酒吧素材填充
This commit is contained in:
@@ -82,6 +82,16 @@ MonoBehaviour:
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: dc2e1a393256c414d88652162e05b699
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m_Address: "Animation/\u9152\u5427\u533B\u751F"
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: af92c8803a884704093ca4bd3cdb30b8
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m_Address: "Animation/\u9152\u5427\u706B\u5C71"
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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m_ReadOnly: 0
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m_Settings: {fileID: 11400000, guid: 77169ce22e430f64fb36c771815a4a7b, type: 2}
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m_SchemaSet:
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 203b6470a52cede43824c2b766b89464
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 1b33e012f04c4b66890fad3401d1abd1
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timeCreated: 1765258694
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@@ -0,0 +1,11 @@
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using UnityEngine;
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public class CNNameAttribute : PropertyAttribute
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{
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public string Name;
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public CNNameAttribute(string name)
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{
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this.Name = name;
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 251a6a4e8eda4e9bbfa088b9a34b0e7b
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timeCreated: 1765258702
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 108f43113da2467789e5bef2327add79
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timeCreated: 1765215242
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@@ -0,0 +1,39 @@
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using UnityEngine;
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using UnityEditor;
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[CustomPropertyDrawer(typeof(CNNameAttribute))]
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public class CNNameDrawer : PropertyDrawer
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{
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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// 1. 获取特性中的中文名
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CNNameAttribute attr = (CNNameAttribute)attribute;
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// 2. 替换原本的 Label
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GUIContent newLabel = new GUIContent(attr.Name, label.tooltip);
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// 3. 绘制属性(使用中文名)
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EditorGUI.PropertyField(position, property, newLabel, true);
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// 4. 绘制变量原名(灰色小字,显示在 Label 区域的右侧)
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// 计算 Label 的区域
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float labelWidth = EditorGUIUtility.labelWidth;
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Rect labelRect = new Rect(position.x, position.y, labelWidth, position.height);
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// 设置小字样式
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GUIStyle subStyle = new GUIStyle(EditorStyles.miniLabel);
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subStyle.normal.textColor = new Color(0.5f, 0.5f, 0.5f, 0.6f); // 半透明灰色
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subStyle.alignment = TextAnchor.MiddleRight; // 右对齐
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subStyle.fontSize = 9;
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subStyle.padding = new RectOffset(0, 2, 0, 0); //稍微留点边距
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// 绘制变量名 (例如: "maxHP")
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GUI.Label(labelRect, property.name, subStyle);
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}
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public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
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{
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return EditorGUI.GetPropertyHeight(property, label);
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 0c0f975bcc144b9187928b83dc9aaeac
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timeCreated: 1765258716
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@@ -0,0 +1,164 @@
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using UnityEngine;
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using UnityEditor;
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using System;
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using System.Linq;
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using System.Collections.Generic;
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[CustomEditor(typeof(SOEditorConfig))]
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public class SOEditorConfigEditor : Editor
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{
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private SerializedProperty _typeNamesProp;
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private string _searchText = "";
