── 生命周期 ──────────────────────────────────────────────────────────
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public void CreateGUI()
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{
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if (Uss != null)
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rootVisualElement.styleSheets.Add(Uss);
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rootVisualElement.style.flexDirection = FlexDirection.Column;
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BuildTabBar();
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BuildTabContents();
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RefreshSOStatus();
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SwitchTab(0);
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}
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private void OnFocus() => RefreshSOStatus();
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// ── 标签栏 ────────────────────────────────────────────────────────────
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private void BuildTabBar()
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{
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var bar = new VisualElement();
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bar.AddToClassList("tab-bar");
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_btnPlayer = MakeTabButton("玩家", () => SwitchTab(0));
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_btnEnemy = MakeTabButton("小怪", () => SwitchTab(1));
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_btnBoss = MakeTabButton("Boss", () => SwitchTab(2));
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bar.Add(_btnPlayer);
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bar.Add(_btnEnemy);
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bar.Add(_btnBoss);
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rootVisualElement.Add(bar);
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}
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private Button MakeTabButton(string label, Action onClick)
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{
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var btn = new Button(onClick) { text = label };
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btn.AddToClassList("tab-btn");
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return btn;
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}
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private void SwitchTab(int idx)
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{
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_activeTab = idx;
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var tabs = rootVisualElement.Query<VisualElement>(className: "tab-content").ToList();
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for (int i = 0; i < tabs.Count; i++)
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tabs[i].style.display = (i == idx) ? DisplayStyle.Flex : DisplayStyle.None;
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_btnPlayer.EnableInClassList("tab-btn--active", idx == 0);
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_btnEnemy .EnableInClassList("tab-btn--active", idx == 1);
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_btnBoss .EnableInClassList("tab-btn--active", idx == 2);
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}
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// ── 标签页内容 ────────────────────────────────────────────────────────
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private void BuildTabContents()
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{
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rootVisualElement.Add(BuildPlayerTab());
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rootVisualElement.Add(BuildEnemyTab());
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rootVisualElement.Add(BuildBossTab());
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}
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// ════════════════════════════════════════════════════════════════════════
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// 玩家标签页
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// ════════════════════════════════════════════════════════════════════════
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private VisualElement BuildPlayerTab()
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{
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var root = MakeTabContent();
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root.Add(MakeSectionHeader("▶ SO 资产状态"));
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_playerStatusPanel = new VisualElement();
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root.Add(_playerStatusPanel);
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root.Add(MakeSectionHeader("▶ SO 资产工厂"));
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root.Add(MakeHelpBox("在 Project 中创建下列 ScriptableObject 资产。若已存在则跳过。"));
