NLDClient-yudde/ProjectNLD/Assets/Editor/MapEditor/MapGridWindow.cs

472 lines
15 KiB
C#

using Framework;
using Gameplay;
using Sirenix.OdinInspector;
using Sirenix.OdinInspector.Editor;
using Sirenix.Utilities;
using Sirenix.Utilities.Editor;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Newtonsoft.Json;
using TGS;
using UnityEditor;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.EnhancedTouch;
using Object = UnityEngine.Object;
using ObjectFieldAlignment = Sirenix.OdinInspector.ObjectFieldAlignment;
namespace MapEditor
{
public class MapGridWindow : OdinEditorWindow
{
#region Inner Class
[Serializable]
public class RegionArea
{
[HorizontalGroup("1")]
[ReadOnly]
public int id;
[HorizontalGroup("1")]
[ReadOnly]
[LabelText("数量")]
public int regionCount;
public List<int> positions => _region.positions;
private MapData.Region _region;
public RegionArea(MapData.Region region)
{
_region = region;
}
[Button("编辑"), HorizontalGroup("1")]
private void EditorRegion()
{
var map = thisWindow._map;
thisWindow._currEditRegionArea = this;
var regionslist = map.MapData.regions;
for (int i = 0; i < regionslist.Count; i++)
{
map.SetRegionColor(i, false, regionColor);
}
map.SetRegionColor(_region, true, regionColor);
canEditorRegion = true;
}
public void AddPosition(int cellIndex)
{
if (positions.Contains(cellIndex))
return;
positions.Add(cellIndex);
regionCount++;
thisWindow._map.TerrainGridSystem.CellToggleRegionSurface(cellIndex, true, regionColor);
}
public void RemovePosition(int cellIndex)
{
if (!positions.Contains(cellIndex))
return;
positions.Remove(cellIndex);
regionCount--;
thisWindow._map.TerrainGridSystem.CellHideRegionSurface(cellIndex);
}
}
#endregion
#region Fields And Properties
private static MapGridWindow thisWindow;
//1.#FFBF0072 2.#FF960072
private static readonly Color regionColor = MapUtils.GetRGBAColor("FF960072");
private static readonly Color cellBorderColor = new Color(229f, 229f, 229f, 237f);
private static readonly float cellBorderWidth = 1f;
private static List<TerrainTypeProperty> _terrainTypeConfig;
private static bool canEditorRegion = false;
private bool EditorNewRegion = false;
private string _mapDataJsonStr = "";
private GameObject selectedGameObject;
private Vector3 previousPosition;
private Vector3 previousRotation;
private MapData _currentMapData = null;
private RegionArea _currEditRegionArea;
private MapManager _currMapManager;
private Map _map;
#endregion
#region Editor
[Button("保存")]
private void RebuildPrefab()
{
_currMapManager.SaveMapData();
}
[Button("清除网格数据")]
private void ClearGridData()
{
if (EditorUtility.DisplayDialog("清理网格数据", "您是否确认清理地图网格数据", "确认", "取消"))
{
_currentMapData.ClearGridData();
_map.TerrainGridSystem.TerritoryDestroyAll();
ClearRegionColor();
UpdateRegion();
_currMapManager.SaveMapData();
}
}
[BoxGroup("地块信息")]
[LabelText("刷地块"), Indent]
[OnValueChanged("OnCanCanBrushTerrainTypeChanged")]
[LabelWidth(100)]
[SerializeField]
[ShowIf("@!CanEditorAreaType")]
private bool CanBrushTerrainType;
private void OnCanCanBrushTerrainTypeChanged()
{
if (CanBrushTerrainType && _map != null)
{
CanEditorAreaType = false;
_map.TerrainGridSystem.colorizeTerritories = true;
}
}
[HorizontalGroup("地块信息/Territory")]
[ValueDropdown("GetTerrainTypeProperties")]
[Indent]
[LabelText("选择地块")]
[ShowIf("CanBrushTerrainType")]
public int TerrainTypeIndex = 0;
[ShowIf("CanBrushTerrainType")]
[HorizontalGroup("地块信息/Territory")]
[Button(SdfIconType.GearFill, "编辑地块")]
public void EditTerrainTypeConfig()
{