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private void OnEnable()
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{
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_typeNamesProp = serializedObject.FindProperty("targetTypeNames");
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}
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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SOEditorConfig config = (SOEditorConfig)target;
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GUILayout.Label("已管理的 SO 类型:", EditorStyles.boldLabel);
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// === 1. 绘制已添加的类型列表 ===
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EditorGUILayout.BeginVertical("box");
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for (int i = 0; i < _typeNamesProp.arraySize; i++)
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{
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SerializedProperty prop = _typeNamesProp.GetArrayElementAtIndex(i);
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string typeName = prop.stringValue;
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EditorGUILayout.BeginHorizontal();
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{
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GUILayout.Label($"{i + 1}. {typeName}", EditorStyles.label);
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if (GUILayout.Button(EditorGUIUtility.IconContent("TreeEditor.Trash"), EditorStyles.iconButton, GUILayout.Width(25)))
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{
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_typeNamesProp.DeleteArrayElementAtIndex(i);
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break;
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}
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}
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EditorGUILayout.EndHorizontal();
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}
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if (_typeNamesProp.arraySize == 0)
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{
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GUILayout.Label("暂无类型,请添加", EditorStyles.centeredGreyMiniLabel);
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}
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EditorGUILayout.EndVertical();
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GUILayout.Space(10);
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// === 2. 拖拽区域 (核心修改) ===
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DrawDragDropArea();
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GUILayout.Space(10);
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// === 3. 搜索添加 ===
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GUILayout.Label("或者:搜索添加", EditorStyles.boldLabel);
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EditorGUILayout.BeginHorizontal();
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_searchText = EditorGUILayout.TextField(_searchText, EditorStyles.toolbarSearchField);
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if (GUILayout.Button("搜索", GUILayout.Width(60)))
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{
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ShowTypeSelectorMenu(config);
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}
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EditorGUILayout.EndHorizontal();
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serializedObject.ApplyModifiedProperties();
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}
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private void DrawDragDropArea()
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{
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// 绘制一个虚线框区域
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Rect dropArea = GUILayoutUtility.GetRect(0.0f, 60.0f, GUILayout.ExpandWidth(true));
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GUI.Box(dropArea, "\n拖拽文件到这里添加\n(支持 .cs 脚本 或 .asset 资源)", EditorStyles.helpBox);
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Event evt = Event.current;
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if (evt.type == EventType.DragUpdated || evt.type == EventType.DragPerform)
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{
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if (!dropArea.Contains(evt.mousePosition)) return;
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DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
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if (evt.type == EventType.DragPerform)
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{
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DragAndDrop.AcceptDrag();
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foreach (UnityEngine.Object dragged_object in DragAndDrop.objectReferences)
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{
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Type typeToAdd = null;
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// 情况 A: 拖入的是 .cs 脚本文件
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if (dragged_object is MonoScript script)
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{
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typeToAdd = script.GetClass();
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}
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// 情况 B: 拖入的是 .asset 资源实例 (比如 New Tank.asset)