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var idRow = MakeLabeledTextField("资产名称前缀", _playerId, v => _playerId = v);
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root.Add(idRow);
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var factory = MakeActionGroup();
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factory.Add(MakeFactoryButton("PlayerStatsSO", () => CreatePlayerStat()));
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factory.Add(MakeFactoryButton("PlayerMovementConfigSO", () => CreateMovementConfig()));
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factory.Add(MakeFactoryButton("PlayerAnimationConfigSO", () => CreateAnimConfig()));
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factory.Add(MakeFactoryButton("FormConfigSO + 3 FormSO", () => CreateFormConfig()));
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factory.Add(MakeFactoryButton("WeaponSO × 3(形态)", () => CreateFormWeapons()));
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factory.Add(MakeFactoryButton("DamageSourceSO(连击×3)", () => CreatePlayerDamageSources()));
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factory.Add(MakeFactoryButton("ParryConfigSO", () => CreateParryConfig()));
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factory.Add(MakeFactoryButton("ShieldConfigSO", () => CreateShieldConfig()));
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factory.Add(MakeFactoryButton("EquipmentConfigSO", () => CreateEquipmentConfig()));
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factory.Add(MakeFactoryButton("CharmCatalogSO", () => CreateCharmCatalog()));
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root.Add(factory);
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var createAllBtn = new Button(CreateAllPlayerSOs) { text = "★ 一键创建全部 Player SO" };
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createAllBtn.style.marginTop = 6;
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createAllBtn.style.height = 26;
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root.Add(createAllBtn);
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root.Add(MakeSeparator());
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root.Add(MakeSectionHeader("▶ 场景搭建"));
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root.Add(MakeHelpBox("在当前活动场景中放置玩家 GameObject(带完整组件树)。"));
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var sceneGroup = MakeActionGroup();
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sceneGroup.Add(MakeSceneButton("放置玩家到场景", SceneObjectPlacerTool.PlacePlayer));
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sceneGroup.Add(MakeSceneButton("指定所有 SO 到场景角色", AssignAllPlayerSOsToScene));
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sceneGroup.Add(MakeSceneButton("放置地面平台", SceneObjectPlacerTool.PlaceGroundPlatform));
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sceneGroup.Add(MakeSceneButton("放置存档点", SceneObjectPlacerTool.PlaceSavePoint));
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root.Add(sceneGroup);
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root.Add(MakeSeparator());
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root.Add(MakeSectionHeader("▶ 专项编辑器"));
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var jumpGroup = MakeActionGroup();
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jumpGroup.Add(MakeJumpButton("武器编辑器", () => Combat.WeaponEditorWindow.Open()));
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jumpGroup.Add(MakeJumpButton("技能编辑器", () => Skills.SkillEditorWindow.Open()));
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jumpGroup.Add(MakeJumpButton("形态编辑器", () => FormEditorWindow.Open()));
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jumpGroup.Add(MakeJumpButton("SO 全局校验", SOValidationRunner.ValidateMenu));
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root.Add(jumpGroup);
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return root;
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}
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// ════════════════════════════════════════════════════════════════════════
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// 小怪标签页
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// ════════════════════════════════════════════════════════════════════════
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private VisualElement BuildEnemyTab()
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{
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var root = MakeTabContent();
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root.Add(MakeSectionHeader("▶ SO 资产状态"));
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_enemySOStatus.Clear();
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_enemyStatusPanel = new VisualElement();
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root.Add(_enemyStatusPanel);
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root.Add(MakeSectionHeader("▶ 敌人类型选择"));
