2024-07-10 19:06:07 +08:00
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using System;
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2024-07-11 14:45:15 +08:00
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using System.IO;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.UI;
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2024-07-10 19:06:07 +08:00
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using Framework.Manager;
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using Sirenix.Utilities;
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2024-07-11 14:45:15 +08:00
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using Framework.GameBuild;
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using Sirenix.OdinInspector;
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using Sirenix.Utilities.Editor;
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using System.Collections.Generic;
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using UnityEngine.SceneManagement;
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using UnityEditor.SceneManagement;
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using Sirenix.OdinInspector.Editor;
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2024-07-10 19:06:07 +08:00
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public class GameBuildWindow : OdinEditorWindow
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{
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[Serializable]
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public class NodeEditor
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{
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[LabelText("挂点")] [ReadOnly] public string name;
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[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;
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public NodeEditor(string name, int count)
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{
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this.name = name;
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this.count = count;
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optionObj = new List<GameObject>();
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}
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}
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private const string NodeRootPath = "UI/UIRoot/UIMainBuild/Build/Root";
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private const string NodeTemplatePath = "Assets/Art/GameBuild/Prefab/Node.prefab";
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private const string OptionTemplatePath = "Option";
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private const string NodeName = "Node{0}";
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private const string OptionName = "Option{0}";
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private const string BtnBubble = "Btn";
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/// <summary>
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/// 当前窗口
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/// </summary>
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private static GameBuildWindow _curWindow;
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/// <summary>
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/// 挂点Root
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/// </summary>
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private GameObject _buildRoot;
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/// <summary>
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/// 当前建造编辑器数据
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/// </summary>
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private BuildEditor _buildEditor;
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[LabelText("当前建造数据")] [VerticalGroup("BuildInfo")]
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public BuildData curBuildData;
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/// <summary>
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/// 打开窗口
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/// </summary>
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public static void OpenWindow(BuildEditor buildEditor)
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{
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_curWindow = GetWindow<GameBuildWindow>();
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_curWindow.position = GUIHelper.GetEditorWindowRect().AlignCenter(800, 600);
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_curWindow._buildEditor = buildEditor;
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_curWindow.LoadBuildData(buildEditor.BuildData);
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_curWindow._buildRoot = GameObject.Find(NodeRootPath);
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}
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private void LoadBuildData(BuildData buildData)
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{
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_curWindow.curBuildData = buildData;
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var root = GameObject.Find(NodeRootPath);
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editorNodes = new List<NodeEditor>(buildData.nodeCount);
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foreach (var node in buildData.nodeInfos)
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{
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var nodeObj = root.transform.Find(node.name).gameObject;
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if (nodeObj != null)
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{
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var editorNode = new NodeEditor(node.name, buildData.thematicCount);
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foreach (Transform child in nodeObj.transform)
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{
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if (!child.gameObject.name.Equals(BtnBubble))
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{
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editorNode.optionObj.Add(child.gameObject);
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}
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}
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editorNodes.Add(editorNode);
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}
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}
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}
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[VerticalGroup("BuildInfo/Create")]
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[Button("创建/更新 节点实例")]
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public void UpdateNode()
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{
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editorNodeResource = false;
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if (editorNodes != null)
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editorNodes.Clear();
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switch (curBuildData.unlockType)
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{
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case UnlockType.ForGroup:
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InitBuildInfo(curBuildData.nodeCount);
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break;
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case UnlockType.ForThematic:
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InitBuildInfo(curBuildData.thematicCount);
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break;
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default:
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DebugUtil.LogError("解锁条件错误");
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break;
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}
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CreateNodeObj();
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}
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/// <summary>
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/// 初始化建造数据
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/// </summary>
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private void InitBuildInfo(int count)