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else if (dragged_object is ScriptableObject soInstance)
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{
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// 直接获取这个实例的类型
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typeToAdd = soInstance.GetType();
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}
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// 执行添加逻辑
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if (typeToAdd != null)
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{
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// 过滤掉 Config 本身,防止把自己加进去
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if (typeToAdd == typeof(SOEditorConfig)) continue;
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if (typeToAdd.IsSubclassOf(typeof(ScriptableObject)))
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{
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AddType(typeToAdd.FullName);
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}
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}
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}
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}
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}
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}
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private void ShowTypeSelectorMenu(SOEditorConfig config)
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{
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GenericMenu menu = new GenericMenu();
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var allSoTypes = TypeCache.GetTypesDerivedFrom<ScriptableObject>()
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.Where(t => !t.IsAbstract && !t.IsGenericType && !t.Namespace.StartsWith("Unity") && !t.Namespace.StartsWith("UnityEditor"))
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.OrderBy(t => t.Name);
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foreach (var type in allSoTypes)
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{
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if (!string.IsNullOrEmpty(_searchText) && !type.Name.ToLower().Contains(_searchText.ToLower()))
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continue;
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string menuPath = string.IsNullOrEmpty(type.Namespace) ? type.Name : $"{type.Namespace}/{type.Name}";
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menu.AddItem(new GUIContent(menuPath), config.targetTypeNames.Contains(type.FullName), () => { AddType(type.FullName); });
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}
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menu.ShowAsContext();
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}
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private void AddType(string typeFullName)
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{
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serializedObject.Update();
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bool exists = false;
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for (int i = 0; i < _typeNamesProp.arraySize; i++)
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{
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if (_typeNamesProp.GetArrayElementAtIndex(i).stringValue == typeFullName)
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{
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exists = true;
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break;
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}
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}
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if (!exists)
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{
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_typeNamesProp.InsertArrayElementAtIndex(_typeNamesProp.arraySize);
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_typeNamesProp.GetArrayElementAtIndex(_typeNamesProp.arraySize - 1).stringValue = typeFullName;
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serializedObject.ApplyModifiedProperties();
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}
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}
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||||
}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 45f4877471fd47efb465a700a6869eb4
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timeCreated: 1765219950
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@@ -0,0 +1,422 @@
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using UnityEngine;
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using UnityEditor;
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using System.Collections.Generic;
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using System;
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using System.Linq;
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public class UniversalSOManager : EditorWindow
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{
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// === 布局常量 ===
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private const float SIDEBAR_WIDTH = 160f;
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private const float ASSET_LIST_WIDTH = 220f;
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// === 核心数据 ===