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var typeRow = new VisualElement { style = { flexDirection = FlexDirection.Row, marginBottom = 4 } };
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for (int i = 0; i < EnemyTypeLabels.Length; i++)
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{
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int captured = i;
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var btn = new Button(() =>
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{
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_enemyTypeIndex = captured;
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// 高亮激活按钮(简单刷新所有同类按钮样式)
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RefreshEnemyTypeButtons(root);
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})
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{ text = EnemyTypeLabels[i] };
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btn.name = $"enemy-type-{i}";
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btn.EnableInClassList("type-btn--active", i == _enemyTypeIndex);
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typeRow.Add(btn);
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}
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root.Add(typeRow);
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root.Add(MakeSectionHeader("▶ SO 资产工厂"));
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root.Add(MakeHelpBox("每个敌人建议独立命名,便于 Loot / BD 资产管理。"));
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var idRow = MakeLabeledTextField("敌人 ID", _enemyId, v => _enemyId = v);
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root.Add(idRow);
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var factory = MakeActionGroup();
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factory.Add(MakeFactoryButton("EnemyStatsSO", () => CreateEnemyStat()));
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factory.Add(MakeFactoryButton("LootTableSO", () => CreateLootTable()));
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factory.Add(MakeFactoryButton("AttackPatternSO × 2", () => CreateEnemyAttackPatterns()));
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factory.Add(MakeFactoryButton("DamageSourceSO", () => CreateEnemyDamageSource()));
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root.Add(factory);
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root.Add(MakeSeparator());
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root.Add(MakeSectionHeader("▶ 场景搭建"));
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root.Add(MakeHelpBox("根据选中的类型在场景中生成对应的敌人 GameObject。"));
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var sceneGroup = MakeActionGroup();
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sceneGroup.Add(MakeSceneButton("放置敌人到场景", PlaceSelectedEnemyType));
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root.Add(sceneGroup);
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root.Add(MakeSeparator());
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root.Add(MakeSectionHeader("▶ 专项编辑器"));
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var jumpGroup = MakeActionGroup();
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jumpGroup.Add(MakeJumpButton("敌人数据管理", () => Enemies.EnemyDataWindow.Open()));
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jumpGroup.Add(MakeJumpButton("SO 全局校验", SOValidationRunner.ValidateMenu));
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root.Add(jumpGroup);
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return root;
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}
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// ════════════════════════════════════════════════════════════════════════
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// Boss 标签页
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// ════════════════════════════════════════════════════════════════════════
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private VisualElement BuildBossTab()
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{
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var root = MakeTabContent();
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root.Add(MakeSectionHeader("▶ SO 资产状态"));
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_bossStatusPanel = new VisualElement();
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root.Add(_bossStatusPanel);
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root.Add(MakeSectionHeader("▶ SO 资产工厂"));
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root.Add(MakeHelpBox("每个 Boss 独立目录:Assets/_Game/Data/Boss/<BossId>/"));
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var idRow = MakeLabeledTextField("Boss ID", _bossId, v => _bossId = v);
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root.Add(idRow);
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var factory = MakeActionGroup();
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factory.Add(MakeFactoryButton("EnemyStatsSO(Boss)", () => CreateBossStat()));
