【建造】相关修改
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c83ea7c88f
commit
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@ -0,0 +1,45 @@
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{
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"nodeCount": 5,
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"thematicCount": 3,
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"unlockType": 0,
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"unlockConditionType": 0,
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"unlockInfos": [
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{
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"condition": 20
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},
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{
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"condition": 45
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},
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{
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"condition": 75
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},
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{
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"condition": 105
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},
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{
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"condition": 140
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}
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],
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"nodeInfos": [
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{
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"name": "Node1",
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"IconPath": "Assets/Art/GameBuild/Texture/Series_Spring/Node1/Icon"
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},
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{
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"name": "Node2",
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"IconPath": "Assets/Art/GameBuild/Texture/Series_Spring/Node2/Icon"
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},
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{
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"name": "Node3",
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"IconPath": "Assets/Art/GameBuild/Texture/Series_Spring/Node3/Icon"
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},
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{
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"name": "Node4",
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"IconPath": "Assets/Art/GameBuild/Texture/Series_Spring/Node4/Icon"
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},
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{
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"name": "Node5",
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"IconPath": "Assets/Art/GameBuild/Texture/Series_Spring/Node5/Icon"
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}
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]
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}
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 1c28340ad39284e1eb01a0a729ed60ca
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TextScriptImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -24,7 +24,9 @@ public class GameBuildWindow : OdinEditorWindow
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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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[LabelText("选项资源路径")] [FolderPath] public string optionPath = "Assets/Art/GameBuild/Texture";
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[HideInInspector] public BuildData.BuildNode BuildNode;
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public NodeEditor(string name, int count)
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{
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@ -46,16 +48,14 @@ public class GameBuildWindow : OdinEditorWindow
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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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private List<GameObject> _tempNodeObj = new List<GameObject>();
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[LabelText("当前建造数据")] [VerticalGroup("BuildInfo")]
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public BuildData curBuildData;
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@ -68,7 +68,6 @@ public class GameBuildWindow : OdinEditorWindow
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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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@ -90,9 +89,17 @@ public class GameBuildWindow : OdinEditorWindow
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}
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}
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editorNode.BuildNode = node;
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editorNode.optionPath = node.IconPath.Replace("Icon", "Normal");
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editorNodes.Add(editorNode);
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}
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}
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_tempNodeObj.Clear();
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foreach (Transform child in root.transform)
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{
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_tempNodeObj.Add(child.gameObject);
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}
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}
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[VerticalGroup("BuildInfo/Create")]
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@ -149,12 +156,13 @@ public class GameBuildWindow : OdinEditorWindow
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//清除
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DeleteNode();
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var root = GameObject.Find(NodeRootPath);
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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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var nodeObj = Instantiate(nodeTemplate, root.transform);
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nodeObj.name = node.name;
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//生成选项
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@ -165,8 +173,11 @@ public class GameBuildWindow : OdinEditorWindow
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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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if (i != 0)
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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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@ -215,18 +226,20 @@ public class GameBuildWindow : OdinEditorWindow
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rect.sizeDelta = spriteSize;
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}
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}
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//初始化Icon资源路径
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editorNode.BuildNode.IconPath = editorNode.optionPath.Replace("Normal", "Icon");
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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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//保存场景
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var activeScene = SceneManager.GetActiveScene();
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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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@ -234,11 +247,11 @@ public class GameBuildWindow : OdinEditorWindow
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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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foreach (var obj in _tempNodeObj)
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{
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DebugUtil.LogError(child.name);
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DestroyImmediate(child.gameObject);
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DestroyImmediate(obj);
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}
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_tempNodeObj.Clear();
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}
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}
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File diff suppressed because it is too large
Load Diff
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@ -597,7 +597,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 07fd0ab2afc1942f6a44d3187ed1df7c, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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buildDataJson: {fileID: 4900000, guid: 621a47d72b4044cd0bf7e9f88d1ad30b, type: 3}
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buildDataJson: {fileID: 0}
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--- !u!4 &1943317167
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Transform:
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m_ObjectHideFlags: 0
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@ -50,6 +50,8 @@ namespace Framework.Manager
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{
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[LabelText("挂点名称")] [ReadOnly] public string name;
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[HideInInspector] public string IconPath;
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public BuildNode(string name)
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{
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this.name = name;
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