Inspector

初步测试Inspector
This commit is contained in:
SoulliesOfficial
2025-02-11 22:58:56 -05:00
parent 1b3c3556a1
commit f949cd3229
33 changed files with 1679 additions and 93 deletions

View File

@@ -5,6 +5,9 @@ using UnityEngine;
namespace Ichni.RhythmGame
{
/// <summary>
/// 含有颜色属性的次级模块,包括基础颜色(透明度)、发光颜色和发光强度
/// </summary>
public class ColorSubmodule : SubmoduleBase
{
public Color originalBaseColor;

View File

@@ -5,6 +5,9 @@ using UnityEngine;
namespace Ichni.RhythmGame
{
/// <summary>
/// 包含效果的次级模块
/// </summary>
public partial class EffectSubmodule : SubmoduleBase
{
public Dictionary<string, List<EffectBase>> effectCollection;
@@ -14,14 +17,15 @@ namespace Ichni.RhythmGame
{
effectCollection = new Dictionary<string, List<EffectBase>>();
if (preset == EffectSubmodulePreset.Default)
if (preset == EffectSubmodulePreset.Default) //对于默认的效果次级模块只有Default效果集合
{
effectCollection.Add("Default", new List<EffectBase>());
}
else if (preset == EffectSubmodulePreset.Note)
else if (preset == EffectSubmodulePreset.Note) //对于Note的效果次级模块在Note的不同状态下有独立的效果集合
{
effectCollection.Add("Generate", new List<EffectBase>());
effectCollection.Add("GeneralJudge", new List<EffectBase>());
effectCollection.Add("Holding", new List<EffectBase>()); //仅用于Hold
effectCollection.Add("Perfect", new List<EffectBase>());
effectCollection.Add("Good", new List<EffectBase>());
effectCollection.Add("Bad", new List<EffectBase>());
@@ -216,7 +220,11 @@ namespace Ichni.RhythmGame
{
this.effectTime = effectTime;
}
/// <summary>
/// 转换为游戏类
/// </summary>
/// <returns></returns>
public abstract EffectBase ConvertToGameType();
}
}

View File

@@ -9,7 +9,7 @@ namespace Ichni.RhythmGame
{
public class TimeDurationSubmodule: SubmoduleBase
{
public bool isOverridingDuration; //是否手动设置了时间区间,开启时,子物体的时间区间将被忽略
public bool isOverridingDuration; //是否手动设置了时间区间,开启时,子物体的时间区间将被忽略,且在自动计算区间时跳过此模块
public float startTime, endTime; //起止时间
public TimeDurationSubmodule(GameElement attachedGameElement) : base(attachedGameElement)

View File

@@ -34,4 +34,8 @@ public class BasePrefabsCollection : SerializedScriptableObject
[Title("Effect相关")]
public GameObject bloomShake;
[Title("DynamicUI相关")]
public GameObject dynamicUIContainer;
public GameObject inputField;
}

View File

@@ -1,18 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
public class DynamicUIContainer : MonoBehaviour
namespace Ichni.Editor
{
// Start is called before the first frame update
void Start()
public class DynamicUIContainer : MonoBehaviour
{
public List<DynamicUIElement> dynamicUIElements = new List<DynamicUIElement>();
[FormerlySerializedAs("container")] public RectTransform rect;
}
// Update is called once per frame
void Update()
{
}
}
}

View File

@@ -1,18 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DynamicUIElement : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

View File

@@ -1,6 +1,7 @@
fileFormatVersion: 2
guid: 840aa07c7d6e64d8c97767f94cdc6d3e
PrefabImporter:
guid: 03536c3fa9ee54597b1e2a21264b0589
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:

View File

@@ -0,0 +1,15 @@
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame;
using UnityEngine;
namespace Ichni.Editor
{
public abstract class DynamicUIElement : MonoBehaviour
{
public GameElement connectedGameElement => EditorManager.instance.uiManager.inspector.connectedGameElement;
public bool isAlwaysUpdated;
public abstract void Initialize(string parameterName);
//public abstract void ApplyParameters();
}
}