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factory.Add(MakeFactoryButton("LootTableSO(Boss)", () => CreateBossLoot()));
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factory.Add(MakeFactoryButton("AttackPatternSO × 3(阶段)", () => CreateBossAttackPatterns()));
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factory.Add(MakeFactoryButton("BossSkillSO × 3", () => CreateBossSkills()));
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factory.Add(MakeFactoryButton("SkillSequenceSO(Phase 1)", () => CreateBossSkillSequence(1)));
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factory.Add(MakeFactoryButton("SkillSequenceSO(Phase 2)", () => CreateBossSkillSequence(2)));
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factory.Add(MakeFactoryButton("DamageSourceSO × 3", () => CreateBossDamageSources()));
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root.Add(factory);
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root.Add(MakeSeparator());
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root.Add(MakeSectionHeader("▶ 场景搭建"));
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var sceneGroup = MakeActionGroup();
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sceneGroup.Add(MakeSceneButton("放置 Boss 到场景", SceneObjectPlacerTool.PlaceBossEnemy));
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root.Add(sceneGroup);
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root.Add(MakeSeparator());
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root.Add(MakeSectionHeader("▶ 专项编辑器"));
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var jumpGroup = MakeActionGroup();
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jumpGroup.Add(MakeJumpButton("Boss 技能序列查看器", BossSkillSequenceWindow.OpenWindow));
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jumpGroup.Add(MakeJumpButton("敌人数据管理", () => Enemies.EnemyDataWindow.Open()));
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jumpGroup.Add(MakeJumpButton("SO 全局校验", SOValidationRunner.ValidateMenu));
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root.Add(jumpGroup);
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return root;
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}
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// ── SO 资产工厂:玩家 ────────────────────────────────────────────────
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private void CreatePlayerStat()
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{
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var asset = EditorScaffoldUtils.CreateSOAsset<PlayerStatsSO>(
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$"{DataRoot}/Player", "PLY_PlayerStats");
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if (asset != null) RefreshSOStatus();
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}
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private void CreateMovementConfig()
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{
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var asset = EditorScaffoldUtils.CreateSOAsset<PlayerMovementConfigSO>(
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$"{DataRoot}/Player", "PLY_PlayerMovementConfig");
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if (asset != null) RefreshSOStatus();
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}
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private void CreateAnimConfig()
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{
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var asset = EditorScaffoldUtils.CreateSOAsset<PlayerAnimationConfigSO>(
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$"{DataRoot}/Player", "PLY_PlayerAnimationConfig");
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if (asset != null) RefreshSOStatus();
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}
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private void CreateFormConfig()
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{
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string configDir = $"{DataRoot}/Player";
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string formsDir = $"{DataRoot}/Player/Forms";
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EditorScaffoldUtils.EnsureFolder(formsDir);
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var cfg = EditorScaffoldUtils.CreateSOAsset<FormConfigSO>(configDir, "PLY_FormConfig");
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if (cfg == null) cfg = AssetDatabase.LoadAssetAtPath<FormConfigSO>($"{configDir}/PLY_FormConfig.asset");
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var formTypes = new[] { ("TianHun", FormType.TianHun, "天魂"), ("DiHun", FormType.DiHun, "地魂"), ("MingHun", FormType.MingHun, "命魂") };
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var forms = new List<FormSO>();
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foreach (var (id, ftype, dname) in formTypes)
