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Continentis/Assets/Scripts/ScriptExtensions/UModAssistance/Editor/DataEditor.cs

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#if UNITY_EDITOR
using System;
using System.Collections.Generic;
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using System.IO;
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using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEngine;
using UnityEngine.Events;
using Object = UnityEngine.Object;
namespace SLSFramework.UModAssistance
{
#region List<string>
public partial class DataEditor : Editor
{
private string _pickerTargetListName;
private Dictionary<string, Object> _assetCache;
protected virtual void OnEnable()
{
// 每次选中新对象时,都清空缓存
_assetCache = new Dictionary<string, Object>();
}
protected void DrawCharacterListGUI<T>(SerializedProperty listProperty, string searchFilter = "") where T : Object
{
if (string.IsNullOrEmpty(searchFilter))
{
searchFilter = $"t:{typeof(T).Name}";
}
listProperty.isExpanded = EditorGUILayout.Foldout(listProperty.isExpanded, listProperty.displayName, false);
if (listProperty.isExpanded)
{
EditorGUI.indentLevel++;
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EditorGUI.indentLevel++;
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for (int i = 0; i < listProperty.arraySize; i++)
{
SerializedProperty elementNameProp = listProperty.GetArrayElementAtIndex(i);
EditorGUILayout.BeginHorizontal();
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(elementNameProp, GUIContent.none);
bool valueChanged = EditorGUI.EndChangeCheck();
string assetName = elementNameProp.stringValue;
if (valueChanged || !_assetCache.TryGetValue(assetName, out Object foundAsset))
{
foundAsset = FindObjectData<T>(assetName, searchFilter);
_assetCache[assetName] = foundAsset; // 将搜索结果即使是null存入缓存
}
if (foundAsset != null)
{
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.ObjectField(foundAsset, typeof(T), false, GUILayout.Width(150));
EditorGUI.EndDisabledGroup();
}
else
{
EditorGUILayout.LabelField(new GUIContent(EditorGUIUtility.IconContent("console.warnicon").image, "资产未找到或名称不匹配"),
GUILayout.Width(20));
}
if (GUILayout.Button("-", GUILayout.Width(20)))
{
_assetCache.Remove(elementNameProp.stringValue);
listProperty.DeleteArrayElementAtIndex(i);
i--;
}
EditorGUILayout.EndHorizontal();
}
if (GUILayout.Button("Add by Search..."))
{
_pickerTargetListName = listProperty.propertyPath;
EditorGUIUtility.ShowObjectPicker<T>(null, false, searchFilter, GUI.skin.GetHashCode());
}
EditorGUI.indentLevel--;
}
}
protected T FindObjectData<T>(string assetName, string searchFilter) where T : Object
{
if (string.IsNullOrEmpty(assetName)) return null;
string[] guids = AssetDatabase.FindAssets($"{assetName} {searchFilter}");
if (guids.Length > 0)
{
return AssetDatabase.LoadAssetAtPath<T>(AssetDatabase.GUIDToAssetPath(guids[0]));
}
return null;
}
protected void HandleObjectPicker()
{
if (Event.current.commandName == "ObjectSelectorUpdated" && EditorGUIUtility.GetObjectPickerControlID() == GUI.skin.GetHashCode())
{
Object pickedObject = EditorGUIUtility.GetObjectPickerObject();
if (pickedObject != null)
{
SerializedProperty targetListProp = serializedObject.FindProperty(_pickerTargetListName);
if (targetListProp != null)
{
bool exists = false;
for (int i = 0; i < targetListProp.arraySize; i++)
{
if (targetListProp.GetArrayElementAtIndex(i).stringValue == pickedObject.name)
{
exists = true;
break;
}
}
if (!exists)
{
targetListProp.InsertArrayElementAtIndex(targetListProp.arraySize);
targetListProp.GetArrayElementAtIndex(targetListProp.arraySize - 1).stringValue = pickedObject.name;
}
}
_pickerTargetListName = null;
}
}
}
}
#endregion
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#region Searchable Type选择器string中
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public partial class DataEditor
{
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private static Dictionary<Type, (string[] paths, Type[] types)> _typeCache =
new Dictionary<Type, (string[], Type[])>();
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/// <summary>
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/// 绘制一个带 "Select" 按钮的字段,点击后会弹出可搜索的类型选择窗口。
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/// </summary>
/// <param name="classNameProp">存储类名的字符串属性</param>
/// <param name="label">在Inspector中显示的标签</param>
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/// <param name="baseType">要查找的基类</param>
