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

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C#
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using System.Collections;
using System.Collections.Generic;
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)
{
this.connectedBaseElement = baseElement;
this.parameterName = parameterName;
this.title.text = title;
unitList = new List<DynamicUICompositeUnit>();
closeButton.onClick.AddListener(() =>
{
ApplyParameters();
Destroy(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)
{
DynamicUIStringUnit unit = Instantiate(unitPrefab, windowRect).GetComponent<DynamicUIStringUnit>();
unitList.Add(unit);
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unit.SetUnit(this, content);
}
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unitPrefab = EditorManager.instance.basePrefabs.stringUnit;
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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();
});
//将当前所有Unit的值应用到对应的变量中
ApplyParameters = () =>
{
List<string> list = new List<string>();
foreach (var unit in unitList)
{
list.Add((unit as DynamicUIStringUnit).GetValue());
Debug.Log((unit as DynamicUIStringUnit).GetValue());
}
connectedBaseElement.GetType().GetField(parameterName).SetValue(connectedBaseElement, list);
};
}
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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);
}
unitPrefab = EditorManager.instance.basePrefabs.animatedFloatUnit;
FlexibleFloat flexibleFloat = connectedBaseElement.GetType().GetField(parameterName).GetValue(connectedBaseElement) as FlexibleFloat;
foreach (AnimatedFloat animatedFloat in flexibleFloat.animations)
{
GenerateUnit(animatedFloat);
}
addNewUnitButton.GetComponent<RectTransform>().SetAsLastSibling();
addNewUnitButton.onClick.AddListener(() =>
{
GenerateUnit(new AnimatedFloat(0, 0, 0, 0, AnimationCurveType.Linear));
addNewUnitButton.GetComponent<RectTransform>().SetAsLastSibling();
});
ApplyParameters = () =>
{
FlexibleFloat newFlexibleFloat = new FlexibleFloat();
foreach (var unit in unitList)
{
newFlexibleFloat.animations.Add((unit as DynamicUIAnimatedFloatUnit).GetValue());
}
connectedBaseElement.GetType().GetField(parameterName).SetValue(connectedBaseElement, newFlexibleFloat);
};
}
}
}