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{
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string path = $"{formsDir}/PLY_Form_{id}.asset";
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var form = AssetDatabase.LoadAssetAtPath<FormSO>(path);
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if (form == null)
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{
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form = ScriptableObject.CreateInstance<FormSO>();
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form.formId = $"Form_{id}";
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form.displayName = dname;
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form.formType = ftype;
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AssetDatabase.CreateAsset(form, path);
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}
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forms.Add(form);
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}
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if (cfg != null && (cfg.forms == null || cfg.forms.Length == 0))
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{
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cfg.forms = forms.ToArray();
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EditorUtility.SetDirty(cfg);
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}
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AssetDatabase.SaveAssets();
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EditorGUIUtility.PingObject(cfg);
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RefreshSOStatus();
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}
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private void CreateFormWeapons()
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{
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string dir = $"{DataRoot}/Combat/Weapons";
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foreach (var id in new[] { "TianHun", "DiHun", "MingHun" })
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EditorScaffoldUtils.CreateSOAsset<WeaponSO>(dir, $"WPN_{id}");
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RefreshSOStatus();
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}
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private void CreatePlayerDamageSources()
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{
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string dir = $"{DataRoot}/Combat/DamageSources";
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foreach (var label in new[] { "Attack1", "Attack2", "Attack3" })
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EditorScaffoldUtils.CreateSOAsset<DamageSourceSO>(dir, $"CMB_Player_{label}");
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RefreshSOStatus();
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}
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// ── SO 资产工厂:玩家(Config 类)────────────────────────────────────────
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private void CreateParryConfig()
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{
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var asset = EditorScaffoldUtils.CreateSOAsset<ParryConfigSO>(
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$"{DataRoot}/Player", "PLY_ParryConfig");
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if (asset != null) RefreshSOStatus();
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}
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private void CreateShieldConfig()
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{
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var asset = EditorScaffoldUtils.CreateSOAsset<ShieldConfigSO>(
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$"{DataRoot}/Player", "PLY_ShieldConfig");
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if (asset != null) RefreshSOStatus();
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}
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private void CreateEquipmentConfig()
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{
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var asset = EditorScaffoldUtils.CreateSOAsset<EquipmentConfigSO>(
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$"{DataRoot}/Player", "PLY_EquipmentConfig");
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if (asset != null) RefreshSOStatus();
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}
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private void CreateCharmCatalog()
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{
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var asset = EditorScaffoldUtils.CreateSOAsset<CharmCatalogSO>(
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$"{DataRoot}/Progression/Charms", "PLY_CharmCatalog");
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if (asset != null) RefreshSOStatus();
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}
