Files
ichni_Creator_Studio/Assets/Scripts/DynamicUI/Inspector/CompositeParameterWindow.cs

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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Ichni.RhythmGame;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;
namespace Ichni.Editor
{
public partial class CompositeParameterWindow : MovableWindow
{
public Button addNewUnitButton;
public GameObject unitPrefab;
public IBaseElement connectedBaseElement;
public List<DynamicUICompositeUnit> unitList;
public string parameterName;
public UnityAction ApplyParameters;
public void Initialize(IBaseElement baseElement, string title, string parameterName)
{
transform.localScale = Vector3.zero;
this.connectedBaseElement = baseElement;
this.parameterName = parameterName;
this.title.text = title;
unitList = new List<DynamicUICompositeUnit>();
closeButton.onClick.AddListener(Quit);
StartCoroutine(WindowAnim.ShowPanel(gameObject));
}
public void RemoveUnit(DynamicUICompositeUnit unit)
{
unitList.Remove(unit);
Destroy(unit.gameObject);
}
}
public partial class CompositeParameterWindow
{
public void SetAsStringList()
{
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//生成Unit
void GenerateUnit(string content)
{
DynamicUIInputFieldUnit unit = Instantiate(unitPrefab, windowRect).GetComponent<DynamicUIInputFieldUnit>();
unitList.Add(unit);
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unit.SetUnit(this, content);
}
unitPrefab = EditorManager.instance.basePrefabs.inputFieldUnit;
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//初始化获取当前的List<string>并生成对应的Unit
List<string> list = connectedBaseElement.GetType().GetField(parameterName).GetValue(connectedBaseElement) as List<string>;
foreach (string item in list)
{
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GenerateUnit(item);
}
addNewUnitButton.GetComponent<RectTransform>().SetAsLastSibling();
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//为添加新的Unit的按钮设置点击事件
addNewUnitButton.onClick.AddListener(() =>
{
GenerateUnit("");
addNewUnitButton.GetComponent<RectTransform>().SetAsLastSibling();
});
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//将当前所有Unit的值应用到对应的变量中
ApplyParameters = () =>
{
List<string> stringList = unitList.Select(unit => (unit as DynamicUIInputFieldUnit).GetValue<string>()).ToList();
connectedBaseElement.GetType().GetField(parameterName).SetValue(connectedBaseElement, stringList);
};
}
public void SetAsFloatList()
{
void GenerateUnit(float content)
{
DynamicUIInputFieldUnit unit = Instantiate(unitPrefab, windowRect).GetComponent<DynamicUIInputFieldUnit>();
unitList.Add(unit);
unit.SetUnit(this, content);
}
unitPrefab = EditorManager.instance.basePrefabs.inputFieldUnit;
List<float> list = connectedBaseElement.GetType().GetField(parameterName).GetValue(connectedBaseElement) as List<float>;
foreach (float item in list)
{
GenerateUnit(item);
}
addNewUnitButton.GetComponent<RectTransform>().SetAsLastSibling();
addNewUnitButton.onClick.AddListener(() =>
{
GenerateUnit(0);
addNewUnitButton.GetComponent<RectTransform>().SetAsLastSibling();
});
ApplyParameters = () =>
{
List<float> floatList = unitList.Select(unit => (unit as DynamicUIInputFieldUnit).GetValue<float>()).ToList();
connectedBaseElement.GetType().GetField(parameterName).SetValue(connectedBaseElement, floatList);
};
}
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public void SetAsFlexibleFloat()
{
void GenerateUnit(AnimatedFloat content)
{
DynamicUIAnimatedFloatUnit unit = Instantiate(unitPrefab, windowRect).GetComponent<DynamicUIAnimatedFloatUnit>();
unitList.Add(unit);
unit.SetUnit(this, content);
}
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unitPrefab = EditorManager.instance.basePrefabs.animatedFloatUnit;
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FlexibleFloat flexibleFloat = connectedBaseElement.GetType().GetField(parameterName).GetValue(connectedBaseElement) as FlexibleFloat;
foreach (AnimatedFloat animatedFloat in flexibleFloat.animations)
{
GenerateUnit(animatedFloat);
}
addNewUnitButton.GetComponent<RectTransform>().SetAsLastSibling();
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addNewUnitButton.onClick.AddListener(() =>
{
GenerateUnit(new AnimatedFloat(0, 0, 0, 0, AnimationCurveType.Linear));
addNewUnitButton.GetComponent<RectTransform>().SetAsLastSibling();
});
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ApplyParameters = () =>
{
FlexibleFloat newFlexibleFloat = new FlexibleFloat();
foreach (var unit in unitList)
{