/// <param name="onTypeSelected">【关键】当一个类型被选中时执行的回调</param>
/// <param name="namespacePrefix">要搜索的命名空间前缀</param>
/// <param name="namespaceToRemove">要从路径中移除的命名空间部分</param>
protected void DrawSearchableTypeSelector(
SerializedProperty classNameProp,
string label,
Type baseType,
Action<Type> onTypeSelected,
string namespacePrefix = null,
string namespaceToRemove = null)
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{
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EditorGUILayout.BeginHorizontal();
EditorGUILayout.TextField(label, classNameProp.stringValue);
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if (GUILayout.Button("Select", GUILayout.Width(60)))
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{
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TypeSelectorWindow.Show(baseType, namespacePrefix, namespaceToRemove, (selectedType) =>
{
classNameProp.stringValue = selectedType.Name;
serializedObject.ApplyModifiedProperties();
onTypeSelected?.Invoke(selectedType);
});
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}
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EditorGUILayout.EndHorizontal();
}
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/// <summary>
/// 弹出式搜索窗口(作为私有内部类)
/// </summary>
private class TypeSelectorWindow : EditorWindow
{
// --- 核心修改 1新的树状数据结构 ---
private class CategoryNode
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{
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public string Name;
public bool IsExpanded = false;
public Dictionary<string, CategoryNode> SubCategories = new Dictionary<string, CategoryNode>();
public List<(string name, Type type)> Items = new List<(string, Type)>();
}
private static Dictionary<Tuple<Type, string, string>, (string[] paths, Type[] types)> _staticTypeCache =
new Dictionary<Tuple<Type, string, string>, (string[], Type[])>();
private CategoryNode _rootNode = new CategoryNode { Name = "Root", IsExpanded = true };
private Action<Type> _onSelectCallback;
private Type _baseType;
private string _namespacePrefix;
private string _namespaceToRemove;
private string _searchString = "";
private Vector2 _scrollPos;
private Dictionary<string, List<(string path, Type type)>> _groupedFilteredList;
private Dictionary<string, bool> _categoryFoldoutStates = new Dictionary<string, bool>();
public static void Show(Type baseType, string namespacePrefix, string namespaceToRemove, Action<Type> onSelect)
{
var window = GetWindow<TypeSelectorWindow>(true, "Select Type", true);
window.minSize = new Vector2(300, 400);
window._baseType = baseType;
window._namespacePrefix = namespacePrefix;
window._namespaceToRemove = namespaceToRemove;
window._onSelectCallback = onSelect;
window.FilterList();
}
private void OnGUI()
{
GUILayout.BeginHorizontal(EditorStyles.toolbar);
EditorGUI.BeginChangeCheck();
_searchString = GUILayout.TextField(_searchString, GUI.skin.FindStyle("ToolbarSearchTextField"));
if (GUILayout.Button("", GUI.skin.FindStyle("ToolbarSearchCancelButton"))) _searchString = "";
if (EditorGUI.EndChangeCheck())
{
FilterList();
}
GUILayout.EndHorizontal();
_scrollPos = EditorGUILayout.BeginScrollView(_scrollPos);
if (_rootNode.SubCategories.Count == 0 && _rootNode.Items.Count == 0)
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{
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EditorGUILayout.LabelField("No matching types found.");
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}
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else
{
DrawNodeGUI(_rootNode, 0);
}
EditorGUILayout.EndScrollView();
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}
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// --- 核心修改 1重写 CacheDerivedTypes使其更健壮 ---
private void CacheDerivedTypes()
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{
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var cacheKey = new Tuple<Type, string, string>(_baseType, _namespacePrefix ?? string.Empty, _namespaceToRemove ?? string.Empty);
if (_staticTypeCache.ContainsKey(cacheKey)) return;
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List<(string path, Type type)> typeList = new List<(string, Type)>();
IEnumerable<Type> types = AppDomain.CurrentDomain.GetAssemblies()
.SelectMany(assembly => assembly.GetTypes())
.Where(t => _baseType.IsAssignableFrom(t) && !t.IsAbstract && !t.IsInterface && t != _baseType);
foreach (var type in types)
{
string path;
