diff --git a/Assets/AddressableAssetsData/AssetGroups/Actor Resources.asset b/Assets/AddressableAssetsData/AssetGroups/Actor Resources.asset index 7b644016b..990b906bc 100644 --- a/Assets/AddressableAssetsData/AssetGroups/Actor Resources.asset +++ b/Assets/AddressableAssetsData/AssetGroups/Actor Resources.asset @@ -82,6 +82,16 @@ MonoBehaviour: m_ReadOnly: 0 m_SerializedLabels: [] FlaggedDuringContentUpdateRestriction: 0 + - m_GUID: dc2e1a393256c414d88652162e05b699 + m_Address: "Animation/\u9152\u5427\u533B\u751F" + m_ReadOnly: 0 + m_SerializedLabels: [] + FlaggedDuringContentUpdateRestriction: 0 + - m_GUID: af92c8803a884704093ca4bd3cdb30b8 + m_Address: "Animation/\u9152\u5427\u706B\u5C71" + m_ReadOnly: 0 + m_SerializedLabels: [] + FlaggedDuringContentUpdateRestriction: 0 m_ReadOnly: 0 m_Settings: {fileID: 11400000, guid: 77169ce22e430f64fb36c771815a4a7b, type: 2} m_SchemaSet: diff --git a/Assets/AddressableAssetsData/AssetGroups/Art Resources.asset b/Assets/AddressableAssetsData/AssetGroups/Art Resources.asset index a477477f0..43687d602 100644 --- a/Assets/AddressableAssetsData/AssetGroups/Art Resources.asset +++ b/Assets/AddressableAssetsData/AssetGroups/Art Resources.asset @@ -87,6 +87,11 @@ MonoBehaviour: m_ReadOnly: 0 m_SerializedLabels: [] FlaggedDuringContentUpdateRestriction: 0 + - m_GUID: c0724ae6698e0454da14fa5f9e87918a + m_Address: "BlockShape/\u6761\u72B6" + m_ReadOnly: 0 + m_SerializedLabels: [] + FlaggedDuringContentUpdateRestriction: 0 m_ReadOnly: 0 m_Settings: {fileID: 11400000, guid: 77169ce22e430f64fb36c771815a4a7b, type: 2} m_SchemaSet: diff --git a/Assets/AddressableAssetsData/AssetGroups/Prefabs.asset b/Assets/AddressableAssetsData/AssetGroups/Prefabs.asset index 5728902ef..920f20836 100644 --- a/Assets/AddressableAssetsData/AssetGroups/Prefabs.asset +++ b/Assets/AddressableAssetsData/AssetGroups/Prefabs.asset @@ -82,6 +82,16 @@ MonoBehaviour: m_ReadOnly: 0 m_SerializedLabels: [] FlaggedDuringContentUpdateRestriction: 0 + - m_GUID: 03e5e9a1437535042ae48b2ba034dd93 + m_Address: BlockShape + m_ReadOnly: 0 + m_SerializedLabels: [] + FlaggedDuringContentUpdateRestriction: 0 + - m_GUID: f0804046fd11f7a4a8f27886f2bd3cb0 + m_Address: ShapeCreateButton + m_ReadOnly: 0 + m_SerializedLabels: [] + FlaggedDuringContentUpdateRestriction: 0 m_ReadOnly: 0 m_Settings: {fileID: 11400000, guid: 77169ce22e430f64fb36c771815a4a7b, type: 2} m_SchemaSet: diff --git a/Assets/Editor/Inspector/BlockShapeEditor.cs b/Assets/Editor/Inspector/BlockShapeEditor.cs new file mode 100644 index 000000000..021b9e91f --- /dev/null +++ b/Assets/Editor/Inspector/BlockShapeEditor.cs @@ -0,0 +1,27 @@ +using UnityEditor; +using UnityEngine; + +namespace AibisDream.SystemEditor +{ + [CustomEditor(typeof(BlockShape))] + public class BlockShapeEditor : Editor + { + public override void OnInspectorGUI() + { + base.OnInspectorGUI(); + + var example = (BlockShape)target; + EditorGUILayout.BeginHorizontal(); + // 增加绘制形状和保存形状按钮 + if (GUILayout.Button("绘制")) + { + example.DrawShape(); + } + if (GUILayout.Button("保存")) + { + example.SaveShape(); + } + EditorGUILayout.EndHorizontal(); + } + } +} \ No newline at end of file diff --git a/Assets/Editor/Inspector/BlockShapeEditor.cs.meta b/Assets/Editor/Inspector/BlockShapeEditor.cs.meta new file mode 100644 index 000000000..6ab775eca --- /dev/null +++ b/Assets/Editor/Inspector/BlockShapeEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 73fc356b22fa6a147be7a2eb9c78f123 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Editor/MenuItem.meta b/Assets/Editor/MenuItem.meta new file mode 100644 index 000000000..109984dae --- /dev/null +++ b/Assets/Editor/MenuItem.