109 lines
2.7 KiB
C#
109 lines
2.7 KiB
C#
using System.Diagnostics;
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using System.IO;
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using Framework;
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using Gameplay.Level;
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using PhxhSDK.Phxh;
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using Sirenix.OdinInspector;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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using UnityEngine;
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using Debug = UnityEngine.Debug;
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[ExecuteAlways]
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public class LevelEditor : MonoBehaviour
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{
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private const string LEVEL_DATA_NAME = "LevelData";
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public LevelData LevelData { get; private set; }
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public TextAsset LevelDataJson
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{
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get => _levelDataJson;
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private set
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{
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var data = JsonToLevelData(value);
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_levelDataJson = value;
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LevelData = data;
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}
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}
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[SerializeField]
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[LabelText("关卡数据")]
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[OnValueChanged("OnLevelDataJsonChanged")]
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private TextAsset _levelDataJson;
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private void OnLevelDataJsonChanged()
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{
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LevelDataJson = _levelDataJson;
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}
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[Button("创建关卡数据")]
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[Conditional("UNITY_EDITOR")]
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private void CreateLevelData()
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{
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#if UNITY_EDITOR
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var scene = gameObject.scene;
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var levelDataDir = Path.GetDirectoryName(Constants.LEVEL_CONFIG_FORMAT_PATH);
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var count = AssetDatabase.FindAssets("t:TextAsset", new[] { levelDataDir }).Length;
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var dataName = $"{scene.name}_{count + 1}";
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var dataPath = $"{levelDataDir}/{dataName}.json";
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using (var fileStream = File.Create(dataPath))
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{
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}
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AssetDatabase.Refresh();
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var textAsset = AssetDatabase.LoadAssetAtPath<TextAsset>(dataPath);
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EditorGUIUtility.PingObject(textAsset);
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if (_levelDataJson == null)
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LevelDataJson = textAsset;
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#endif
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}
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private LevelData JsonToLevelData(TextAsset jsonText)
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{
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#if UNITY_EDITOR
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LevelData levelData = null;
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if (jsonText != null)
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{
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var jsonStr = jsonText.text;
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if (string.IsNullOrEmpty(jsonStr))
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{
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levelData = new();
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}
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else
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{
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var path = AssetDatabase.GetAssetPath(jsonText);
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levelData = JsonHelper.LoadJson<LevelData>(path);
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}
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}
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return levelData;
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#else
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return null;
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#endif
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}
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private void Awake()
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{
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LevelData = JsonToLevelData(_levelDataJson);
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}
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private void OnDestroy()
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{
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SaveLevelData();
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}
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public void SaveLevelData()
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{
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#if UNITY_EDITOR
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if (_levelDataJson != null && !Application.isPlaying)
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{
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var path = AssetDatabase.GetAssetPath(_levelDataJson);
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JsonHelper.SaveJson(path, LevelData);
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AssetDatabase.Refresh();
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Debug.Log($"保存关卡数据成功!");
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}
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#endif
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}
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} |