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{
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//挂点初始化
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curBuildData.nodeInfos = new List<BuildData.BuildNode>(curBuildData.nodeCount);
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for (int i = 0; i < curBuildData.nodeCount; i++)
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{
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var node = new BuildData.BuildNode(string.Format(NodeName, i + 1));
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curBuildData.nodeInfos.Add(node);
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}
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//解锁条件初始化
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curBuildData.unlockInfos = new List<BuildData.UnlockInfo>(count);
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for (int i = 0; i < count; i++)
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{
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var unlock = new BuildData.UnlockInfo();
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curBuildData.unlockInfos.Add(unlock);
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}
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}
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/// <summary>
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/// 创建实例
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/// </summary>
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private void CreateNodeObj()
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{
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//清除
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DeleteNode();
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editorNodes = new List<NodeEditor>(curBuildData.nodeCount);
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var nodeTemplate = AssetDatabase.LoadAssetAtPath<GameObject>(NodeTemplatePath);
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foreach (var node in curBuildData.nodeInfos)
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{
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//生成节点
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var nodeObj = Instantiate(nodeTemplate, _buildRoot.transform);
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nodeObj.name = node.name;
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//生成选项
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var optionTemplate = nodeObj.transform.Find(OptionTemplatePath).gameObject;
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var tempEditorNode = new NodeEditor(node.name, curBuildData.thematicCount);
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for (int i = 0; i < curBuildData.thematicCount; i++)
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{
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var optionObj = Instantiate(optionTemplate, nodeObj.transform);
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optionObj.name = string.Format(OptionName, i + 1);
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tempEditorNode.optionObj.Add(optionObj);
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}
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editorNodes.Add(tempEditorNode);
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DestroyImmediate(optionTemplate);
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//置顶泡泡按钮
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var btn = nodeObj.transform.Find(BtnBubble);
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btn.transform.SetSiblingIndex(curBuildData.thematicCount);
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}
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}
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[VerticalGroup("Node")] [LabelText("编辑挂点资源")]
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public bool editorNodeResource;
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[VerticalGroup("Node/Info")] [LabelText("挂点资源")] [ShowIf("@editorNodeResource")]
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public List<NodeEditor> editorNodes;
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[VerticalGroup("Node/NodeCreate")]
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[Button("创建选项资源")]
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[ShowIf("@editorNodeResource")]
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public void CreateNodeResource()
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{
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foreach (var editorNode in editorNodes)
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{
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//加载路径下的资源
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var fileEntries = Directory.GetFiles(editorNode.optionPath, "*.png");
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var spriteList = new List<Sprite>();
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foreach (var filePath in fileEntries)
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{
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var assetPath = filePath.Replace(Application.dataPath, "").Replace('\\', '/');
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var sprite = AssetDatabase.LoadAssetAtPath<Sprite>(assetPath);
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if (sprite != null)
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{
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spriteList.Add(sprite);
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}
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}
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//应用资源
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for (var i = 0; i < editorNode.optionObj.Count; i++)
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{
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if (i < spriteList.Count)
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{
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var spriteSize = new Vector2(spriteList[i].texture.width, spriteList[i].texture.height);
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var option = editorNode.optionObj[i];
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var normalObj = option.transform.Find("Normal").gameObject.GetComponent<Image>();
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normalObj.sprite = spriteList[i];
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var rect = normalObj.GetComponent<RectTransform>();
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rect.sizeDelta = spriteSize;
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}
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}
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}
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}
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[VerticalGroup("Save")]
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[Button("保存")]
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public void Save()
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{
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_buildEditor.SaveData();
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var activeScene = SceneManager.GetActiveScene();
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// 保存当前活动的场景
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var saveResult = EditorSceneManager.SaveScene(activeScene);
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if (!saveResult)
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DebugUtil.LogError("保存失败!!!");
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}
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private void DeleteNode()
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{
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if (_buildRoot == null) _buildRoot = GameObject.Find(NodeRootPath);
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foreach (Transform child in _buildRoot.transform)
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{
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DebugUtil.LogError(child.name);
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DestroyImmediate(child.gameObject);
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}
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}
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}
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