NLDClient-yudde/ProjectNLD/Assets/Editor/FightDebug/NormalAttackDetailWindow.cs

230 lines
8.6 KiB
C#

using System;
using System.Collections.Generic;
using GamePlay.Fight.Record;
using Gameplay.Unit;
using UnityEditor;
using UnityEngine;
namespace FightDebug
{
public class NormalAttackDetailWindow : EditorWindow
{
private GameUnit _targetUnit;
private Vector2 _scrollPos;
private List<bool> _expandedStates = new List<bool>();
private List<bool> _stackTraceExpandedStates = new List<bool>();
private void Update()
{
Repaint();
}
private void OnEnable()
{
UnitDamageRecord.OnDetailWindowOpen();
}
private void OnDisable()
{
UnitDamageRecord.OnDetailWindowClose();
}
public static void ShowWindow(GameUnit unit)
{
var win = GetWindow<NormalAttackDetailWindow>("伤害详情: " + unit.GetDescString());
win._targetUnit = unit;
win.Show();
win.Focus();
}
private void OnGUI()
{
if (_targetUnit == null || _targetUnit.damageRecord == null)
{
EditorGUILayout.HelpBox("单位已销毁或无伤害记录", MessageType.Warning);
return;
}
var records = _targetUnit.damageRecord.DetailRecords;
GUILayout.BeginHorizontal();
if (GUILayout.Button("刷新", GUILayout.Width(60)))
{
Repaint();
}
if (GUILayout.Button("清零", GUILayout.Width(60)))
{
_targetUnit.damageRecord.DetailRecords.Clear();
_expandedStates.Clear();
_stackTraceExpandedStates.Clear();
}
GUILayout.EndHorizontal();
GUILayout.Box("", GUILayout.Height(1), GUILayout.ExpandWidth(true));
if (records == null || records.Count == 0)
{
EditorGUILayout.HelpBox("暂无伤害记录", MessageType.Info);
return;
}
_scrollPos = GUILayout.BeginScrollView(_scrollPos);
if (_expandedStates.Count != records.Count)
{
_expandedStates.Clear();
for (int i = 0; i < records.Count; i++)
{
_expandedStates.Add(false);
}
}
if (_stackTraceExpandedStates.Count != records.Count)
{
_stackTraceExpandedStates.Clear();
for (int i = 0; i < records.Count; i++)
{
_stackTraceExpandedStates.Add(false);
}
}
for (int i = 0; i < records.Count; i++)
{
var record = records[i];
var isPureDamage = record.Source == EDamageDetailSource.PureDamage;
var sourceColor = GetSourceColor(record);
GUILayout.BeginVertical("box");
GUILayout.BeginHorizontal();
var sourceTag = isPureDamage ? "[真实]" : "[普通]";
var summary = $"{record.Time:F1}s → {record.TargetDesc} ";
_expandedStates[i] = EditorGUILayout.Foldout(_expandedStates[i], summary, true);
GUI.color = sourceColor;
GUILayout.Label($"{sourceTag}伤害:", GUILayout.ExpandWidth(false));
GUI.color = Color.white;
var damageStr = record.RealDamage.ToString();
if (record.HitType == "Critical")
{
damageStr += "(暴击)";
}
else if (record.HitType == "SwipeHit")
{
damageStr += "(擦边)";
}
var damageColor = GetHitTypeColor(record.HitType);
GUI.color = damageColor;
GUILayout.Label(damageStr, GUILayout.ExpandWidth(false));
GUI.color = Color.white;
GUILayout.Label($"| 攻击: {record.BaseAttack:F0}", GUILayout.ExpandWidth(false));
GUILayout.EndHorizontal();
if (_expandedStates[i])
{
GUILayout.BeginHorizontal();
GUILayout.Space(20);
GUILayout.BeginVertical();
if (isPureDamage)
{
GUILayout.Label($"暴击率: -");
GUILayout.Label($"暴击伤害倍率: -");
GUILayout.Label($"进入防御前伤害: {record.DamageBeforeCalc:F0}");
GUILayout.Label($"目标防御力: -");
GUILayout.Label($"命中类型: {record.HitType}");
GUILayout.Label($"攻击力等级: -");
GUILayout.Label($"目标防御等级: -");
GUILayout.Label($"护盾减少: {record.ShieldReduced}");
GUILayout.Label($"HP减少: {record.HpReduced}");
}
else
{
GUILayout.Label($"暴击率: {record.CritRate:P0}");
GUILayout.Label($"暴击伤害倍率: {record.CritDamageScale:F2}x");
GUILayout.Label($"进入防御前伤害: {record.DamageBeforeCalc:F0}");
GUILayout.Label($"目标防御力: {record.Defense:F0}");
GUILayout.Label($"命中类型: {record.HitType}");
GUILayout.Label($"攻击力等级: {record.AttackPowerLevel}");
GUILayout.Label($"目标防御等级: {record.TargetDefensePowerLevel}");
GUILayout.Label($"护盾减少: {record.ShieldReduced}");
GUILayout.Label($"HP减少: {record.HpReduced}");
if (record.IsNormalAttackDamage)
{
DrawNormalAttackScaleInfo(record);
}
}
GUILayout.Label($"当前平A次数: {record.normalAttackCount}");
if (!string.IsNullOrEmpty(record.StackTrace))
{
GUILayout.Space(4);
_stackTraceExpandedStates[i] = EditorGUILayout.Foldout(_stackTraceExpandedStates[i], "堆栈信息", true);
if (_stackTraceExpandedStates[i])
{
EditorGUILayout.HelpBox(record.StackTrace, MessageType.None);
}
}
GUILayout.EndVertical();
GUILayout.EndHorizontal();
}
GUILayout.EndVertical();
}
GUILayout.EndScrollView();
GUILayout.Box("", GUILayout.Height(1), GUILayout.ExpandWidth(true));
GUILayout.Label($"共 {records.Count} 条记录");
}
private static void DrawNormalAttackScaleInfo(DamageDetailRecord record)
{
GUILayout.Space(4);
GUILayout.Label("平A倍率链路:");
GUILayout.Label($"伤害类型: {record.DamageType}");
GUILayout.Label($"preNormalDamageFinalScale: {record.PreNormalDamageFinalScale:F3}");
GUILayout.Label($"normalAttackScaleForHuman: {record.NormalAttackScaleForHuman:F3}");
GUILayout.Label($"normalAttackScaleForVehicle: {record.NormalAttackScaleForVehicle:F3}");
GUILayout.Label($"normalAttackScaleForBuild: {record.NormalAttackScaleForBuild:F3}");
GUILayout.Label($"本目标使用: {record.AppliedNormalAttackScaleName} = {record.AppliedNormalAttackScale:F3}");
GUILayout.Label($"最终平A倍率: {record.PreNormalDamageFinalScale:F3} + {record.AppliedNormalAttackScale:F3} = {record.NormalAttackFinalScale:F3}");
}
private static Color GetSourceColor(DamageDetailRecord record)
{
if (record.Source == EDamageDetailSource.PureDamage)
{
return new Color(1f, 0.7f, 0.3f);
}
return new Color(0.5f, 0.8f, 0.5f);
}
private static Color GetHitTypeColor(string hitType)
{
switch (hitType)
{
case "Critical":
return new Color(1f, 0.65f, 0f);
case "SwipeHit":
return new Color(0.3f, 0.7f, 1f);
case "Miss":
return Color.gray;
case "LowPowerLevel":
return Color.gray;
case "PureDamage":
return new Color(1f, 0.7f, 0.3f);
default:
return Color.white;
}
}
}
}