Files
Continentis/Assets/Scripts/MainGame/Card/CardData/CardData.cs

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2025-10-03 00:02:43 -04:00
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Continentis.MainGame.Character;
using Sirenix.OdinInspector;
using SoulliesFramework.General;
using UnityEditor;
using UnityEngine;
using UnityEngine.Serialization;
namespace Continentis.MainGame.Card
{
public enum CardRarity
{
None = 0,
Common = 10,
Uncommon = 20,
Rare = 30,
Epic = 40,
Legendary = 50,
Divine = 60
}
public enum CardType
{
Attack = 0,
Skill = 10,
Power = 20,
Status = 30,
Curse = 40,
Item = 50,
}
[CreateAssetMenu(menuName = "Continentis/MainGame/Card/CardData", fileName = "CardData")]
public partial class CardData : SerializedScriptableObject
{
[Title("Fundamental")]
[ValueDropdown("GetLogicTypes", IsUniqueList = true)]
[OnValueChanged("SetCardIdentifier")]
public Type cardClass;
public string cardName;
public string cardIdentifier;
public CardRarity cardRarity;
public CardType cardType;
public Sprite cardSprite;
[TextArea(1, 10)]
public string cardDescription;
[FormerlySerializedAs("tags")] public List<string> functionalTags;
public List<string> elementalTags;
public float baseWeight = 1f;
[Searchable]
[Title("References")]
public Dictionary<string, GameObject> prefabs = new Dictionary<string, GameObject>();
[Searchable]
public List<CardData> derivativeCardDataList = new List<CardData>();
[Title("Attributes")]
[Searchable]
[Tooltip("可变属性这个属性会自动设置BaseAttr进入Original设置AttrBaseAttrOffset=0以及DisplayAttr进入Current")]
public Dictionary<string, float> variableAttributes = new Dictionary<string, float>();
[Searchable]
[Tooltip("基础属性,不会改变,通常情况下不会直接使用")]
public Dictionary<string, float> originalAttributes = new Dictionary<string, float>();
[Searchable]
[Tooltip("初始化时赋予给CurrentAttributes的属性第一栏是属性名第二栏是初始化时使用对应名称的OriginalAttributes的留空则默认为0如果是float数字则直接使用该数字")]
public Dictionary<string, string> endowingCurrentAttributes = new Dictionary<string, string>();
[Title("Upgrade")]
[InlineButton("CreateUpgradeNode", "Create")]
public CardUpgradeNode upgradeNode;
}
public partial class CardData
{
/// <summary>
/// 生成卡牌实例
/// </summary>
/// <param name="owner">卡牌持有者</param>
/// <param name="pileName">初始卡堆名称,默认为"Draw"</param>
/// <param name="index">插入位置默认为0</param>
public CardInstance GenerateCardInstance(ICardOwner owner, string pileName = "Draw", int index = 0)
{
CardInstance cardInstance = new CardInstance(GenerateCardLogic(), owner, pileName, index);
cardInstance.cardLogic.InitialRefresh();
return cardInstance;
}
public CardLogicBase GenerateCardLogic()
{
if (Activator.CreateInstance(cardClass) is CardLogicBase cardLogic)
{
cardLogic.cardData = this;
cardLogic.Setup();
return cardLogic;
}
Debug.LogError($"Card class '{cardClass}' not found or could not be instantiated.");
return null;
}
/// <summary>
/// 通过名称获取衍生卡牌数据
/// </summary>
public CardData GetDerivativeCardData(string cardName)
{
return derivativeCardDataList.FirstOrDefault(card => card.cardName == cardName);
}
}
#if UNITY_EDITOR
public partial class CardData
{
private void SetCardIdentifier()
{
cardIdentifier = cardClass.Name;
}
private void CreateUpgradeNode()
{
upgradeNode = new CardUpgradeNode(this);
}
private IEnumerable<ValueDropdownItem<Type>> GetLogicTypes()
{
IEnumerable<Type> types = AppDomain.CurrentDomain.GetAssemblies()
.SelectMany(assembly => assembly.GetTypes())
.Where(t => typeof(CardLogicBase).IsAssignableFrom(t) && !t.IsAbstract && !t.IsInterface);
