Files
zeling_v2/Assets/_Game/Scripts/Editor/Modules/BossSkillModule.cs
Joywayer bb3afd130f feat: Add SkillModule and WeaponModule for managing skills and weapons
- Implemented SkillModule to manage FormSkillSO assets with a detailed UI for editing and displaying skill properties.
- Implemented WeaponModule to manage WeaponSO assets with a detailed UI for editing and displaying weapon properties.
- Created AssetOperations class for centralized CRUD operations on ScriptableObject assets, including create, rename, delete, and clone functionalities.
- Added DetailHeader for displaying and renaming asset names in the UI.
- Introduced SoListPane for a reusable ScriptableObject list panel with search functionality and context menus.
- Added meta files for all new scripts to ensure proper asset management in Unity.
2026-05-21 07:09:53 +08:00

213 lines
8.5 KiB
C#

using System;
using UnityEditor;
using UnityEditor.UIElements;
using UnityEngine;
using UnityEngine.UIElements;
using BaseGames.Boss;
namespace BaseGames.Editor.Modules
{
/// <summary>
/// DataHub Boss技能模块 —— Tab 切换管理 BossSkillSO 和 SkillSequenceSO。
/// </summary>
public class BossSkillModule : IDataModule
{
private const string SkillFolder = "Assets/_Game/Data/Boss/Skills";
private const string SeqFolder = "Assets/_Game/Data/Boss/Sequences";
public string ModuleId => "boss";
public string DisplayName => "Boss技能";
public string IconName => "d_SkinnedMeshRenderer Icon";
private int _activeTab = 0;
private SoListPane<BossSkillSO> _skillPane;
private SoListPane<SkillSequenceSO> _seqPane;
private Action<UnityEngine.Object> _onSelected;
private DetailHeader _header;
private BossSkillSO _selectedSkill;
private SkillSequenceSO _selectedSeq;
public void Initialize()
{
_skillPane = new SoListPane<BossSkillSO>(
SkillFolder, "ABL_Boss_",
s => s.category.ToString());
_skillPane.SelectionChanged = s => { _selectedSkill = s; _onSelected?.Invoke(s); };
_seqPane = new SoListPane<SkillSequenceSO>(SeqFolder, "ABL_Seq_");
_seqPane.SelectionChanged = s => { _selectedSeq = s; _onSelected?.Invoke(s); };
}
public void BuildListPane(VisualElement container, Action<UnityEngine.Object> onSelected)
{
_onSelected = onSelected;
container.style.flexDirection = FlexDirection.Column;
// Tab bar
var tabBar = new VisualElement();
tabBar.style.flexDirection = FlexDirection.Row;
tabBar.style.borderBottomWidth = 1;
tabBar.style.borderBottomColor = new StyleColor(new Color(0.5f, 0.5f, 0.5f, 0.3f));
container.Add(tabBar);
var btnSkill = BuildTabBtn("技能 (Skill)", 0, tabBar);
var btnSeq = BuildTabBtn("序列 (Seq)", 1, tabBar);
var listArea = new VisualElement();
listArea.style.flexGrow = 1;
container.Add(listArea);
ShowTab(0, listArea, new[] { btnSkill, btnSeq });
btnSkill.clicked += () => ShowTab(0, listArea, new[] { btnSkill, btnSeq });
btnSeq.clicked += () => ShowTab(1, listArea, new[] { btnSkill, btnSeq });
_skillPane.Refresh();
_seqPane.Refresh();
}
public void BuildDetailPane(VisualElement container, UnityEngine.Object selected)
{
_header = new DetailHeader();
_header.SetAsset(selected);
_header.RenameRequested += name => OnRenameRequested(selected, name);
container.Add(_header);
if (selected == null) return;
if (selected is BossSkillSO skill)
{
container.Add(BuildSkillCard(skill));
container.Add(BuildActionBar(skill, SkillFolder, _skillPane));
container.Add(SkillModule.MakeDivider());
var insp = new InspectorElement(skill);
insp.style.flexGrow = 1;
container.Add(insp);
}
else if (selected is SkillSequenceSO seq)
{
container.Add(BuildSeqCard(seq));
