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Continentis/Assets/Scripts/MainGame/Card/Editor/CardDataEditor.cs

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#if UNITY_EDITOR
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using System;
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using System.Collections.Generic;
using System.Linq;
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using UnityEditor;
using UnityEngine;
using SLSFramework.UModAssistance;
using Continentis.MainGame.Character;
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using Continentis.Mods;
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namespace Continentis.MainGame.Card
{
[CustomEditor(typeof(CardData))]
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public partial class CardDataEditor : DataEditor
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{
// 存储我们需要自定义绘制的属性的引用
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private SerializedProperty modNameProp;
private SerializedProperty classNameProp;
private SerializedProperty displayNameProp;
private SerializedProperty cardRarityProp;
private SerializedProperty cardTypeProp;
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private SerializedProperty keywordsProp;
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private SerializedProperty cardSpriteProp;
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private SerializedProperty cardLayoutTagsProp;
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private SerializedProperty functionTextProp;
private SerializedProperty cardDescriptionProp;
private SerializedProperty baseWeightProp;
private SerializedProperty variableAttributesProp;
private SerializedProperty originalAttributesProp;
private SerializedProperty runtimeCurrentAttributesProp;
private SerializedProperty upgradeNodeProp;
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private SerializedProperty prefabsProp;
private SerializedProperty derivativeCardsProp;
private SerializedProperty derivativeCharactersProp;
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protected override void OnEnable()
{
base.OnEnable();
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LoadAllKeywordsFromEditRefs();
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// 在启用时根据我们修改后的字段名找到对应的SerializedProperty
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modNameProp = serializedObject.FindProperty("modName");
classNameProp = serializedObject.FindProperty("className");
displayNameProp = serializedObject.FindProperty("displayName");
cardRarityProp = serializedObject.FindProperty("cardRarity");
cardTypeProp = serializedObject.FindProperty("cardType");
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keywordsProp = serializedObject.FindProperty("keywords");
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cardSpriteProp = serializedObject.FindProperty("cardSprite");
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cardLayoutTagsProp = serializedObject.FindProperty("cardLayoutTags");
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functionTextProp = serializedObject.FindProperty("functionText");
cardDescriptionProp = serializedObject.FindProperty("cardDescription");
baseWeightProp = serializedObject.FindProperty("baseWeight");
variableAttributesProp = serializedObject.FindProperty("variableAttributes");
originalAttributesProp = serializedObject.FindProperty("originalAttributes");
runtimeCurrentAttributesProp = serializedObject.FindProperty("runtimeCurrentAttributes");
upgradeNodeProp = serializedObject.FindProperty("upgradeNode");
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prefabsProp = serializedObject.FindProperty("prefabRefs");
derivativeCardsProp = serializedObject.FindProperty("derivativeCardDataRefs");
derivativeCharactersProp = serializedObject.FindProperty("derivativeCharacterDataRefs");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
// --- 绘制自定义的Type选择器 ---
// 我们把它从所有自动绘制的属性中分离出来,放在最前面或最后面,让布局更清晰
EditorGUILayout.Space(); // 增加一点间距
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EditorGUILayout.LabelField("Fundamental", EditorStyles.boldLabel);
if (DrawTypeSelectorGUI(classNameProp, "Card Logic Class", typeof(CardLogicBase), out Type outType, "Continentis.Mods", "Cards"))
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{
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string className = classNameProp.stringValue;
string modName = outType.Namespace!.Replace("Continentis.Mods.", "").Split('.')[0];
string displayName = "Card_" + modName + "_" + className + "_DisplayName";