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|
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/// <summary>
|
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/// 一键创建全部 Player 所需 SO(已存在则跳过)。
|
||
/// 完成后提示用户点击"指定所有 SO 到场景角色"完成绑定。
|
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/// </summary>
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private void CreateAllPlayerSOs()
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{
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CreatePlayerStat();
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CreateMovementConfig();
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CreateAnimConfig();
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CreateFormConfig();
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CreateFormWeapons();
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CreatePlayerDamageSources();
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CreateParryConfig();
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CreateShieldConfig();
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CreateEquipmentConfig();
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CreateCharmCatalog();
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AssetDatabase.SaveAssets();
|
||
EditorUtility.DisplayDialog("创建完成",
|
||
"全部 Player SO 已创建(已存在的跳过)。\n" +
|
||
"请在场景中放置角色后,点击「▣ 指定所有 SO 到场景角色」完成绑定。",
|
||
"确定");
|
||
}
|
||
|
||
/// <summary>
|
||
/// 查找场景中的 PlayerController,将项目中已存在的配置 SO 全部指定给对应组件字段。
|
||
/// 使用 SerializedObject 赋值,自动标记 dirty 并保存。
|
||
/// </summary>
|
||
private void AssignAllPlayerSOsToScene()
|
||
{
|
||
var pc = UnityEngine.Object.FindObjectOfType<PlayerController>();
|
||
if (pc == null)
|
||
{
|
||
EditorUtility.DisplayDialog("未找到角色",
|
||
"场景中没有 PlayerController。\n请先使用「▣ 放置玩家到场景」。", "确定");
|
||
return;
|
||
}
|
||
|
||
var plyGo = pc.gameObject;
|
||
int count = 0;
|
||
|
||
// 通过 SerializedObject 写入 SerializeField(支持撤销)
|
||
var missing = new System.Collections.Generic.List<string>();
|
||
|
||
void TryAssign<T>(Component comp, string field) where T : ScriptableObject
|
||
{
|
||
if (comp == null) return;
|
||
var so = EditorScaffoldUtils.FindAllAssetsOfType<T>().FirstOrDefault();
|
||
if (so == null)
|
||
{
|
||
missing.Add($"{typeof(T).Name}({comp.GetType().Name}.{field})");
|
||
return;
|
||
}
|
||
var sObj = new SerializedObject(comp);
|
||
var prop = sObj.FindProperty(field);
|
||
if (prop == null) return;
|
||
prop.objectReferenceValue = so;
|
||
sObj.ApplyModifiedProperties();
|
||
count++;
|
||
}
|
||
|
||
var stats = plyGo.GetComponent<PlayerStats>();
|
||
var movement = plyGo.GetComponent<PlayerMovement>();
|
||
var form = plyGo.GetComponent<FormController>();
|
||
var parry = plyGo.GetComponent<ParrySystem>();
|
||
var shield = plyGo.GetComponent<ShieldComponent>();
|
||
var equip = plyGo.GetComponent<EquipmentManager>();
|
||
var wall = plyGo.GetComponent<PlayerWallDetector>();
|
||
|
||
// PlayerStats
|
||
TryAssign<PlayerStatsSO> (stats, "_config");
|
||
// PlayerMovement
|
||
TryAssign<PlayerMovementConfigSO> (movement, "_config");
|
||
// PlayerController(多个字段)
|
||
TryAssign<PlayerMovementConfigSO> (pc, "_movementConfig");
|
||
TryAssign<PlayerAnimationConfigSO> (pc, "_animConfig");
|
||
TryAssign<InputReaderSO> (pc, "_inputReader");
|
||
TryAssign<FormConfigSO> (pc, "_formConfig");
|
||
// FormController
|
||
TryAssign<FormConfigSO> (form, "_config");
|
||
// ParrySystem
|
||
TryAssign<ParryConfigSO> (parry, "_config");
|
||
// ShieldComponent
|
||
TryAssign<ShieldConfigSO> (shield, "_config");
|
||
// EquipmentManager
|
||
TryAssign<EquipmentConfigSO> (equip, "_config");
|
||
TryAssign<CharmCatalogSO> (equip, "_charmCatalog");
|
||
// PlayerWallDetector(复用移动配置)
|
||
TryAssign<PlayerMovementConfigSO> (wall, "_config");
|
||
|
||
EditorUtility.SetDirty(plyGo);
|
||
RefreshSOStatus();
|
||
|
||
string msg = $"已将 {count} 个 SO 引用指定到场景角色 [{plyGo.name}]。";
|
||
if (missing.Count > 0)
|
||
msg += $"\n\n★ 以下 SO 尚未创建,请先点击工厂按钮创建后再次指定:\n • " +
|
||
string.Join("\n • ", missing);
|
||
else
|
||
msg += "\n全部 SO 绑定完成,可在 Inspector 中确认各组件字段。";
|
||
EditorUtility.DisplayDialog("指定完成", msg, "确定");
|
||
}
|
||
|
||
// ── SO 资产工厂:小怪 ────────────────────────────────────────────────
|
||
|
||
private void CreateEnemyStat()
|
||
{
|
||
string dir = $"{DataRoot}/Enemies/{_enemyId}";
|
||
var asset = EditorScaffoldUtils.CreateSOAsset<EnemyStatsSO>(dir, $"ENM_{_enemyId}_Stats");
|
||
if (asset != null) RefreshSOStatus();
|
||
}
|
||
|
||
private void CreateLootTable()
|
||
{
|
||
string dir = $"{DataRoot}/Enemies/{_enemyId}";
|
||
var asset = EditorScaffoldUtils.CreateSOAsset<LootTableSO>(dir, $"ENM_{_enemyId}_Loot");
|
||
if (asset != null) RefreshSOStatus();
|
||
}
|
||
|
||
private void CreateEnemyAttackPatterns()
|
||
{
|
||
string dir = $"{DataRoot}/Enemies/{_enemyId}";
|
||
foreach (var label in new[] { "Melee", "Ranged" })
|
||
EditorScaffoldUtils.CreateSOAsset<AttackPatternSO>(dir, $"ENM_{_enemyId}_Pattern_{label}");
|
||
RefreshSOStatus();
|
||
}
|
||