View File

@@ -0,0 +1,25 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
namespace Ichni.Editor
{
public class DynamicUIInputField : DynamicUIElement
{
public string parameterName;
public TMP_InputField inputField;
public override void Initialize(string parameterName)
{
this.parameterName = parameterName;
inputField.text = connectedGameElement.GetType().GetField(parameterName).GetValue(connectedGameElement).ToString();
inputField.onEndEdit.AddListener(ApplyParameters);
}
private void ApplyParameters(string text)
{
connectedGameElement.GetType().GetField(parameterName).SetValue(connectedGameElement, text);
}
}
}

View File

@@ -0,0 +1,11 @@
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View File

@@ -7,6 +7,7 @@ namespace Ichni.Editor
public class EditorUIManager : MonoBehaviour
{
public Hierarchy hierarchy;
public Inspector inspector;
}
}

View File

@@ -9,27 +9,16 @@ namespace Ichni.Editor
{
public class Hierarchy : StaticWindow
{
public GameObject Nouse;
public GameObject hierarchyTabPrefab;
public RectTransform tabContainer;
public List<HierarchyTab> tabList;
//public int ID=0;
public HierarchyTab GenerateTab(GameElement targetElement, GameElement parentElement,int reuse=-1)
public HierarchyTab GenerateTab(GameElement targetElement, GameElement parentElement)
{
HierarchyTab tab =Instantiate(hierarchyTabPrefab, tabContainer).GetComponent<HierarchyTab>();;
HierarchyTab tab = Instantiate(hierarchyTabPrefab, tabContainer).GetComponent<HierarchyTab>();
//if(parentElement.connectedTab!=null)tab.transform.SetSiblingIndex(parentElement.connectedTab.transform.GetSiblingIndex());
tab.SetTab(targetElement, parentElement);
tab.hierarchy=this;
return tab;
}
}
}

View File

@@ -10,12 +10,12 @@ namespace Ichni.Editor
public partial class HierarchyTab : MonoBehaviour
{
public GameObject indentationLinePrefab;
public GameElement connectedGameElement;
public HierarchyTab parentTab;
public List<HierarchyTab> childTabList;
public List<int> IDqueue;
public int tabLayer;
public bool isSelected;
public bool isExpanded;
@@ -27,12 +27,11 @@ namespace Ichni.Editor
public Button expandButton;
public Button gotoButton;
public TMP_Text tabButtonText;
public Hierarchy hierarchy;
public void SetTab(GameElement targetElement, GameElement parentElement)
{
connectedGameElement=targetElement;
connectedGameElement = targetElement;
tabButtonText.text = targetElement.elementName;
targetElement.connectedTab = this;
this.isExpanded = false;
@@ -44,13 +43,15 @@ namespace Ichni.Editor
this.tabLayer = 0;
this.parentTab = null;
this.transform.SetAsLastSibling();
}else{
}
else
{
this.parentTab = parentElement.connectedTab;
parentElement.connectedTab.childTabList.Add(this);
this.tabLayer = this.parentTab.tabLayer + 1;
this.transform.SetSiblingIndex(this.parentTab.transform.GetSiblingIndex() +
this.parentTab.connectedGameElement.childElementList.Count);
@@ -66,11 +67,12 @@ namespace Ichni.Editor
Instantiate(indentationLinePrefab, tabRect).GetComponent<RectTransform>().anchoredPosition = new Vector2(lineX, 0);
}
}
float posX = -5 + 30 * tabLayer;
tabMainRect.anchoredPosition = new Vector2(posX, tabMainRect.anchoredPosition.y);
tabButton.onClick.AddListener(SelectGameElement);
expandButton.onClick.AddListener(ExpandOrFold);
}
}
@@ -88,48 +90,53 @@ namespace Ichni.Editor
return c;
}
private void SelectGameElement()
{
EditorManager.instance.uiManager.inspector.connectedGameElement = connectedGameElement;
connectedGameElement.SetUpInspector();
}
private void ExpandOrFold()
{
this.childTabList.RemoveAll(s => s == null);
isExpanded=!isExpanded;
isExpanded = !isExpanded;
if(isExpanded){
expandButton.transform.Rotate(new Vector3(0,0,180));
foreach(GameElement i in connectedGameElement.childElementList){
HierarchyTab a=hierarchy.GenerateTab(i,connectedGameElement);
if (isExpanded)
{
expandButton.transform.Rotate(new Vector3(0, 0, 180));
foreach (GameElement i in connectedGameElement.childElementList)
{
HierarchyTab a = EditorManager.instance.uiManager.hierarchy.GenerateTab(i, connectedGameElement);
childTabList.Add(a);
}
}else{
expandButton.transform.Rotate(new Vector3(0,0,180));
}
else
{
expandButton.transform.Rotate(new Vector3(0, 0, 180));
for (int i = childTabList.Count-1; i>=0; i--)
for (int i = childTabList.Count - 1; i >= 0; i--)
{
childTabList[i].SetExpansion(isExpanded);
}
}
}
private void SetExpansion(bool expand)
{
if (!expand&&isExpanded)
if (!expand && isExpanded)
{
foreach (var tab in childTabList)
{
tab.SetExpansion(expand);//false
tab.SetExpansion(expand); //false
}
}
if (!expand)
{
parentTab.childTabList.Remove(this);
Destroy(gameObject);
Destroy(gameObject);
}
}
}
}