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private SOEditorConfig _config;
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private Type _selectedType; // 现在直接存 Type,不再存 MonoScript
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// === 列表与编辑 ===
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private List<ScriptableObject> _assetList = new List<ScriptableObject>();
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private ScriptableObject _selectedAsset;
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private Editor _cachedEditor;
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// === 状态 ===
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private string _searchRootPath = "Assets/SOGameData";
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private Vector2 _scrollPosTypes;
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private Vector2 _scrollPosAssets;
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private Vector2 _scrollPosInspector;
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private string _searchString = "";
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private string _newAssetName = "";
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[MenuItem("Tools/万能SO编辑器 (Universal SO Manager)")]
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public static void ShowWindow()
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{
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GetWindow<UniversalSOManager>("SO Manager");
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}
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private void OnEnable()
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{
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string configPath = EditorPrefs.GetString("UniversalSOManager_ConfigPath", "");
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if (!string.IsNullOrEmpty(configPath))
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{
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_config = AssetDatabase.LoadAssetAtPath<SOEditorConfig>(configPath);
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}
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}
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private void OnDisable()
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{
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if (_cachedEditor != null) DestroyImmediate(_cachedEditor);
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if (_config != null)
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{
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EditorPrefs.SetString("UniversalSOManager_ConfigPath", AssetDatabase.GetAssetPath(_config));
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}
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}
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private void OnGUI()
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{
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DrawTopGlobalBar();
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if (_config == null)
|
||||
{
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DrawEmptyState();
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return;
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}
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EditorGUILayout.BeginHorizontal();
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{
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DrawSidebar();
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EditorGUILayout.BeginVertical();
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||||
{
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DrawTypeOperationHeader();
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EditorGUILayout.BeginHorizontal();
|
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{
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DrawAssetList();
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DrawInspector();
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}
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EditorGUILayout.EndHorizontal();
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}
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EditorGUILayout.EndVertical();
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}
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EditorGUILayout.EndHorizontal();
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}
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// ------------------------------------------------------------------------
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// UI 绘制函数
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// ------------------------------------------------------------------------
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private void DrawTopGlobalBar()
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{
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EditorGUILayout.BeginHorizontal("box", GUILayout.Height(30));
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{
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GUILayout.Label("资源路径:", GUILayout.Width(60));
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_searchRootPath = EditorGUILayout.TextField(_searchRootPath, GUILayout.Width(150));
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if (GUILayout.Button("...", EditorStyles.miniButton, GUILayout.Width(25)))
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{
