NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/Level/LegionLevelEditor.cs

86 lines
2.0 KiB
C#

using PhxhSDK.AOT;
using UnityEngine;
using PhxhSDK.Phxh;
using Sirenix.OdinInspector;
#if UNITY_EDITOR
using UnityEditor;
using UnityEngine.SceneManagement;
#endif
[ExecuteAlways]
public class LegionLevelEditor : MonoBehaviour
{
public LegionLevelData LevelData { get; private set; }
public TextAsset LevelDataJson
{
get => _levelDataJson;
set
{
var data = JsonToLevelData(value);
_levelDataJson = value;
LevelData = data;
}
}
[SerializeField] [LabelText("关卡数据")] [OnValueChanged("OnLevelDataJsonChanged")]
private TextAsset _levelDataJson;
private void OnLevelDataJsonChanged()
{
LevelDataJson = _levelDataJson;
}
private LegionLevelData JsonToLevelData(TextAsset jsonText)
{
#if UNITY_EDITOR
LegionLevelData levelData = null;
if (jsonText != null)
{
var jsonStr = jsonText.text;
if (string.IsNullOrEmpty(jsonStr))
{
levelData = new();
}
else
{
var path = AssetDatabase.GetAssetPath(jsonText);
levelData = JsonHelper.LoadJson<LegionLevelData>(path);
}
}
return levelData;
#else
return null;
#endif
}
private void Awake()
{
LevelData = JsonToLevelData(_levelDataJson);
}
private void OnDestroy()
{
if (YooAssetBuildStatus.isInBuild)
return;
SaveLevelData();
}
public void SaveLevelData()
{
#if UNITY_EDITOR
var currentScene = gameObject.scene;
if (_levelDataJson != null && !Application.isPlaying && currentScene == SceneManager.GetActiveScene())
{
var path = AssetDatabase.GetAssetPath(_levelDataJson);
JsonHelper.SaveJson(path, LevelData);
AssetDatabase.Refresh();
DebugUtil.Log("保存军团关卡数据成功!");
}
#endif
}
}