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Continentis/Assets/Scripts/MainGame/Character/CharacterData/CharacterData.cs

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2025-10-03 00:02:43 -04:00
using System;
using System.Collections.Generic;
using Continentis.MainGame.Card;
using Continentis.MainGame.UI;
using Sirenix.OdinInspector;
using SoulliesFramework.General;
using UnityEngine;
using UnityEngine.Serialization;
#if UNITY_EDITOR
using System.IO;
using UnityEditor;
#endif
namespace Continentis.MainGame.Character
{
[CreateAssetMenu(menuName = "Continentis/MainGame/Character/CharacterData", fileName = "CharacterData")]
public partial class CharacterData : SerializedScriptableObject
{
[Title("Fundamental")]
public string characterName;
[TextArea(1,10)]
public string characterDescription;
[Searchable]
public List<string> tags;
[Title("Attributes")]
[Searchable]
[DictionaryDrawerSettings(KeyColumnWidth = 400)]
public Dictionary<string, float> coreAttributes;
[Searchable]
[DictionaryDrawerSettings(KeyColumnWidth = 400)]
public Dictionary<string, float> generalAttributes;
[Searchable]
[DictionaryDrawerSettings(KeyColumnWidth = 400)]
[Tooltip("初始化时赋予给CurrentGeneralAttributes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GeneralAttributes的数据留空则默认为0,如果是float数字则直接使用该数字")]
public Dictionary<string, string> endowingGeneralAttributes;
[Title("Deck")]
[Searchable]
[Tooltip("初始卡组:第一栏是卡牌数据,第二栏是数量")]
public Dictionary<CardData, int> initialDeck;
[Title("HUD")]
public HUDData hudData;
}
#if UNITY_EDITOR
public partial class CharacterData
{
private const string ModsRootPath = "Assets/CoreMods";
[Button("从所有的DefaultCollection中粘贴默认属性")]
public void PasteDefaultAttributes()
{
List<CharacterAttributesDefaultCollection> targetCollections = new List<CharacterAttributesDefaultCollection>();
string[] guids = AssetDatabase.FindAssets("t:CharacterAttributesDefaultCollection");
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($"Checking asset at path: {path}, directory: {directory}");
// 加载资产以检查其命名空间
ScriptableObject collection = AssetDatabase.LoadAssetAtPath<ScriptableObject>(path);
Type assetType = collection.GetType();
string assetNamespace = assetType.Namespace;
// 检查目录是否有效,是否在"Assets/CoreMods/"下,并且是否以"/Characters/DefaultCollections"结尾
if (!string.IsNullOrEmpty(directory) &&
assetNamespace == typeof(CharacterAttributesDefaultCollection).Namespace &&
directory.StartsWith("Assets/CoreMods/") &&
directory.EndsWith("/Characters/DefaultCollections"))
{
// 3. 如果路径和命名空间都符合要求,则将该资产添加到目标列表中
CharacterAttributesDefaultCollection defaultList = collection as CharacterAttributesDefaultCollection;
targetCollections.Add(defaultList);
Debug.Log($"Loaded DefaultStringList from: {path}");
}
}
Dictionary<string, float> coreAttributes = new Dictionary<string, float>();
Dictionary<string, float> generalAttributes = new Dictionary<string, float>();
Dictionary<string, string> endowingGeneralAttributes = new Dictionary<string, string>();
foreach (CharacterAttributesDefaultCollection collection in targetCollections)
{
collection.coreAttributes.PasteDictionary(coreAttributes);
collection.generalAttributes.PasteDictionary(generalAttributes);
collection.endowingGeneralAttributes.PasteDictionary(endowingGeneralAttributes);
}
coreAttributes.PasteDictionary(this.coreAttributes);
generalAttributes.PasteDictionary(this.generalAttributes);
endowingGeneralAttributes.PasteDictionary(this.endowingGeneralAttributes);
Debug.Log($"Pasted default attributes to file {this.name}");
}
}
#endif
}