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a/Forest/Assets/Art/GameBuild/Texture/Series_Spring/Thematic_3/Pick/Tree1.png and /dev/null differ diff --git a/Forest/Assets/Art/GameBuild/Texture/Series_Spring/Thematic_3/Pick/Tree1.png.meta b/Forest/Assets/Art/GameBuild/Texture/Series_Spring/Thematic_3/Pick/Tree1.png.meta deleted file mode 100644 index e11fdea..0000000 --- a/Forest/Assets/Art/GameBuild/Texture/Series_Spring/Thematic_3/Pick/Tree1.png.meta +++ /dev/null @@ -1,153 +0,0 @@ -fileFormatVersion: 2 -guid: e1c867f2587cf44f3a649e79562a1050 -TextureImporter: - internalIDToNameTable: [] - externalObjects: {} - serializedVersion: 12 - mipmaps: - mipMapMode: 0 - enableMipMap: 0 - sRGBTexture: 1 - linearTexture: 0 - fadeOut: 0 - borderMipMap: 0 - mipMapsPreserveCoverage: 0 - alphaTestReferenceValue: 0.5 - mipMapFadeDistanceStart: 1 - mipMapFadeDistanceEnd: 3 - bumpmap: - convertToNormalMap: 0 - externalNormalMap: 0 - heightScale: 0.25 - normalMapFilter: 0 - flipGreenChannel: 0 - isReadable: 0 - streamingMipmaps: 0 - 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a/Forest/Assets/Art/GameBuild/Texture/Series_Spring/Thematic_3/Pick/Tree2.png b/Forest/Assets/Art/GameBuild/Texture/Series_Spring/Thematic_3/Pick/Tree2.png deleted file mode 100644 index 3129d28..0000000 Binary files a/Forest/Assets/Art/GameBuild/Texture/Series_Spring/Thematic_3/Pick/Tree2.png and /dev/null differ diff --git a/Forest/Assets/Art/GameBuild/Texture/Series_Spring/Thematic_3/Pick/Tree2.png.meta b/Forest/Assets/Art/GameBuild/Texture/Series_Spring/Thematic_3/Pick/Tree2.png.meta deleted file mode 100644 index 8f3ea3c..0000000 --- a/Forest/Assets/Art/GameBuild/Texture/Series_Spring/Thematic_3/Pick/Tree2.png.meta +++ /dev/null @@ -1,153 +0,0 @@ -fileFormatVersion: 2 -guid: 291259615f72f472288251b6b2e6e822 -TextureImporter: - internalIDToNameTable: [] - externalObjects: {} - serializedVersion: 12 - mipmaps: - mipMapMode: 0 - enableMipMap: 0 - sRGBTexture: 1 - linearTexture: 0 - fadeOut: 0 - borderMipMap: 0 - mipMapsPreserveCoverage: 0 - alphaTestReferenceValue: 0.5 - 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forceMaximumCompressionQuality_BC6H_BC7: 0 - spriteSheet: - serializedVersion: 2 - sprites: [] - outline: [] - physicsShape: [] - bones: [] - spriteID: 5e97eb03825dee720800000000000000 - internalID: 0 - vertices: [] - indices: - edges: [] - weights: [] - secondaryTextures: [] - nameFileIdTable: {} - mipmapLimitGroupName: - pSDRemoveMatte: 0 - userData: - assetBundleName: - assetBundleVariant: diff --git a/Forest/Assets/Editor/GameBuild/GameBuildEditorInspector.cs b/Forest/Assets/Editor/GameBuild/GameBuildEditorInspector.cs index e9d1ff9..8289055 100644 --- a/Forest/Assets/Editor/GameBuild/GameBuildEditorInspector.cs +++ b/Forest/Assets/Editor/GameBuild/GameBuildEditorInspector.cs @@ -1,9 +1,9 @@ using System.IO; +using UnityEditor; +using UnityEngine; using Framework.Constants; using Framework.GameBuild; using Sirenix.OdinInspector.Editor; -using UnityEditor; -using UnityEngine; [CustomEditor(typeof(BuildEditor))] @@ -60,9 +60,10 @@ public class GameBuildEditorInspector : OdinEditor } } - if (!_isCreating && GUILayout.Button("打开建造编辑器")) + if (!