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m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: fe87c0e1cc204ed48ad3b37840f39efc, type: 3}
m_Name:
m_EditorClassIdentifier:
m_Material: {fileID: 0}
m_Color: {r: 0.6415094, g: 0.6415094, b: 0.6415094, a: 0.39215687}
m_RaycastTarget: 1
m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
m_Maskable: 1
m_OnCullStateChanged:
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m_Calls: []
m_Sprite: {fileID: 0}
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@@ -1,6 +1,7 @@
fileFormatVersion: 2
guid: c6a552686f72142bb8708e162c31d3ff
PrefabImporter:
guid: 8766111d1a7a54ef0947bc46096ad2d5
folderAsset: yes
DefaultImporter:
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userData:
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View File

@@ -0,0 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame;
using UnityEngine;
namespace Ichni.Editor
{
public class Inspector : StaticWindow
{
public GameElement connectedGameElement;
public RectTransform inspectorRect;
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 07a9bbc07d791482f963a422bfc8ae9b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
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View File

@@ -5,6 +5,7 @@ using Ichni.Editor;
using Ichni.RhythmGame.Beatmap;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.UI;
namespace Ichni.RhythmGame
{
@@ -132,6 +133,18 @@ namespace Ichni.RhythmGame
Destroy(gameObject); //销毁
}
}
public abstract partial class GameElement
{
public virtual void SetUpInspector()
{
RectTransform rect = EditorManager.instance.uiManager.inspector.inspectorRect;
DynamicUIContainer container = Instantiate(EditorManager.instance.basePrefabs.dynamicUIContainer, rect).GetComponent<DynamicUIContainer>();
DynamicUIInputField elementNameInputField = Instantiate(EditorManager.instance.basePrefabs.inputField, container.rect).GetComponent<DynamicUIInputField>();
elementNameInputField.Initialize(nameof(elementName));
container.dynamicUIElements.Add(elementNameInputField);
}
}
namespace Beatmap
{
@@ -188,7 +201,7 @@ namespace Ichni.RhythmGame
/// <summary>
/// 复制物体
/// </summary>
/// <param name="attached">(对于物体)父物体,(对于次级模块)或挂载物体</param>
/// <param name="attached">物体</param>
public abstract GameElement DuplicateBM(GameElement attached);
}
}