var window = GetWindow<TerrainTypeConfigWindow>();
window.Show();
}
[BoxGroup("地区信息")]
[HorizontalGroup("地区信息/Region")]
[LabelText("编辑地区"), Indent]
[OnValueChanged("OnCanEditorAreaTypeChanged")]
[LabelWidth(100)]
[SerializeField]
private bool CanEditorAreaType;
private void OnCanEditorAreaTypeChanged()
{
var map = _map;
if (CanEditorAreaType)
{
CanBrushTerrainType = false;
}
else
{
ClearRegionColor();
SceneView.RepaintAll();
canEditorRegion = false;
}
}
[LabelText("地区列表")]
[VerticalGroup("地区信息/RegionInfo")]
[ShowIf("CanEditorAreaType")]
[VerticalGroup("地区信息/RegionInfo"), Indent]
[ListDrawerSettings(CustomAddFunction = "CustomAddRegion", CustomRemoveIndexFunction = "CustomRemoveRegion",
DraggableItems = false)]
public List<RegionArea> RegionList = new();
private void CustomAddRegion()
{
var region = new MapData.Region();
_currentMapData.regions.Add(region);
UpdateRegion();
}
private void CustomRemoveRegion(int index)
{
ClearRegionColor();
_currentMapData.regions.RemoveAt(index);
UpdateRegion();
}
// [Button("切换至游戏视角")]
// private void SwitchToGameView()
// {
// if (Camera.main != null)
// {
// var cameraController = Camera.main.gameObject.GetComponent<CameraController>();
// cameraController.SwitchCameraView(true);
// }
// }
//
// //[HorizontalGroup("地图编辑器/Split/Right/ViewPoint")]
// [Button("切换至俯视视角"), Indent]
// private void SwitchToDefaultView()
// {
// if (Camera.main != null)
// {
// var cameraController = Camera.main.gameObject.GetComponent<CameraController>();
// cameraController.SwitchCameraView(false);
// }
// }
#endregion
#region MainLife
public static void OpenWindow(MapManager mapSceneEditor)
{
MapEditorSettings.Init();
thisWindow = GetWindow<MapGridWindow>();
thisWindow.name = "MapGridWindow";
thisWindow.position = GUIHelper.GetEditorWindowRect().AlignCenter(800, 600);
thisWindow._currMapManager = mapSceneEditor;
thisWindow._currentMapData = null;
thisWindow.ShowTab();
thisWindow.LoadMap(mapSceneEditor.TGS, mapSceneEditor.MapData, mapSceneEditor.Map);
UnityEditor.Compilation.CompilationPipeline.compilationStarted += OnCompilationStart;
}
private static void OnCompilationStart(object obj)
{
thisWindow?.Close();
thisWindow = null;
}
private void LoadMap(TerrainGridSystem tgs, MapData data, Map map)
{
_currentMapData = data;
_map = map;
//MapEditorUtils.LoadMap(tgs, data);
_terrainTypeConfig = TerrainTypeConfig.TerrainTypeProperties;
_map.TerrainGridSystem.highlightEffect = HighlightEffect.Default;
// for (int i = 0; i < _map.MapData.BlocksData.Count; i++)
// {
// if (_map.MapData.BlocksData[i].TerrainTypeIndex != -1)
// {
// if (_terrainTypeConfig[_map.MapData.BlocksData[i].TerrainTypeIndex].emptyBlock)
// {
// _map.TerrainGridSystem.CellSetBorderVisible(i, false);
// }
// }
// }
//MapEditorUtils.ResetCamera();
// if (Camera.main != null)
// {
// var cameraController = Camera.main.gameObject.GetComponent<CameraController>();
// //cameraController.SwitchCameraView(false);
// }
tgs.OnMouseClickOnGrid += OnMouseClickCell;
//tgs.OnMouseMoveOnGrid += OnMouseMoveOnCell;
UpdateRegion();
}
protected override void OnEnable()
{
EnhancedTouchSupport.Enable();
TerrainTypeConfig.Load();
base.OnEnable();
}
protected override void OnDisable()
{
EnhancedTouchSupport.Disable();
base.OnDisable();
}
protected override void OnGUI()
{
base.OnGUI();
if (_currMapManager == null || _currMapManager.MapData != _currentMapData)
{
Debug.Log("地图数据变更,请重新点击编辑网格!");
Close();
}
}
protected override void OnDestroy()
{
base.OnDestroy();
if(_currMapManager != null)
_currMapManager.SaveMapData();