_isCreating && Target.BuildData != null) { - GameBuildWindow.OpenWindow(Target); + if (GUILayout.Button("打开建造编辑器")) + GameBuildWindow.OpenWindow(Target); } } } \ No newline at end of file diff --git a/Forest/Assets/Editor/GameBuild/GameBuildHelper.cs b/Forest/Assets/Editor/GameBuild/GameBuildHelper.cs new file mode 100644 index 0000000..a73b698 --- /dev/null +++ b/Forest/Assets/Editor/GameBuild/GameBuildHelper.cs @@ -0,0 +1,59 @@ +using System; +using System.IO; +using UnityEditor; +using Random = UnityEngine.Random; + +public class GameBuildHelper +{ + private const string BuildSceneTemplate = "Assets/Scenes/BuildTemplate.unity"; + + [MenuItem("Assets/创建建造场景")] + private static void CreateLevel() + { + var currDir = GetCurrentAssetDirectory().Replace("\\", "/"); + var dirName = Path.GetFileName(currDir); + var count = AssetDatabase.FindAssets("t:SceneAsset", new[] { currDir }).Length + 1; + var savePath = GetAssetUniquePath($"{currDir}/{dirName}_{count}.unity", out var assetName); + AssetDatabase.CopyAsset(BuildSceneTemplate, savePath); + var newScene = AssetDatabase.LoadAssetAtPath(savePath); + EditorGUIUtility.PingObject(newScene); + } + + private static string GetCurrentAssetDirectory() + { + foreach (UnityEngine.Object obj in Selection.GetFiltered(SelectionMode.Assets)) + { + var path = AssetDatabase.GetAssetPath(obj); + if (string.IsNullOrEmpty(path)) + continue; + + if (System.IO.Directory.Exists(path)) + return path; + else if (System.IO.File.Exists(path)) + return System.IO.Path.GetDirectoryName(path); + } + + return "Assets"; + } + + /// + /// 获取一个唯一的路径用于保存asset,假设传入的路径已经存在,则自动生成一个新的 + /// + /// 尝试保存的路径 + /// 第一个string是唯一路径,第二个string是asset的新名字 + private static string GetAssetUniquePath(string assetPath, out string assetName) + { + assetName = Path.GetFileNameWithoutExtension(assetPath); + var extension = Path.GetExtension(assetPath); + var dir = Path.GetDirectoryName(assetPath); + var savedAsset = AssetDatabase.LoadAssetAtPath(assetPath); + if (savedAsset == null) + { + return assetPath; + } + + assetName = $"{assetName}_{Random.Range(0, 10000)}"; + var newAssetPath = $"{dir}/{assetName}{extension}"; + return GetAssetUniquePath(newAssetPath, out assetName); + } +} \ No newline at end of file diff --git a/Forest/Assets/Editor/GameBuild/GameBuildHelper.cs.meta b/Forest/Assets/Editor/GameBuild/GameBuildHelper.cs.meta new file mode 100644 index 0000000..3c901d0 --- /dev/null +++ b/Forest/Assets/Editor/GameBuild/GameBuildHelper.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: da8fb284d73dc467e9978b82c66267fe +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Forest/Assets/Editor/GameBuild/GameBuildWindow.cs b/Forest/Assets/Editor/GameBuild/GameBuildWindow.cs index 7a28684..46a0850 100644 --- a/Forest/Assets/Editor/GameBuild/GameBuildWindow.cs +++ b/Forest/Assets/Editor/GameBuild/GameBuildWindow.cs @@ -1,15 +1,17 @@ using System; -using System.Collections.Generic; -using Framework.GameBuild; -using Framework.Manager; -using JetBrains.Annotations; -using Sirenix.OdinInspector; -using Sirenix.OdinInspector.Editor; -using Sirenix.Utilities; -using Sirenix.Utilities.Editor; +using System.IO; using UnityEditor; using UnityEngine; -using UnityEngine.Serialization; +using UnityEngine.UI; +using Framework.Manager; +using Sirenix.Utilities; +using Framework.GameBuild; +using Sirenix.OdinInspector; +using Sirenix.Utilities.Editor; +using System.Collections.Generic; +using UnityEngine.SceneManagement; +using UnityEditor.SceneManagement; +using Sirenix.OdinInspector.Editor; public class GameBuildWindow : OdinEditorWindow { @@ -20,13 +22,15 @@ public class GameBuildWindow : OdinEditorWindow [LabelText("选项数量")] [ReadOnly] public int count; - [LabelText("选项实例")] public List nodeObj; + [LabelText("选项实例")] public List optionObj; + + [LabelText("选项资源路径")] [FolderPath] public string optionPath; public NodeEditor(string name, int count) { this.name = name; this.count = count; - nodeObj = new List(); + optionObj = new List(); } } @@ -35,6 +39,7 @@ public class GameBuildWindow : OdinEditorWindow private const string OptionTemplatePath = "Option"; private const string NodeName = "Node{0}"; private const string OptionName = "Option{0}"; + private const string BtnBubble = "Btn"; /// /// 当前窗口 @@ -54,19 +59,50 @@ public class