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string path = EditorUtility.OpenFolderPanel("选择根目录", Application.dataPath, "");
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if (!string.IsNullOrEmpty(path) && path.StartsWith(Application.dataPath))
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{
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_searchRootPath = "Assets" + path.Substring(Application.dataPath.Length);
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RefreshAssetList();
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}
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}
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GUILayout.Space(20);
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GUILayout.Label("Config文件:", GUILayout.Width(70));
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EditorGUI.BeginChangeCheck();
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_config = (SOEditorConfig)EditorGUILayout.ObjectField(_config, typeof(SOEditorConfig), false, GUILayout.Width(200));
|
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if (EditorGUI.EndChangeCheck())
|
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{
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_selectedType = null;
|
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_assetList.Clear();
|
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_selectedAsset = null;
|
||||
GUIUtility.ExitGUI();
|
||||
}
|
||||
|
||||
// 快捷编辑 Config 按钮
|
||||
if (_config != null)
|
||||
{
|
||||
if (GUILayout.Button("编辑Config", EditorStyles.miniButton, GUILayout.Width(80)))
|
||||
{
|
||||
Selection.activeObject = _config;
|
||||
}
|
||||
}
|
||||
|
||||
GUILayout.FlexibleSpace();
|
||||
|
||||
if (GUILayout.Button("强制刷新", EditorStyles.toolbarButton, GUILayout.Width(80)))
|
||||
{
|
||||
AssetDatabase.Refresh();
|
||||
RefreshAssetList();
|
||||
}
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
private void DrawSidebar()
|
||||
{
|
||||
EditorGUILayout.BeginVertical("box", GUILayout.Width(SIDEBAR_WIDTH), GUILayout.ExpandHeight(true));
|
||||
|
||||
GUILayout.Label("SO 种类", EditorStyles.boldLabel);
|
||||
GUILayout.Space(5);
|
||||
|
||||
_scrollPosTypes = EditorGUILayout.BeginScrollView(_scrollPosTypes);
|
||||
|
||||
if (_config != null && _config.targetTypeNames != null)
|
||||
{
|
||||
foreach (var typeName in _config.targetTypeNames)
|
||||
{
|
||||
// 解析类型
|
||||
Type type = GetTypeByName(typeName);
|
||||
|
||||
if (type == null)
|
||||
{
|
||||
// 类型丢失(可能代码改名了)
|
||||
GUI.color = Color.red;
|
||||
GUILayout.Label($"丢失: {typeName}");
|
||||
GUI.color = Color.white;
|
||||
continue;
|
||||
}
|
||||
|
||||
bool isSelected = (_selectedType == type);
|
||||
if (isSelected) GUI.backgroundColor = new Color(0.6f, 0.8f, 1f);
|
||||
|
||||
// 使用短名显示,但在 Tooltip 显示全名
|
||||
if (GUILayout.Button(new GUIContent(type.Name, type.FullName), EditorStyles.miniButton, GUILayout.Height(28)))
|
||||
{
|
||||
SelectType(type);
|
||||
}
|
||||
|
||||
GUI.backgroundColor = Color.white;
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
EditorGUILayout.EndVertical();
|
||||
}
|
||||
|
||||
private void DrawTypeOperationHeader()
|
||||
{
|
||||
EditorGUILayout.BeginVertical("box", GUILayout.Height(60), GUILayout.ExpandWidth(true));
|
||||
|
||||
string title = _selectedType != null ? _selectedType.Name : "请选择种类";
|
||||
GUILayout.Label($"当前操作: {title}", EditorStyles.boldLabel);
|
||||
|
||||
GUILayout.Space(5);
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
{
|
||||
GUILayout.Label("搜索:", GUILayout.Width(40));
|
||||
string newSearch = EditorGUILayout.TextField(_searchString, EditorStyles.toolbarSearchField, GUILayout.Width(200));
|
||||
if (newSearch != _searchString)
|
||||
{
|
||||
_searchString = newSearch;
|
||||
RefreshAssetList();
|
||||
}
|
||||
|
||||
GUILayout.FlexibleSpace();
|
||||
|
||||
GUILayout.Label("新名称:", GUILayout.Width(50));
|
||||
_newAssetName = EditorGUILayout.TextField(_newAssetName, GUILayout.Width(150));
|
||||
|
||||
EditorGUI.BeginDisabledGroup(_selectedType == null);
|
||||
if (GUILayout.Button("新增 (Create)", EditorStyles.miniButtonRight, GUILayout.Width(100)))
|
||||
{
|
||||
CreateAsset();
|
||||
}
|
||||
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
EditorGUILayout.EndVertical();
|
||||
}
|
||||
|
||||
private void DrawAssetList()
|
||||
{
|
||||
EditorGUILayout.BeginVertical("box", GUILayout.Width(ASSET_LIST_WIDTH), GUILayout.ExpandHeight(true));
|
||||
|
||||
GUILayout.Label("资源列表", EditorStyles.miniLabel);
|
||||
|
||||
_scrollPosAssets = EditorGUILayout.BeginScrollView(_scrollPosAssets);
|
||||
|
||||
if (_assetList != null)
|
||||
{
|
||||
for (int i = 0; i < _assetList.Count; i++)
|
||||
{
|
||||
var asset = _assetList[i];
|
||||
if (asset == null) continue;
|
||||
|
||||
EditorGUILayout.BeginHorizontal("box");
|
||||
{
|
||||
if (_selectedAsset == asset) GUI.backgroundColor = Color.green;
|
||||
|
||||
if (GUILayout.Button(asset.name, EditorStyles.label, GUILayout.Height(22)))
|
||||
{
|
||||
SelectAsset(asset);
|
||||
}
|
||||
|
||||
GUI.backgroundColor = Color.white;
|
||||
|
||||
if (GUILayout.Button(EditorGUIUtility.IconContent("d_ViewToolOrbit"), EditorStyles.iconButton, GUILayout.Width(22)))
|
||||
EditorGUIUtility.PingObject(asset);
|
||||
|
||||
if (GUILayout.Button(EditorGUIUtility.IconContent("d_TreeEditor.Duplicate"), EditorStyles.iconButton, GUILayout.Width(22)))
|
||||
DuplicateAsset(asset);
|
||||
|
||||