ClearRegionColor();
//SetCellBorderType();
_map.TerrainGridSystem.OnMouseClickOnGrid -= OnMouseClickCell;
//_map.TerrainGridSystem.OnMouseMoveOnGrid -= OnMouseMoveOnCell;
//_map.TerrainGridSystem.TerritoryDestroyAll();
UnityEditor.Compilation.CompilationPipeline.compilationStarted -= OnCompilationStart;
}
#endregion
#region Other
private void UpdateRegion()
{
RegionList.Clear();
if (_currentMapData != null)
{
int index = 0;
foreach (var region in _currentMapData.regions)
{
RegionArea ra = new RegionArea(region);
ra.id = index;
ra.regionCount = ra.positions.Count;
RegionList.Add(ra);
index++;
}
}
}
private void OnMouseClickCell(TerrainGridSystem tgs, int cellIndex, int buttonIndex)
{
int leftButton = 0;
OnCellOperation(tgs,cellIndex,buttonIndex == leftButton);
}
private void OnMouseMoveOnCell(TerrainGridSystem tgs,int cellIndex,bool isControl,bool isShift)
{
OnCellOperation(tgs,cellIndex,isControl);
}
private void OnCellOperation(TerrainGridSystem tgs, int cellIndex, bool isOpTrue)
{
if (!CanBrushTerrainType && !CanEditorAreaType)
{
return;
}
if (CanEditorAreaType && _currEditRegionArea == null)
return;
var map = _map;
int leftButton = 0;
int rightButton = 1;
if (isOpTrue && TerrainTypeIndex >= 0 && CanBrushTerrainType)
{
SetCellTerritory(tgs, cellIndex, TerrainTypeIndex);
}
else if (!isOpTrue && CanBrushTerrainType)
{
if (_currentMapData.BlocksData[cellIndex].TerrainTypeIndex == TerrainTypeIndex)
{
ClearCellTerritory(tgs, cellIndex);
}
}
if (isOpTrue && canEditorRegion)
{
_currEditRegionArea.AddPosition(cellIndex);
}
else if (!isOpTrue && canEditorRegion)
{
_currEditRegionArea.RemovePosition(cellIndex);
}
}
private void SetCellTerritory(TerrainGridSystem tgs, int cellIndex, int TerrainTypeIndex)
{
var map = _map;
// Key: TerrainTypeIndex Value: tgs.territories.index
if (!map.TerrainTypeIndexDic.ContainsKey(TerrainTypeIndex))
{
Territory territory = tgs.TerritoryCreate(cellIndex);
map.TerrainTypeIndexDic.Add(TerrainTypeIndex, map.TerrainTypeIndexDic.Count);
territory.fillColor = _terrainTypeConfig[TerrainTypeIndex].Color;
}
if (_terrainTypeConfig[TerrainTypeIndex].emptyBlock)
{
map.TerrainGridSystem.CellSetBorderVisible(cellIndex, false);
}
map?.SetTerrainType(cellIndex, TerrainTypeIndex);
tgs.CellSetTerritory(cellIndex, map.TerrainTypeIndexDic[TerrainTypeIndex]);
Debug.Log(
$"Set Territory, cellIndex ({cellIndex}), terrain type ({TerrainTypeIndex}), name ({_terrainTypeConfig[TerrainTypeIndex].Color})");
}
private void ClearCellTerritory(TerrainGridSystem tgs, int cellIndex)
{
var map = _map;
map.TerrainGridSystem.CellSetBorderVisible(cellIndex, true);
var tIndex = tgs.CellGetTerritoryIndex(cellIndex);
if (tIndex != -1)
{
tgs.CellSetTerritory(cellIndex, -1);
map?.SetTerrainType(cellIndex, -1);
Debug.Log($"Cell Clear Territory, cellIndex({cellIndex})");
}
}
private bool banSaveMapList = false;
private void SetCellBorderType()
{
var map = _map;
if (map != null)
{
map.TerrainGridSystem.cellBorderColor = cellBorderColor / 255f;
map.TerrainGridSystem.cellBorderThickness = cellBorderWidth;
}
}
private static IEnumerable GetTerrainTypeProperties()
{
_terrainTypeConfig = TerrainTypeConfig.TerrainTypeProperties;
var list = new ValueDropdownList<int>();
if (_terrainTypeConfig != null)
{
for (int i = 0; i < _terrainTypeConfig.Count; i++)
{
list.Add(_terrainTypeConfig[i].name, i);
}
}
return list;
}
private void ClearRegionColor()
{
if (_map == null)
return;
for (int i = 0; i < _map.MapData.regions.Count; i++)
{
_map.SetRegionColor(i, false, regionColor);
}
}
#endregion
}
}