newFlexibleFloat.animations.Add((unit as DynamicUIAnimatedFloatUnit).GetValue());
}
connectedBaseElement.GetType().GetField(parameterName).SetValue(connectedBaseElement, newFlexibleFloat);
};
}
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public void SetAsFlexibleInt()
{
void GenerateUnit(AnimatedInt content)
{
DynamicUIAnimatedIntUnit unit = Instantiate(unitPrefab, windowRect).GetComponent<DynamicUIAnimatedIntUnit>();
unitList.Add(unit);
unit.SetUnit(this, content);
}
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unitPrefab = EditorManager.instance.basePrefabs.animatedIntUnit;
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FlexibleInt flexibleInt = connectedBaseElement.GetType().GetField(parameterName).GetValue(connectedBaseElement) as FlexibleInt;
foreach (AnimatedInt animatedInt in flexibleInt.animations)
{
GenerateUnit(animatedInt);
}
addNewUnitButton.GetComponent<RectTransform>().SetAsLastSibling();
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addNewUnitButton.onClick.AddListener(() =>
{
GenerateUnit(new AnimatedInt(0, 0));
addNewUnitButton.GetComponent<RectTransform>().SetAsLastSibling();
});
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ApplyParameters = () =>
{
FlexibleInt newFlexibleInt = new FlexibleInt();
foreach (var unit in unitList)
{
newFlexibleInt.animations.Add((unit as DynamicUIAnimatedIntUnit).GetValue());
}
connectedBaseElement.GetType().GetField(parameterName).SetValue(connectedBaseElement, newFlexibleInt);
};
}
public void SetAsFlexibleBool()
{
void GenerateUnit(AnimatedBool content)
{
DynamicUIAnimatedBoolUnit unit = Instantiate(unitPrefab, windowRect).GetComponent<DynamicUIAnimatedBoolUnit>();
unitList.Add(unit);
unit.SetUnit(this, content);
}
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unitPrefab = EditorManager.instance.basePrefabs.animatedBoolUnit;
FlexibleBool flexibleBool = connectedBaseElement.GetType().GetField(parameterName).GetValue(connectedBaseElement) as FlexibleBool;
foreach (AnimatedBool animatedBool in flexibleBool.animations)
{
GenerateUnit(animatedBool);
}
addNewUnitButton.GetComponent<RectTransform>().SetAsLastSibling();
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addNewUnitButton.onClick.AddListener(() =>
{
GenerateUnit(new AnimatedBool(0, false));
addNewUnitButton.GetComponent<RectTransform>().SetAsLastSibling();
});
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ApplyParameters = () =>
{
FlexibleBool newFlexibleBool = new FlexibleBool();
foreach (var unit in unitList)
{
newFlexibleBool.animations.Add((unit as DynamicUIAnimatedBoolUnit).GetValue());
}
connectedBaseElement.GetType().GetField(parameterName).SetValue(connectedBaseElement, newFlexibleBool);
};
}
public void SetAsCustomCurve()
{
void GenerateUnit(Keyframe content)
{
DynamicUICustomCurveKeyframeUnit unit = Instantiate(unitPrefab, windowRect).GetComponent<DynamicUICustomCurveKeyframeUnit>();
unitList.Add(unit);
unit.SetUnit(this, content);
}
unitPrefab = EditorManager.instance.basePrefabs.customCurveKeyframeUnit;
AnimationCurve curve = connectedBaseElement.GetType().GetField(parameterName).GetValue(connectedBaseElement) as AnimationCurve;
List<Keyframe> keyframes = curve.keys.ToList();
WarpModes warpModes = new WarpModes(curve.preWrapMode, curve.postWrapMode);
//生成warpModes的Unit
DynamicUICustomCurveWrapModeUnit warpModesUnit =
Instantiate(EditorManager.instance.basePrefabs.customCurveWrapModeUnit, windowRect).GetComponent<DynamicUICustomCurveWrapModeUnit>();
unitList.Add(warpModesUnit);
warpModesUnit.SetUnit(this, warpModes);
foreach (Keyframe keyframe in keyframes)
{
GenerateUnit(keyframe);
}
addNewUnitButton.GetComponent<RectTransform>().SetAsLastSibling();
addNewUnitButton.onClick.AddListener(() =>
{
GenerateUnit(new Keyframe(0, 0, 0, 0));
addNewUnitButton.GetComponent<RectTransform>().SetAsLastSibling();
});
ApplyParameters = () =>
{
AnimationCurve newCurve = new AnimationCurve();
DynamicUICustomCurveWrapModeUnit warpModesUnit = unitList[0] as DynamicUICustomCurveWrapModeUnit;
newCurve.preWrapMode = warpModesUnit.GetValue().preWrapMode;
newCurve.postWrapMode = warpModesUnit.GetValue().postWrapMode;
for(int i = 1; i < unitList.Count; i++)
{
DynamicUICustomCurveKeyframeUnit unit = unitList[i] as DynamicUICustomCurveKeyframeUnit;
newCurve.AddKey(unit.GetValue());
}
connectedBaseElement.GetType().GetField(parameterName).SetValue(connectedBaseElement, newCurve);
};
}
public void Quit()
{
ApplyParameters();
//StartCoroutine(WindowAnim.HidePanel(gameObject, true));
Destroy(gameObject);
}
}
}