if (GUILayout.Button(EditorGUIUtility.IconContent("TreeEditor.Trash"), EditorStyles.iconButton, GUILayout.Width(22)))
|
||||
{
|
||||
if (EditorUtility.DisplayDialog("删除确认", $"确定删除 {asset.name} 吗?", "删除", "取消"))
|
||||
{
|
||||
DeleteAsset(asset);
|
||||
GUIUtility.ExitGUI();
|
||||
}
|
||||
}
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
EditorGUILayout.EndVertical();
|
||||
}
|
||||
|
||||
private void DrawInspector()
|
||||
{
|
||||
EditorGUILayout.BeginVertical("box", GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(true));
|
||||
|
||||
if (_selectedAsset != null)
|
||||
{
|
||||
GUILayout.Label("属性编辑", EditorStyles.boldLabel);
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
GUILayout.Label("文件名:", GUILayout.Width(50));
|
||||
string newName = EditorGUILayout.DelayedTextField(_selectedAsset.name);
|
||||
if (newName != _selectedAsset.name) RenameAsset(_selectedAsset, newName);
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
GUILayout.Space(10);
|
||||
|
||||
_scrollPosInspector = EditorGUILayout.BeginScrollView(_scrollPosInspector);
|
||||
|
||||
if (_cachedEditor == null || _cachedEditor.target != _selectedAsset)
|
||||
{
|
||||
if (_cachedEditor != null) DestroyImmediate(_cachedEditor);
|
||||
_cachedEditor = Editor.CreateEditor(_selectedAsset);
|
||||
}
|
||||
|
||||
if (_cachedEditor != null)
|
||||
{
|
||||
EditorGUI.BeginChangeCheck();
|
||||
_cachedEditor.OnInspectorGUI();
|
||||
if (EditorGUI.EndChangeCheck()) EditorUtility.SetDirty(_selectedAsset);
|
||||
}
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
}
|
||||
else
|
||||
{
|
||||
GUILayout.FlexibleSpace();
|
||||
GUILayout.Label("<< 请选择资源", EditorStyles.centeredGreyMiniLabel);
|
||||
GUILayout.FlexibleSpace();
|
||||
}
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
}
|
||||
|
||||
private void DrawEmptyState()
|
||||
{
|
||||
EditorGUILayout.BeginVertical();
|
||||
GUILayout.FlexibleSpace();
|
||||
EditorGUILayout.HelpBox("请在顶部指定一个 SOEditorConfig 配置文件。", MessageType.Info);
|
||||
GUILayout.FlexibleSpace();
|
||||
EditorGUILayout.EndVertical();
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------
|
||||
// 逻辑处理
|
||||
// ------------------------------------------------------------------------
|
||||
|
||||
// 辅助:从字符串获取类型 (遍历所有程序集)
|
||||
private Type GetTypeByName(string fullName)
|
||||
{
|
||||
foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
|
||||
{
|
||||
var type = assembly.GetType(fullName);
|
||||
if (type != null) return type;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private void SelectType(Type type)
|
||||
{
|
||||
_selectedType = type;
|
||||
_selectedAsset = null;
|
||||
_newAssetName = "New " + type.Name;
|
||||
RefreshAssetList();
|
||||
}
|
||||
|
||||
private void SelectAsset(ScriptableObject asset)
|
||||
{
|
||||
_selectedAsset = asset;
|
||||
GUI.FocusControl(null);
|
||||
}
|
||||
|
||||
private void RefreshAssetList()
|
||||
{
|
||||
if (_selectedType == null) return;
|
||||
_assetList.Clear();
|
||||
|
||||
// 查找资源
|
||||
string[] guids = AssetDatabase.FindAssets($"t:{_selectedType.Name}", new[] { _searchRootPath });
|
||||
|
||||
foreach (var guid in guids)
|
||||
{
|
||||
string path = AssetDatabase.GUIDToAssetPath(guid);
|
||||
var asset = AssetDatabase.LoadAssetAtPath<ScriptableObject>(path);
|
||||
|
||||
// 严格类型检查 (支持继承)
|
||||
if (asset != null && _selectedType.IsAssignableFrom(asset.GetType()))
|
||||
{
|
||||
if (string.IsNullOrEmpty(_searchString) || asset.name.ToLower().Contains(_searchString.ToLower()))
|
||||
{
|
||||
_assetList.Add(asset);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
_assetList.Sort((a, b) => string.Compare(a.name, b.name, StringComparison.Ordinal));
|
||||
}
|
||||
|
||||
private void CreateAsset()
|
||||
{
|
||||
if (_selectedType == null) return;
|
||||
|
||||
string targetFolder = $"{_searchRootPath}/{_selectedType.Name}";
|
||||
if (!AssetDatabase.IsValidFolder(targetFolder))
|
||||
{
|
||||
if (AssetDatabase.IsValidFolder(_searchRootPath))
|
||||
AssetDatabase.CreateFolder(_searchRootPath, _selectedType.Name);
|
||||
else
|
||||
targetFolder = _searchRootPath;
|
||||
}
|
||||
|
||||
string fullPath = $"{targetFolder}/{_newAssetName}.asset";
|
||||
fullPath = AssetDatabase.GenerateUniqueAssetPath(fullPath);
|
||||
|
||||
var instance = ScriptableObject.CreateInstance(_selectedType);
|
||||
AssetDatabase.CreateAsset(instance, fullPath);
|
||||
AssetDatabase.SaveAssets();
|
||||
|
||||
AssetDatabase.Refresh();
|
||||
RefreshAssetList();
|
||||
SelectAsset(instance);
|
||||
}
|
||||
|
||||
private void DuplicateAsset(ScriptableObject asset)
|
||||
{
|
||||
string path = AssetDatabase.GetAssetPath(asset);
|
||||
string newPath = AssetDatabase.GenerateUniqueAssetPath(path);
|
||||
AssetDatabase.CopyAsset(path, newPath);
|
||||
AssetDatabase.SaveAssets();
|
||||
RefreshAssetList();
|
||||
}
|
||||
|
||||
private void DeleteAsset(ScriptableObject asset)
|
||||
{
|
||||
string path = AssetDatabase.GetAssetPath(asset);
|
||||
AssetDatabase.DeleteAsset(path);
|
||||
AssetDatabase.SaveAssets();
|
||||
if (_selectedAsset == asset) _selectedAsset = null;
|
||||
RefreshAssetList();
|
||||
}
|
||||
|
||||
private void RenameAsset(ScriptableObject asset, string newName)
|
||||
{
|
||||
string path = AssetDatabase.GetAssetPath(asset);
|
||||
AssetDatabase.RenameAsset(path, newName);
|
||||
AssetDatabase.SaveAssets();
|
||||
RefreshAssetList();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 70dc192513964637860b748b8957f0f6
|
||||
