Forest_Client/Forest/Assets/Editor/GameBuild/GameBuildWindow.cs

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using System;
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using System.IO;
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
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using Framework.Manager;
using Sirenix.Utilities;
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using Framework.GameBuild;
using Sirenix.OdinInspector;
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using Sirenix.Utilities.Editor;
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using System.Collections.Generic;
using UnityEngine.SceneManagement;
using UnityEditor.SceneManagement;
using Sirenix.OdinInspector.Editor;
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public class GameBuildWindow : OdinEditorWindow
{
[Serializable]
public class NodeEditor
{
[LabelText("挂点")] [ReadOnly] public string name;
[LabelText("选项数量")] [ReadOnly] public int count;
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[LabelText("选项实例")] public List<GameObject> optionObj;
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[LabelText("选项资源路径")] [FolderPath] public string optionPath = "Assets/Art/GameBuild/Texture";
[HideInInspector] public BuildData.BuildNode BuildNode;
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public NodeEditor(string name, int count)
{
this.name = name;
this.count = count;
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optionObj = new List<GameObject>();
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}
}
private const string NodeRootPath = "Root";
//private const string NodeRootPath = "UI/UIRoot/UIMainBuild/Build/Root";
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private const string NodeTemplatePath = "Assets/Art/GameBuild/Prefab/Node.prefab";
private const string OptionTemplatePath = "Option";
private const string NodeName = "Node{0}";
private const string OptionName = "Option{0}";
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private const string BtnBubble = "Btn";
private const int BuildItemLayer = 10;
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/// <summary>
/// 当前窗口
/// </summary>
private static GameBuildWindow _curWindow;
/// <summary>
/// 当前建造编辑器数据
/// </summary>
private BuildEditor _buildEditor;
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private List<GameObject> _tempNodeObj = new List<GameObject>();
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[LabelText("当前建造数据")] [VerticalGroup("BuildInfo")]
public BuildData curBuildData;
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/// <summary>
/// 打开窗口
/// </summary>
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public static void OpenWindow(BuildEditor buildEditor)
{
_curWindow = GetWindow<GameBuildWindow>();
_curWindow.position = GUIHelper.GetEditorWindowRect().AlignCenter(800, 600);
_curWindow._buildEditor = buildEditor;
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_curWindow.LoadBuildData(buildEditor.BuildData);
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}
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private void LoadBuildData(BuildData buildData)
{
_curWindow.curBuildData = buildData;
var root = GameObject.Find(NodeRootPath);
editorNodes = new List<NodeEditor>(buildData.nodeCount);
foreach (var node in buildData.nodeInfos)
{
var nodeObj = root.transform.Find(node.name).gameObject;
if (nodeObj != null)
{
var editorNode = new NodeEditor(node.name, buildData.thematicCount);
foreach (Transform child in nodeObj.transform)
{
if (!child.gameObject.name.Equals(BtnBubble))
{
editorNode.optionObj.Add(child.gameObject);
}
}
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editorNode.BuildNode = node;
if (!string.IsNullOrEmpty(node.IconPath))
editorNode.optionPath = node.IconPath.Replace("Icon", "Normal");
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editorNodes.Add(editorNode);
}
}
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_tempNodeObj.Clear();
foreach (Transform child in root.transform)
{
_tempNodeObj.Add(child.gameObject);
}
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}
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[VerticalGroup("BuildInfo/Create")]
[Button("创建/更新 节点实例")]
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[InfoBox("会重新创建物体!!!")]