|
||
private void CreateEnemyDamageSource()
|
||
{
|
||
string dir = $"{DataRoot}/Enemies/{_enemyId}";
|
||
EditorScaffoldUtils.CreateSOAsset<DamageSourceSO>(dir, $"ENM_{_enemyId}_DS");
|
||
RefreshSOStatus();
|
||
}
|
||
|
||
// ── SO 资产工厂:Boss ─────────────────────────────────────────────────
|
||
|
||
private void CreateBossStat()
|
||
{
|
||
string dir = $"{DataRoot}/Boss/{_bossId}";
|
||
EditorScaffoldUtils.CreateSOAsset<EnemyStatsSO>(dir, $"ENM_{_bossId}_Stats");
|
||
RefreshSOStatus();
|
||
}
|
||
|
||
private void CreateBossLoot()
|
||
{
|
||
string dir = $"{DataRoot}/Boss/{_bossId}";
|
||
EditorScaffoldUtils.CreateSOAsset<LootTableSO>(dir, $"ENM_{_bossId}_Loot");
|
||
RefreshSOStatus();
|
||
}
|
||
|
||
private void CreateBossAttackPatterns()
|
||
{
|
||
string dir = $"{DataRoot}/Boss/{_bossId}/Patterns";
|
||
foreach (var label in new[] { "Phase1", "Phase2_A", "Phase2_B" })
|
||
EditorScaffoldUtils.CreateSOAsset<AttackPatternSO>(dir, $"ENM_{_bossId}_Pattern_{label}");
|
||
RefreshSOStatus();
|
||
}
|
||
|
||
private void CreateBossSkills()
|
||
{
|
||
string dir = $"{DataRoot}/Boss/{_bossId}/Skills";
|
||
foreach (var label in new[] { "Skill_Slam", "Skill_Sweep", "Skill_Summon" })
|
||
EditorScaffoldUtils.CreateSOAsset<BossSkillSO>(dir, $"SKL_{_bossId}_{label}");
|
||
RefreshSOStatus();
|
||
}
|
||
|
||
private void CreateBossSkillSequence(int phase)
|
||
{
|
||
string dir = $"{DataRoot}/Boss/{_bossId}/Skills";
|
||
EditorScaffoldUtils.CreateSOAsset<SkillSequenceSO>(dir, $"SKL_{_bossId}_Phase{phase}_Sequence");
|
||
RefreshSOStatus();
|
||
}
|
||
|
||
private void CreateBossDamageSources()
|
||
{
|
||
string dir = $"{DataRoot}/Boss/{_bossId}/DamageSources";
|
||
foreach (var label in new[] { "Slam", "Sweep", "Projectile" })
|
||
EditorScaffoldUtils.CreateSOAsset<DamageSourceSO>(dir, $"ENM_{_bossId}_DS_{label}");
|
||
RefreshSOStatus();
|
||
}
|
||
|
||
// ── 场景搭建 ──────────────────────────────────────────────────────────
|
||
|
||
private void PlaceSelectedEnemyType()
|
||
{
|
||
switch (_enemyTypeIndex)
|
||
{
|
||
case 0: SceneObjectPlacerTool.PlaceEnemy(); break;
|
||
case 1: SceneObjectPlacerTool.PlaceEnemy(); break; // 复用,类型通过 SO 区分
|
||
case 2: SceneObjectPlacerTool.PlaceEnemy(); break;
|
||
}
|
||
}
|
||
|
||
// ── SO 状态面板刷新 ───────────────────────────────────────────────────
|
||
|
||
private void RefreshSOStatus()
|
||
{
|
||
_lastRefreshTime = EditorApplication.timeSinceStartup;
|
||
BuildPlayerStatus();
|
||
BuildEnemyStatus();
|
||
BuildBossStatus();
|
||
}
|
||
|
||
private void BuildPlayerStatus()
|
||
{
|
||
if (_playerStatusPanel == null) return;
|
||
_playerStatusPanel.Clear();
|
||
|
||
var checks = new (string label, UnityEngine.Object asset)[]
|
||
{
|
||
("PlayerStatsSO", FindFirst<PlayerStatsSO>()),
|
||
("PlayerMovementConfigSO", FindFirst<PlayerMovementConfigSO>()),
|
||
("PlayerAnimationConfigSO", FindFirst<PlayerAnimationConfigSO>()),
|
||
("FormConfigSO", FindFirst<FormConfigSO>()),
|
||
("FormSO(天魂)", FindFormOfType(FormType.TianHun)),
|
||
("FormSO(地魂)", FindFormOfType(FormType.DiHun)),
|
||
("FormSO(命魂)", FindFormOfType(FormType.MingHun)),
|
||
("WeaponSO(≥3)", FindFirstIfCount<WeaponSO>(3)),
|
||
("ParryConfigSO", FindFirst<ParryConfigSO>()),
|
||
("ShieldConfigSO", FindFirst<ShieldConfigSO>()),
|
||
("EquipmentConfigSO", FindFirst<EquipmentConfigSO>()),
|
||
("CharmCatalogSO", FindFirst<CharmCatalogSO>()),
|
||
};
|
||
|
||
_playerStatusPanel.Add(MakeStatusGrid(checks));
|
||
}
|
||
|
||
private void BuildEnemyStatus()
|
||
{
|
||
if (_enemyStatusPanel == null) return;
|
||
_enemyStatusPanel.Clear();
|
||
|
||
string dir = $"{DataRoot}/Enemies/{_enemyId}";
|
||
var checks = new (string label, UnityEngine.Object asset)[]
|
||
{
|
||
("EnemyStatsSO", FindAtPath<EnemyStatsSO>($"{dir}/ENM_{_enemyId}_Stats.asset")),
|
||
("LootTableSO", FindAtPath<LootTableSO>($"{dir}/ENM_{_enemyId}_Loot.asset")),
|
||
("AttackPatternSO×2", FindAtPath<AttackPatternSO>($"{dir}/ENM_{_enemyId}_Pattern_Melee.asset")),
|
||
("DamageSourceSO", FindAtPath<DamageSourceSO>($"{dir}/ENM_{_enemyId}_DS.asset")),
|
||
};
|
||
|
||
_enemyStatusPanel.Add(MakeStatusGrid(checks));
|
||
}
|
||
|
||
private void BuildBossStatus()
|
||
{
|
||
if (_bossStatusPanel == null) return;
|
||
_bossStatusPanel.Clear();
|
||
|
||
string dir = $"{DataRoot}/Boss/{_bossId}";
|
||
var checks = new (string label, UnityEngine.Object asset)[]
|
||
{
|
||
("EnemyStatsSO(Boss)", FindAtPath<EnemyStatsSO>($"{dir}/ENM_{_bossId}_Stats.asset")),
|
||
("LootTableSO", FindAtPath<LootTableSO>($"{dir}/ENM_{_bossId}_Loot.asset")),
|
||
("AttackPatternSO(Phase1)", FindAtPath<AttackPatternSO>($"{dir}/Patterns/ENM_{_bossId}_Pattern_Phase1.asset")),
|
||
("BossSkillSO(≥1)", EditorScaffoldUtils.FindAllAssetsOfType<BossSkillSO>()
|
||
.FirstOrDefault(s => s.name.StartsWith("SKL_" + _bossId, StringComparison.OrdinalIgnoreCase))),
|
||
("SkillSequenceSO(Phase1)", FindAtPath<SkillSequenceSO>($"{dir}/Skills/SKL_{_bossId}_Phase1_Sequence.asset")),
|
||
};
|
||
|
||
_bossStatusPanel.Add(MakeStatusGrid(checks));