timeCreated: 1765215245
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7c22e204a4c845268592ac59ecdc4b52
|
||||
timeCreated: 1765259304
|
||||
@@ -0,0 +1,16 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
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m_CorrespondingSourceObject: {fileID: 0}
|
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m_PrefabInstance: {fileID: 0}
|
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m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: b9d2ad94e1454d91833b3134b5c927bd, type: 3}
|
||||
m_Name: ExampleConfig
|
||||
m_EditorClassIdentifier:
|
||||
targetTypeNames:
|
||||
- WeaponConfig
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
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guid: cd879080496a8eb47bee4af200e048ba
|
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NativeFormatImporter:
|
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externalObjects: {}
|
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mainObjectFileID: 11400000
|
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userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,7 @@
|
||||
using UnityEngine;
|
||||
|
||||
[CreateAssetMenu(fileName = "NewWeapon", menuName = "SOConfig/Weapon")]
|
||||
public class WeaponConfig : ScriptableObject
|
||||
{
|
||||
[Header("武器")] [CNName("武器名称")] public int weaponName;
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ca7dfd64ca684b00b235658f84d4206d
|
||||
timeCreated: 1765259314
|
||||
@@ -0,0 +1,9 @@
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
|
||||
[CreateAssetMenu(fileName = "SOEditorConfig", menuName = "Tools/SO编辑器配置 (Config)")]
|
||||
public class SOEditorConfig : ScriptableObject
|
||||
{
|
||||
// 存储类型的全名 (例如 "MyGame.TankEngine")
|
||||
public List<string> targetTypeNames = new List<string>();
|
||||
}
|
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@@ -0,0 +1,3 @@
|
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fileFormatVersion: 2
|
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guid: b9d2ad94e1454d91833b3134b5c927bd
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timeCreated: 1765218978
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 25bf96c04a9cfec4da0f5729a1dd995d
|
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folderAsset: yes
|
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DefaultImporter:
|
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externalObjects: {}
|
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userData:
|
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assetBundleName:
|
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assetBundleVariant:
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: dd9eb0eb368ae0c4aaa33c378df1d244
|
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folderAsset: yes
|
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DefaultImporter:
|
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externalObjects: {}
|
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userData:
|
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assetBundleName:
|
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assetBundleVariant:
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Binary file not shown.
@@ -0,0 +1,308 @@
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fileFormatVersion: 2
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guid: 98eeb56f1f70c8043b61ccd9b1453203
|
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ScriptedImporter:
|
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internalIDToNameTable: []
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externalObjects: {}
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serializedVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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script: {fileID: 11500000, guid: 62a9f0aa5b59740cfbadc7e5f9823bb0, type: 3}
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textureImporterSettings:
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mipMapsPreserveCoverage: 0
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mipMapFadeDistanceEnd: 3
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spritePixelsToUnits: 21.5
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spriteGenerateFallbackPhysicsShape: 0
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lightmap: 0
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platformSettingsDirtyTick: 639008263831281129
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textureAssetName:
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spriteID:
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spriteBone: []
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spriteOutline: []
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vertices: []
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spritePhysicsOutline: []
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indices:
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uvTransform: {x: 0, y: 0}
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animatedSpriteImportData:
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originalName:
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border: {x: 0, y: 0, z: 0, w: 0}
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rect:
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spritePhysicsOutline: []
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Reference in New Issue
Block a user