if (!string.IsNullOrEmpty(_namespacePrefix) && type.Namespace != null && type.Namespace.StartsWith(_namespacePrefix))
{
// 1. 获取前缀后的命名空间
// e.g., ".Basic.Cards.General.Skills"
string formattedNamespace = type.Namespace.Substring(_namespacePrefix.Length);
// 2. 按 '.' 拆分为段落,并移除空条目 (比如开头的那个)
List<string> segments = formattedNamespace.Split('.').Where(s => !string.IsNullOrEmpty(s)).ToList();
// 3. 安全地移除指定的 'namespaceToRemove' 段落
if (!string.IsNullOrEmpty(_namespaceToRemove))
{
segments.Remove(_namespaceToRemove);
}
// 4. 用 '/' 重新组合路径
if (segments.Count > 0)
{
path = string.Join("/", segments) + "/" + type.Name;
}
else
{
path = type.Name; // 如果没有剩余段落,则直接使用类名
}
}
else
{
path = "Uncategorized/" + type.Name;
}
typeList.Add((path, type));
}
typeList.Sort((a, b) => a.path.CompareTo(b.path));
_staticTypeCache[cacheKey] = (typeList.Select(t => t.path).ToArray(), typeList.Select(t => t.type).ToArray());
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}
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private void FilterList()
{
var cacheKey = new Tuple<Type, string, string>(_baseType, _namespacePrefix ?? string.Empty, _namespaceToRemove ?? string.Empty);
if (!_staticTypeCache.ContainsKey(cacheKey))
{
CacheDerivedTypes();
}
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var (allPaths, allTypes) = _staticTypeCache[cacheKey];
// 1. 重置根节点
_rootNode = new CategoryNode { Name = "Root", IsExpanded = true };
for (int i = 0; i < allPaths.Length; i++)
{
string fullPath = allPaths[i];
Type type = allTypes[i];
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// 2. 检查是否匹配搜索词
if (string.IsNullOrEmpty(_searchString) ||
fullPath.IndexOf(_searchString, StringComparison.OrdinalIgnoreCase) >= 0)
{
var segments = fullPath.Split('/');
CategoryNode currentNode = _rootNode;
// 3. 遍历所有“目录”部分,构建树
for (int j = 0; j < segments.Length - 1; j++)
{
string categoryName = segments[j];
if (!currentNode.SubCategories.ContainsKey(categoryName))
{
var newNode = new CategoryNode { Name = categoryName };
// 如果在搜索,自动展开所有匹配路径上的节点
if (!string.IsNullOrEmpty(_searchString))
{
newNode.IsExpanded = true;
}
currentNode.SubCategories[categoryName] = newNode;
}
currentNode = currentNode.SubCategories[categoryName];
}
// 4. 将“文件”部分(即类名)添加到它所属的节点
string itemName = segments.Last();
currentNode.Items.Add((itemName, type));
}
}
}
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// --- 核心修改 4全新的递归绘制方法 ---
private void DrawNodeGUI(CategoryNode node, int indentLevel)
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{
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// 1. 绘制所有子类别作为可折叠的Foldouts
foreach (var subCategory in node.SubCategories.Values.OrderBy(c => c.Name))
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{
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// 设置当前层级的缩进
EditorGUI.indentLevel = indentLevel;
// 使用我们自定义的、带三角箭头的粗体样式
subCategory.IsExpanded = EditorGUILayout.Foldout(subCategory.IsExpanded, subCategory.Name, true);
if (subCategory.IsExpanded)
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{
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// 递归调用,绘制子节点的内容,缩进+1
DrawNodeGUI(subCategory, indentLevel + 1);
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}
}
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EditorGUI.indentLevel = indentLevel;
foreach (var (name, type) in node.Items.OrderBy(i => i.name))
{
// B. 从布局系统中获取一个**已经正确缩进**的矩形区域
Rect controlRect = EditorGUILayout.GetControlRect();
// C. 在这个矩形区域内绘制标签,它会自动使用我们设置的缩进
// 我们使用 _clickableLabelStyle 来实现悬停变色效果
EditorGUI.LabelField(controlRect, name);
// D. 为这个矩形区域添加一个可点击的光标提示
EditorGUIUtility.AddCursorRect(controlRect, MouseCursor.Link);
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// E. 手动检查在这个矩形区域内的点击事件
if (Event.current.type == EventType.MouseDown && Event.current.button == 0 &&
controlRect.Contains(Event.current.mousePosition))
{
_onSelectCallback?.Invoke(type);
this.Close();
Event.current.Use(); // 消耗掉这个点击事件
}
}
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}
}
}
#endregion
#region
public partial class DataEditor
{
protected void DrawMethodButton<T>(string buttonLabel, string functionName) where T : Object
{
if (GUILayout.Button(buttonLabel))
{
T invoker = target as T;
MethodInfo method = typeof(T).GetMethod(functionName, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
if (method != null)
{
method.Invoke(invoker, null);
}
else
{
Debug.LogWarning($"Method '{functionName}' not found in type '{typeof(T).Name}'.");
}
}
}
}
#endregion
}
#endif