|
||
}
|
||
|
||
// ── 辅助:状态格 ─────────────────────────────────────────────────────
|
||
|
||
private static VisualElement MakeStatusGrid((string label, UnityEngine.Object asset)[] items)
|
||
{
|
||
var grid = new VisualElement();
|
||
grid.style.flexDirection = FlexDirection.Row;
|
||
grid.style.flexWrap = Wrap.Wrap;
|
||
grid.style.marginBottom = 6;
|
||
|
||
foreach (var (label, asset) in items)
|
||
{
|
||
bool exists = asset != null;
|
||
VisualElement chip;
|
||
if (exists)
|
||
{
|
||
var captured = asset;
|
||
var btn = new Button(() =>
|
||
{
|
||
EditorGUIUtility.PingObject(captured);
|
||
Selection.activeObject = captured;
|
||
}) { text = $"✔ {label}" };
|
||
chip = btn;
|
||
}
|
||
else
|
||
{
|
||
chip = new Label($"✘ {label}");
|
||
}
|
||
|
||
chip.style.marginRight = 6;
|
||
chip.style.marginBottom = 4;
|
||
chip.style.paddingLeft = 6;
|
||
chip.style.paddingRight = 6;
|
||
chip.style.paddingTop = 2;
|
||
chip.style.paddingBottom = 2;
|
||
chip.style.borderTopLeftRadius = 4;
|
||
chip.style.borderTopRightRadius = 4;
|
||
chip.style.borderBottomLeftRadius = 4;
|
||
chip.style.borderBottomRightRadius = 4;
|
||
|
||
if (exists)
|
||
{
|
||
chip.style.backgroundColor = new Color(0.18f, 0.55f, 0.22f, 0.85f);
|
||
chip.style.color = new Color(0.85f, 1.00f, 0.85f);
|
||
}
|
||
else
|
||
{
|
||
chip.style.backgroundColor = new Color(0.65f, 0.35f, 0.05f, 0.85f);
|
||
chip.style.color = new Color(1.00f, 0.90f, 0.70f);
|
||
}
|
||
|
||
grid.Add(chip);
|
||
}
|
||
return grid;
|
||
}
|
||
|
||
// ── 辅助:UI 组件构建 ─────────────────────────────────────────────────
|
||
|
||
private static VisualElement MakeTabContent()
|
||
{
|
||
var root = new ScrollView(ScrollViewMode.Vertical);
|
||
root.AddToClassList("tab-content");
|
||
root.style.flexGrow = 1;
|
||
root.contentContainer.style.paddingLeft = 8;
|
||
root.contentContainer.style.paddingRight = 8;
|
||
root.contentContainer.style.paddingTop = 8;
|
||
root.contentContainer.style.paddingBottom = 8;
|
||
return root;
|
||
}
|
||
|
||
private static Label MakeSectionHeader(string text)
|
||
{
|
||
var lbl = new Label(text);
|
||
lbl.AddToClassList("section-header");
|
||
return lbl;
|
||
}
|
||
|
||
private static VisualElement MakeActionGroup()
|
||
{
|
||
var group = new VisualElement();
|
||
group.AddToClassList("action-buttons");
|
||
return group;
|
||
}
|
||
|
||
private static Button MakeFactoryButton(string label, Action onClick)
|
||
{
|
||
var btn = new Button(onClick) { text = $"+ {label}" };
|
||
btn.AddToClassList("wizard-factory-btn");
|
||
return btn;
|
||
}
|
||
|
||
private static Button MakeSceneButton(string label, Action onClick)
|
||
{
|
||
var btn = new Button(onClick) { text = $"▣ {label}" };
|
||
btn.AddToClassList("wizard-scene-btn");
|
||
return btn;
|
||
}
|
||
|
||
private static Button MakeJumpButton(string label, Action onClick)
|
||
{
|
||
var btn = new Button(onClick) { text = $"⇒ {label}" };
|
||
btn.AddToClassList("wizard-jump-btn");
|
||
return btn;
|
||
}
|
||
|
||
private static HelpBox MakeHelpBox(string text)
|
||
{
|
||
return new HelpBox(text, HelpBoxMessageType.Info);
|
||
}
|
||
|
||
private static VisualElement MakeSeparator()
|
||
{
|
||
var sep = new VisualElement();
|
||
sep.style.height = 1;
|
||
sep.style.backgroundColor = new Color(0.3f, 0.3f, 0.3f, 0.6f);
|
||
sep.style.marginTop = 8;
|
||
sep.style.marginBottom = 8;
|
||
return sep;
|
||
}
|
||
|
||
private static VisualElement MakeLabeledTextField(string label, string value, Action<string> onChange)
|
||
{
|
||
var row = new VisualElement();
|
||
row.style.flexDirection = FlexDirection.Row;
|
||
row.style.marginBottom = 4;
|
||
row.style.alignItems = Align.Center;
|
||
|
||
var lbl = new Label(label) { style = { minWidth = 110, marginRight = 6 } };
|
||
var field = new TextField { value = value, style = { flexGrow = 1 } };
|
||
field.RegisterValueChangedCallback(e => onChange(e.newValue));
|
||
row.Add(lbl);
|
||
row.Add(field);
|
||
return row;
|
||
}
|
||
|
||
private void RefreshEnemyTypeButtons(VisualElement tabRoot)
|
||
{
|
||
for (int i = 0; i < EnemyTypeLabels.Length; i++)
|
||
{
|
||
var btn = tabRoot.Q<Button>($"enemy-type-{i}");
|
||
btn?.EnableInClassList("type-btn--active", i == _enemyTypeIndex);
|
||
}
|
||
}
|
||
|
||
// ── 资产查找辅助 ──────────────────────────────────────────
|
||
|
||
private static T FindFirst<T>() where T : ScriptableObject
|
||
=> EditorScaffoldUtils.FindAllAssetsOfType<T>().FirstOrDefault();
|
||
|
||
/// <summary>返回第一个,仅当总数达到 minCount 时才认为满足。</summary>
|
||
private static T FindFirstIfCount<T>(int minCount) where T : ScriptableObject
|
||
{
|
||
var list = EditorScaffoldUtils.FindAllAssetsOfType<T>();
|
||
return list.Count >= minCount ? list[0] : null;
|
||
}
|
||
|
||
private static T FindAtPath<T>(string path) where T : UnityEngine.Object
|
||
=> AssetDatabase.LoadAssetAtPath<T>(path);
|
||
|
||
private static FormSO FindFormOfType(FormType type)
|
||
=> EditorScaffoldUtils.FindAllAssetsOfType<FormSO>()
|
||
.FirstOrDefault(f => f.formType == type);
|
||
}
|
||
}
|