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public void UpdateNode()
{
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editorNodeResource = false;
if (editorNodes != null)
editorNodes.Clear();
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switch (curBuildData.unlockType)
{
case UnlockType.ForGroup:
InitBuildInfo(curBuildData.nodeCount);
break;
case UnlockType.ForThematic:
InitBuildInfo(curBuildData.thematicCount);
break;
default:
DebugUtil.LogError("解锁条件错误");
break;
}
CreateNodeObj();
}
/// <summary>
/// 初始化建造数据
/// </summary>
private void InitBuildInfo(int count)
{
//挂点初始化
curBuildData.nodeInfos = new List<BuildData.BuildNode>(curBuildData.nodeCount);
for (int i = 0; i < curBuildData.nodeCount; i++)
{
var node = new BuildData.BuildNode(string.Format(NodeName, i + 1));
curBuildData.nodeInfos.Add(node);
}
//解锁条件初始化
curBuildData.unlockInfos = new List<BuildData.UnlockInfo>(count);
for (int i = 0; i < count; i++)
{
var unlock = new BuildData.UnlockInfo();
curBuildData.unlockInfos.Add(unlock);
}
}
/// <summary>
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/// 创建实例
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/// </summary>
private void CreateNodeObj()
{
//清除
DeleteNode();
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var root = GameObject.Find(NodeRootPath);
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editorNodes = new List<NodeEditor>(curBuildData.nodeCount);
var nodeTemplate = AssetDatabase.LoadAssetAtPath<GameObject>(NodeTemplatePath);
foreach (var node in curBuildData.nodeInfos)
{
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//生成节点
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var nodeObj = Instantiate(nodeTemplate, root.transform);
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nodeObj.name = node.name;
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_tempNodeObj.Add(nodeObj);
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//生成选项
node.options = new List<string>(curBuildData.thematicCount);
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var optionTemplate = nodeObj.transform.Find(OptionTemplatePath).gameObject;
var tempEditorNode = new NodeEditor(node.name, curBuildData.thematicCount);
for (int i = 0; i < curBuildData.thematicCount; i++)
{
var optionObj = Instantiate(optionTemplate, nodeObj.transform);
optionObj.name = string.Format(OptionName, i + 1);
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tempEditorNode.optionObj.Add(optionObj);
node.options.Add(optionObj.name);
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if (i != 0)
optionObj.SetActive(false);
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}
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tempEditorNode.BuildNode = node;
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editorNodes.Add(tempEditorNode);
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DestroyImmediate(optionTemplate);
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//置顶泡泡按钮 UI操作
/*var btn = nodeObj.transform.Find(BtnBubble);
btn.transform.SetSiblingIndex(curBuildData.thematicCount);*/
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}
}
[VerticalGroup("Node")] [LabelText("编辑挂点资源")]
public bool editorNodeResource;
[VerticalGroup("Node/Info")] [LabelText("挂点资源")] [ShowIf("@editorNodeResource")]
public List<NodeEditor> editorNodes;
[VerticalGroup("Node/NodeCreate")]
[Button("创建选项资源")]
[ShowIf("@editorNodeResource")]
public void CreateNodeResource()
{
var root = GameObject.Find(NodeRootPath);
var sortingOrder = 1;
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foreach (var editorNode in editorNodes)
{
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//加载路径下的资源
var fileEntries = Directory.GetFiles(editorNode.optionPath, "*.png");
var spriteList = new List<Sprite>();
foreach (var filePath in fileEntries)
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{
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var assetPath = filePath.Replace(Application.dataPath, "").Replace('\\', '/');
var sprite = AssetDatabase.LoadAssetAtPath<Sprite>(assetPath);
if (sprite != null)
{
spriteList.Add(sprite);
}
}
//应用资源
for (var i = 0; i < editorNode.optionObj.Count; i++)
{
if (i < spriteList.Count)
{
var spriteSize = new Vector2(spriteList[i].texture.width, spriteList[i].texture.height);
var option = editorNode.optionObj[i];
//UI处理
/*var normalObj = option.transform.Find("Normal").gameObject.GetComponent<Image>();
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normalObj.sprite = spriteList[i];
var rect = normalObj.GetComponent<RectTransform>();
rect.sizeDelta = spriteSize;*/
var normalObj = option.transform.Find("Normal").gameObject;
var normalSprite = normalObj.GetComponent<SpriteRenderer>();
normalSprite.sortingOrder = sortingOrder;
normalSprite.sprite = spriteList[i];
normalObj.AddComponent<PolygonCollider2D>();
normalObj.layer = BuildItemLayer;
var btn = option.transform.parent.Find(BtnBubble);
btn.GetComponent<SpriteRenderer>().sortingOrder = sortingOrder;
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}
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}
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sortingOrder++;
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//初始化Icon资源路径
editorNode.BuildNode.IconPath = editorNode.optionPath.Replace("Normal", "Icon");
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}
}
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[VerticalGroup("Save")]
[Button("保存")]
public void Save()
{
_buildEditor.SaveData();
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//保存场景
var activeScene = SceneManager.GetActiveScene();
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var saveResult = EditorSceneManager.SaveScene(activeScene);
if (!saveResult)
DebugUtil.LogError("保存失败!!!");
}
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private void DeleteNode()
{
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foreach (var obj in _tempNodeObj)
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{
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DestroyImmediate(obj);
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}
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_tempNodeObj.Clear();
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}
}