GameBuildWindow : OdinEditorWindow [LabelText("当前建造数据")] [VerticalGroup("BuildInfo")] public BuildData curBuildData; + /// + /// 打开窗口 + /// public static void OpenWindow(BuildEditor buildEditor) { _curWindow = GetWindow(); _curWindow.position = GUIHelper.GetEditorWindowRect().AlignCenter(800, 600); - _curWindow.curBuildData = null; _curWindow._buildEditor = buildEditor; + _curWindow.LoadBuildData(buildEditor.BuildData); _curWindow._buildRoot = GameObject.Find(NodeRootPath); } + private void LoadBuildData(BuildData buildData) + { + _curWindow.curBuildData = buildData; + var root = GameObject.Find(NodeRootPath); + editorNodes = new List(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); + } + } + + editorNodes.Add(editorNode); + } + } + } + [VerticalGroup("BuildInfo/Create")] [Button("创建/更新 节点实例")] public void UpdateNode() { + editorNodeResource = false; + if (editorNodes != null) + editorNodes.Clear(); + switch (curBuildData.unlockType) { case UnlockType.ForGroup: @@ -106,7 +142,7 @@ public class GameBuildWindow : OdinEditorWindow } /// - /// 创建挂点实例 + /// 创建实例 /// private void CreateNodeObj() { @@ -117,22 +153,26 @@ public class GameBuildWindow : OdinEditorWindow var nodeTemplate = AssetDatabase.LoadAssetAtPath(NodeTemplatePath); foreach (var node in curBuildData.nodeInfos) { + //生成节点 var nodeObj = Instantiate(nodeTemplate, _buildRoot.transform); nodeObj.name = node.name; - //编辑下的资源节点 + //生成选项 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); - tempEditorNode.nodeObj.Add(optionObj); + tempEditorNode.optionObj.Add(optionObj); } editorNodes.Add(tempEditorNode); + DestroyImmediate(optionTemplate); - optionTemplate.SetActive(false); + //置顶泡泡按钮 + var btn = nodeObj.transform.Find(BtnBubble); + btn.transform.SetSiblingIndex(curBuildData.thematicCount); } } @@ -149,14 +189,52 @@ public class GameBuildWindow : OdinEditorWindow { foreach (var editorNode in editorNodes) { - for (int i = 0; i < editorNode.count; i++) + //加载路径下的资源 + var fileEntries = Directory.GetFiles(editorNode.optionPath, "*.png"); + var spriteList = new List(); + foreach (var filePath in fileEntries) { + var assetPath = filePath.Replace(Application.dataPath, "").Replace('\\', '/'); + var sprite = AssetDatabase.LoadAssetAtPath(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]; + var normalObj = option.transform.Find("Normal").gameObject.GetComponent(); + normalObj.sprite = spriteList[i]; + var rect = normalObj.GetComponent(); + rect.sizeDelta = spriteSize; + } } } } + + [VerticalGroup("Save")] + [Button("保存")] + public void Save() + { + _buildEditor.SaveData(); + var activeScene = 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--git a/Forest/Assets/Scripts/Framework/GameBuild/BuildEditor.cs b/Forest/Assets/Scripts/Framework/GameBuild/BuildEditor.cs index d57ed82..a25ff61 100644 --- a/Forest/Assets/Scripts/Framework/GameBuild/BuildEditor.cs +++ b/Forest/Assets/Scripts/Framework/GameBuild/BuildEditor.cs @@ -1,15 +1,16 @@ -using System; -using Framework.Manager; -using PhxhSDK.Phxh; -using Sirenix.OdinInspector; using UnityEditor; using UnityEngine; +using PhxhSDK.Phxh; +using Framework.Manager; +using Sirenix.OdinInspector; + namespace Framework.GameBuild { + [ExecuteAlways] public class BuildEditor : MonoBehaviour { - public BuildData BuildData { get; set; } + public BuildData BuildData { get; private set; } public TextAsset BuildDataJson { @@ -58,6 +59,19 @@ namespace Framework.GameBuild return null; #endif } + + public void SaveData() + { +#if UNITY_EDITOR + if (buildDataJson != null && !Application.isPlaying) + { + var path = AssetDatabase.GetAssetPath(buildDataJson); + JsonHelper.SaveJson(path, BuildData); + AssetDatabase.Refresh(); + Debug.Log("保存建造数据成功!"); + } +#endif + } private void OnDestroy() {