string functionTextName = "Card_" + modName + "_" + className + "_FunctionText";
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modNameProp.stringValue = modName;
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displayNameProp.stringValue = displayName;
functionTextProp.stringValue = functionTextName;
}
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EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.PropertyField(modNameProp);
EditorGUILayout.PropertyField(classNameProp);
EditorGUILayout.PropertyField(displayNameProp);
EditorGUI.EndDisabledGroup();
EditorGUILayout.PropertyField(cardRarityProp);
EditorGUILayout.PropertyField(cardTypeProp);
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EditorGUILayout.PropertyField(keywordsProp, true);
if (keywordsProp.isExpanded)
{
DrawKeywordSelector();
}
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EditorGUILayout.PropertyField(cardSpriteProp);
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EditorGUILayout.PropertyField(cardLayoutTagsProp, true);
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EditorGUILayout.PropertyField(functionTextProp);
EditorGUILayout.PropertyField(cardDescriptionProp);
EditorGUILayout.Space();
EditorGUILayout.LabelField("Attributes", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(baseWeightProp);
EditorGUILayout.PropertyField(variableAttributesProp, true);
EditorGUILayout.PropertyField(originalAttributesProp, true);
EditorGUILayout.PropertyField(runtimeCurrentAttributesProp, true);
EditorGUILayout.Space();
EditorGUILayout.LabelField("Upgrade", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(upgradeNodeProp);
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// --- 绘制自定义的引用列表 ---
EditorGUILayout.Space();
EditorGUILayout.LabelField("References", EditorStyles.boldLabel);
DrawCharacterListGUI<GameObject>(prefabsProp);
DrawCharacterListGUI<CardData>(derivativeCardsProp);
DrawCharacterListGUI<CharacterData>(derivativeCharactersProp);
HandleObjectPicker();
serializedObject.ApplyModifiedProperties();
}
}
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public partial class CardDataEditor
{
private List<string> allAvailableKeywords;
/// <summary>
/// 使用 AssetDatabase 查找项目中的所有 KeywordDatabase 并合并它们的列表
/// </summary>
private void LoadAllKeywordsFromEditRefs()
{
// 使用 HashSet 来自动处理重复的关键词
HashSet<string> allKeywordsSet = new HashSet<string>();
// 1. 查找项目中所有类型为 "KeywordDatabase" 的
// "t:KeywordDatabase" 是一个搜索过滤器t: 表示按类型搜索
string[] guids = AssetDatabase.FindAssets("t:ModEditReference");
foreach (string guid in guids)
{
// 2. 将 GUID 转换为资产路径
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
// 3. 加载该路径下的 ScriptableObject
ModEditReference editRef = AssetDatabase.LoadAssetAtPath<ModEditReference>(assetPath);
EditKeywordsReference cardKeywordsRef = editRef.cardKeywordsReference;
if (cardKeywordsRef != null && cardKeywordsRef.keywordRefs != null)
{
// 4. 将词库中的所有词添加到 Set 中
foreach (string keyword in cardKeywordsRef.keywordRefs.Keys)
{
if (!string.IsNullOrEmpty(keyword))
{
allKeywordsSet.Add(keyword);
}
}
}
}
// 5. 将 Set 转换为 List 并排序,以便在菜单中清晰显示
allAvailableKeywords = allKeywordsSet.ToList();
allAvailableKeywords.Sort();
}
private void DrawKeywordSelector()
{
// 1. 检查是否找到了任何关键词
if (allAvailableKeywords == null || allAvailableKeywords.Count == 0)
{
EditorGUILayout.HelpBox("在项目中没有找到任何 KeywordDatabase或者词库为空。", MessageType.Warning);
// 显示一个刷新按钮,以防用户刚刚创建了词库
if (GUILayout.Button("Refresh Keyword Edit References"))
{
LoadAllKeywordsFromEditRefs();
}
return;
}
List<string> currentKeywords = (target as CardData)!.keywords;
// 2. 找出尚未添加的关键词
List<string> keywordsToAdd = allAvailableKeywords.Except(currentKeywords).ToList();
// 3. 如果所有关键词都添加了,显示提示
if (keywordsToAdd.Count == 0)
{
EditorGUILayout.HelpBox("所有可用的关键词都已添加。", MessageType.Info);
}
else
{
// 4. 绘制 "Add Keyword" 按钮
if (GUILayout.Button("Add Keyword from Edit Refs..."))
{
GenericMenu menu = new GenericMenu();
foreach (string keyword in keywordsToAdd)
{
menu.AddItem(new GUIContent(keyword), false, () => {
AddKeywordToList(keyword);
});
}
menu.ShowAsContext();
}
}
// 5. (可选) 添加一个手动刷新按钮
// 因为 AssetDatabase.FindAssets() 速度很快所以我们也可以在每次GUI绘制时都调用
// 但如果词库很多,使用按钮刷新更好。
/*if (GUILayout.Button("Refresh Keyword Databases"))
{
LoadAllKeywordsFromEditRefs();
}*/
}
private void AddKeywordToList(string keyword)
{
keywordsProp.InsertArrayElementAtIndex(keywordsProp.arraySize);
SerializedProperty newElement = keywordsProp.GetArrayElementAtIndex(keywordsProp.arraySize - 1);
newElement.stringValue = keyword;
serializedObject.ApplyModifiedProperties();
}
}
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}
#endif