container.Add(BuildActionBar(seq, SeqFolder, _seqPane));
container.Add(SkillModule.MakeDivider());
var insp = new InspectorElement(seq);
insp.style.flexGrow = 1;
container.Add(insp);
}
}
public void OnActivated()
{
_skillPane?.Refresh();
_seqPane?.Refresh();
}
// ── 内部 ─────────────────────────────────────────────────────────────
private Button BuildTabBtn(string text, int tabIdx, VisualElement bar)
{
var btn = new Button { text = text };
btn.style.flexGrow = 1;
btn.style.paddingTop = 5;
btn.style.paddingBottom = 5;
btn.style.borderTopLeftRadius = 0;
btn.style.borderTopRightRadius = 0;
btn.style.borderBottomLeftRadius = 0;
btn.style.borderBottomRightRadius = 0;
btn.style.borderLeftWidth = 0;
btn.style.borderRightWidth = 0;
btn.style.borderTopWidth = 0;
btn.style.borderBottomWidth = 0;
btn.style.backgroundColor = new StyleColor(Color.clear);
btn.userData = tabIdx;
bar.Add(btn);
return btn;
}
private void ShowTab(int tab, VisualElement area, Button[] tabBtns)
{
_activeTab = tab;
area.Clear();
for (int i = 0; i < tabBtns.Length; i++)
{
if (i == tab)
{
tabBtns[i].style.borderBottomWidth = 2;
tabBtns[i].style.borderBottomColor = new StyleColor(new Color(0.4f, 0.65f, 1f, 1f));
tabBtns[i].style.opacity = 1f;
}
else
{
tabBtns[i].style.borderBottomWidth = 0;
tabBtns[i].style.opacity = 0.65f;
}
}
if (tab == 0) { _skillPane.style.flexGrow = 1; area.Add(_skillPane); }
else { _seqPane.style.flexGrow = 1; area.Add(_seqPane); }
}
private void OnRenameRequested(UnityEngine.Object asset, string newName)
{
var (ok, err) = AssetOperations.Rename(asset, newName);
if (!ok) EditorUtility.DisplayDialog("重命名失败", err, "确定");
else
{
_header.SetAsset(asset);
if (_activeTab == 0) _skillPane.Invalidate();
else _seqPane.Invalidate();
}
}
private static VisualElement BuildSkillCard(BossSkillSO s)
{
var card = SkillModule.MakeCard();
SkillModule.AddChip(card, "分类", s.category.ToString());
SkillModule.AddChip(card, "类型", s.skillType.ToString());
SkillModule.AddChip(card, "模式数", (s.attackPatterns?.Length ?? 0).ToString());
SkillModule.AddChip(card, "弱点窗口", (s.vulnerabilityWindows?.Length ?? 0).ToString());
if (!string.IsNullOrEmpty(s.skillId))
SkillModule.AddChip(card, "ID", s.skillId);
return card;
}
private static VisualElement BuildSeqCard(SkillSequenceSO s)
{
var card = SkillModule.MakeCard();
SkillModule.AddChip(card, "步骤数", (s.steps?.Length ?? 0).ToString());
SkillModule.AddChip(card, "循环", s.RepeatIfPlayerInRange ? "是" : "否");
SkillModule.AddChip(card, "最大循环次数", s.MaxRepeatCount.ToString());
return card;
}
private VisualElement BuildActionBar<T>(T asset, string folder, SoListPane<T> pane)
where T : ScriptableObject
{
var bar = SkillModule.MakeActionBar();
new Button(() => { EditorGUIUtility.PingObject(asset); Selection.activeObject = asset; })
{ text = "定位" }.AlsoAddTo(bar);
new Button(() =>
{
var c = AssetOperations.Clone(asset, folder);
if (c != null) pane.Refresh(c);
}) { text = "克隆..." }.AlsoAddTo(bar);
var del = new Button(() =>
{
if (AssetOperations.Delete(asset)) pane.Refresh(null);
}) { text = "删除" };
del.style.borderLeftColor = new StyleColor(new Color(0.8f, 0.3f, 0.3f, 0.6f));
del.style.borderRightColor = new StyleColor(new Color(0.8f, 0.3f, 0.3f, 0.6f));
del.style.borderTopColor = new StyleColor(new Color(0.8f, 0.3f, 0.3f, 0.6f));
del.style.borderBottomColor = new StyleColor(new Color(0.8f, 0.3f, 0.3f, 0.6f));
del.style.borderLeftWidth = 1;
del.style.borderRightWidth = 1;
del.style.borderTopWidth = 1;
del.style.borderBottomWidth = 1;
del.style.marginLeft = 8;
del.AlsoAddTo(bar);
return bar;
}
}
}