NLDClient-yudde/ProjectNLD/Assets/Editor/CharacterBuilder/CharacterBuildData.cs

138 lines
4.8 KiB
C#

using System.Collections.Generic;
using cfg.CharacterCfg;
using Framework;
using Gameplay.Utils;
using UnityEditor;
using UnityEngine;
namespace CharacterBuilder
{
public class CharacterBuildData : BaseRoleBuildData
{
public readonly DataCharacterAttri mainConfig;
public readonly List<DataCharacterSkin> skins;
public CharacterBuildData(DataCharacterAttri mainConfig)
{
this.mainConfig = mainConfig;
skins = new List<DataCharacterSkin>();
errorInfo = null;
isChecked = false;
var skinConfigList = EditorTableManager.instance.tables.SkinCfg.DataList;
for (int i = 0; i < skinConfigList.Count; i++)
{
var cConfig = skinConfigList[i];
if (cConfig.RoleID == mainConfig.RoleID)
{
skins.Add(cConfig);
}
}
_InitWeaponConfig();
emojiExt = new EmojiExtInfo();
emojiExt.emojiId = mainConfig.DefaultEmojiImgId;
emojiExt.eyebowsColor = mainConfig.EmojiEyeBowsColor;
emojiExt.eyesColor = mainConfig.EmojiEyesColor;
}
private void _InitWeaponConfig()
{
var weaponIdList = new List<int>();
weaponIdList.Add(mainConfig.WeaponId);
// 找到所有突破配置
var breakConfigList = EditorTableManager.instance.tables.CharacterBreak.DataList;
for (int i = 0; i < breakConfigList.Count; i++)
{
var breakConfig = breakConfigList[i];
if (breakConfig.RoleID == mainConfig.RoleID)
{
if (breakConfig.WeaponId == 0)
{
continue;
}
if (weaponIdList.Contains(breakConfig.WeaponId))
{
continue;
}
weaponIdList.Add(breakConfig.WeaponId);
}
}
// 添加所有武器配置
for (int i = 0; i < weaponIdList.Count; i++)
{
var weaponConfig = EditorTableManager.instance.tables.WeaponConfig.Get(weaponIdList[i]);
if (weaponConfig != null)
{
weaponConfigList.Add(weaponConfig);
}
else
{
Debug.LogError($"角色:{mainConfig.NameRead}的武器配置{weaponIdList[i]}不存在,请注意检查配表");
}
}
}
public override string CheckAnims(Dictionary<string, AnimationClip> dict)
{
var defaultSkinNameId = skins[0].NameID;
for (int i = 0; i < skins.Count; i++)
{
var nameId = skins[i].NameID;
var checkInfo = _CheckAnims(dict, nameId, defaultSkinNameId);
if (!string.IsNullOrEmpty(checkInfo))
{
return checkInfo;
}
}
return null;
}
public override void RebuildAll(Dictionary<string, AnimationClip> clipDict)
{
if (weaponConfigList.Count == 0)
{
Debug.LogError($"对象:{mainConfig.NameRead}未配置武器,取消导出");
return;
}
if (skins.Count == 0)
{
Debug.LogError($"对象:{mainConfig.NameRead}未配置皮肤,取消导出");
return;
}
var defaultSkinNameId = skins[0].NameID;
for (int i = 0; i < skins.Count; i++)
{
var skinConfig = skins[i];
var prefabPath = PathEx.GetCharacterSrcModelPath(skinConfig.NameID);
_Rebuild(clipDict, prefabPath, skinConfig.NameID, defaultSkinNameId);
// 将展示用模型放入addressable
var displayPath = PathEx.GetCharacterDisplayModelPath(skinConfig.NameID);
// 判断资源是否存在
var displayObj = AssetDatabase.LoadAssetAtPath<GameObject>(displayPath);
if (displayObj == null)
{
Debug.LogError($"对象:{mainConfig.NameRead}的展示模型不存在,请注意检查配表:{displayPath}");
continue;
}
var loadViewTrans = displayObj.transform.GetChild(0);
loadViewTrans.localScale = Vector3.one;
// 保存展示模型
// 设置为dirty
EditorUtility.SetDirty(displayObj);
// 保存
AssetDatabase.SaveAssets();
}
}
}
}