// 我们将从命名空间中移除这个公共前缀,让路径更简洁
string commonNamespacePrefix = "Continentis.Mods";
foreach (var type in types)
{
string path = "Uncategorized/" + type.Name; // 默认路径
if (type.Namespace != null && type.Namespace.StartsWith(commonNamespacePrefix))
{
// 1. 移除公共前缀
string formattedNamespace = type.Namespace.Substring(commonNamespacePrefix.Length);
// 2. 移除特定的子命名空间部分(例如 "Cards"
formattedNamespace = formattedNamespace.Replace(".Cards", "");
// 3. 将点 '.' 替换为斜杠 '/' 来创建分组
formattedNamespace = formattedNamespace.Replace('.', '/');
// 4. 组合成最终的路径
path = formattedNamespace + "/" + type.Name;
}
yield return new ValueDropdownItem<Type>(path, type);
}
}
[FoldoutGroup("Functions")]
[Button("从所有的DefaultCollection中粘贴默认属性")]
public void PasteDefaultAttributes()
{
List<CardAttributesDefaultCollection> targetCollections = new List<CardAttributesDefaultCollection>();
string[] guids = AssetDatabase.FindAssets("t:CardAttributesDefaultCollection");
foreach (string guid in guids)
{
// 将GUID转换为资产的路径
string path = AssetDatabase.GUIDToAssetPath(guid);
// 2. 验证每个资产的路径是否完全符合您指定的结构
// 使用 Path.GetDirectoryName 获取文件所在的目录
// 并统一使用'/'作为路径分隔符,以兼容不同操作系统
string directory = Path.GetDirectoryName(path)?.Replace('\\', '/');
Debug.Log($"Checking asset at path: {path}, directory: {directory}");
// 加载资产以检查其命名空间
ScriptableObject collection = AssetDatabase.LoadAssetAtPath<ScriptableObject>(path);
Type assetType = collection.GetType();
string assetNamespace = assetType.Namespace;
// 检查目录是否有效,是否在"Assets/CoreMods/"下,并且是否以"/Characters/DefaultCollections"结尾
if (!string.IsNullOrEmpty(directory) &&
assetNamespace == typeof(CardAttributesDefaultCollection).Namespace &&
directory.StartsWith("Assets/CoreMods/") &&
directory.EndsWith("/Cards/DefaultCollections"))
{
// 3. 如果路径和命名空间都符合要求,则将该资产添加到目标列表中
CardAttributesDefaultCollection defaultList = collection as CardAttributesDefaultCollection;
targetCollections.Add(defaultList);
Debug.Log($"Loaded DefaultStringList from: {path}");
}
}
Dictionary<string, float> originalAttributes = new Dictionary<string, float>();
Dictionary<string, string> endowingCurrentAttributes = new Dictionary<string, string>();
foreach (CardAttributesDefaultCollection collection in targetCollections)
{
collection.originalAttributes.PasteDictionary(originalAttributes);
collection.endowingCurrentAttributes.PasteDictionary(endowingCurrentAttributes);
}
originalAttributes.PasteDictionary(this.originalAttributes);
endowingCurrentAttributes.PasteDictionary(this.endowingCurrentAttributes);
Debug.Log($"Pasted default attributes to file {this.name}");
}
[FoldoutGroup("Functions")]
[Button("自动设置需要加权(名称中带有Base)的属性")]
private void AutoSetUpWeightedAttributes()
{
List<string> baseAttributeNames = originalAttributes
.Where(attr => attr.Key.Contains("Base"))
.Select(attr => attr.Key).ToList();
List<string> attributeNames = baseAttributeNames
.Select(attr => attr.Replace("Base", "")).ToList();
List<string> baseOffsetAttributeName = baseAttributeNames
.Select(attr => attr + "Offset").ToList();
List<string> displayAttributeNames = baseAttributeNames
.Select(attr => attr.Replace("Base", "Display")).ToList();
for (int index = 0; index < baseAttributeNames.Count; index++)
{
endowingCurrentAttributes.TryAdd(attributeNames[index], baseAttributeNames[index]);
endowingCurrentAttributes.TryAdd(baseOffsetAttributeName[index], "0");
endowingCurrentAttributes.TryAdd(displayAttributeNames[index], baseAttributeNames[index]);
}
}
}
#endif
}