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d6d1e89d1670e074a9f74578cfc6bc00 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Editor/MenuItem/BlockPuzzleMenuItemCreator.cs b/Assets/Editor/MenuItem/BlockPuzzleMenuItemCreator.cs new file mode 100644 index 000000000..75a8570d0 --- /dev/null +++ b/Assets/Editor/MenuItem/BlockPuzzleMenuItemCreator.cs @@ -0,0 +1,27 @@ +using UnityEditor; +using UnityEngine; + +namespace AibisDream.SystemEditor +{ + public static class BlockPuzzleMenuItemCreator + { + private const string BLOCK_SHAPE_PREFAB_PATH = "Assets/Prefabs/BlockPuzzle/BlockShape.prefab"; + + [MenuItem("GameObject/Block Puzzle/Shape")] + public static BlockShape CreateBlockPuzzleShape() + { + var prefabAsset =AssetDatabase.LoadAssetAtPath(BLOCK_SHAPE_PREFAB_PATH); + if (prefabAsset == null) + { + throw new System.InvalidOperationException( + $"Can't create a new Block Shape: Can't find the prefab to create a Block Shape from." + ); + } + + var instantiatedPrefab = (GameObject)PrefabUtility.InstantiatePrefab(prefabAsset); + PrefabUtility.UnpackPrefabInstance(instantiatedPrefab, PrefabUnpackMode.Completely, InteractionMode.UserAction); + return instantiatedPrefab.GetComponent(); + } + } +} + diff --git a/Assets/Editor/MenuItem/BlockPuzzleMenuItemCreator.cs.meta b/Assets/Editor/MenuItem/BlockPuzzleMenuItemCreator.cs.meta new file mode 100644 index 000000000..2f5655a27 --- /dev/null +++ b/Assets/Editor/MenuItem/BlockPuzzleMenuItemCreator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 71b77fc2d917b61489a45c2a36d5d049 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Font/Assets/字魂像素积木体(商用需授权) SDF.asset b/Assets/Font/Assets/字魂像素积木体(商用需授权) SDF.asset index 46b566e24..0a5dea853 100644 --- a/Assets/Font/Assets/字魂像素积木体(商用需授权) SDF.asset +++ b/Assets/Font/Assets/字魂像素积木体(商用需授权) SDF.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:a560662cd717e21848ea6c188eddc71bf0d673c100bd17d2d49910e85a99bc5b -size 2131741 +oid sha256:d720c6d148a8cb33dae5dc84485a654be7bb230fb665a24242aea37a7425e4dc +size 2132271 diff --git a/Assets/Language/UIText/UIText_zh-Hans.asset b/Assets/Language/UIText/UIText_zh-Hans.asset index df174b5f0..270bd717d 100644 --- a/Assets/Language/UIText/UIText_zh-Hans.asset +++ b/Assets/Language/UIText/UIText_zh-Hans.asset @@ -24,7 +24,7 @@ MonoBehaviour: m_Metadata: m_Items: [] - m_Id: 22296654778368 - m_Localized: "\u7231&\u673A\u5668\u4EBA\\n\u7EF4\u4FEE\u6280\u672F" + m_Localized: "\u7231\u4E0E\u673A\u5668\u4EBA\\n\u7EF4\u4FEE\u6280\u672F" m_Metadata: m_Items: - rid: 7917695939544875419 diff --git a/Assets/Plugins/SOEditorTool.meta b/Assets/Plugins/SOEditorTool.meta new file mode 100644 index 000000000..c54f0f741 --- /dev/null +++ b/Assets/Plugins/SOEditorTool.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 203b6470a52cede43824c2b766b89464 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/SOEditorTool/Attributes.meta b/Assets/Plugins/SOEditorTool/Attributes.meta new file mode 100644 index 000000000..b15bb3079 --- /dev/null +++ b/Assets/Plugins/SOEditorTool/Attributes.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 1b33e012f04c4b66890fad3401d1abd1 +timeCreated: 1765258694 \ No newline at end of file diff --git a/Assets/Plugins/SOEditorTool/Attributes/CNNameAttribute.cs b/Assets/Plugins/SOEditorTool/Attributes/CNNameAttribute.cs new file mode 100644 index 000000000..76a5c2185 --- /dev/null +++ b/Assets/Plugins/SOEditorTool/Attributes/CNNameAttribute.cs @@ -0,0 +1,11 @@ +using UnityEngine; + +public class CNNameAttribute : PropertyAttribute +{ + public string Name; + + public CNNameAttribute(string name) + { + this.Name = name; + } +} \ No newline at end of file diff --git a/Assets/Plugins/SOEditorTool/Attributes/CNNameAttribute.cs.meta b/Assets/Plugins/SOEditorTool/Attributes/CNNameAttribute.cs.meta new file mode 100644 index 000000000..0e8b3cd27 --- /dev/null +++ b/Assets/Plugins/SOEditorTool/Attributes/CNNameAttribute.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 251a6a4e8eda4e9bbfa088b9a34b0e7b +timeCreated: 1765258702 \ No newline at end of file diff --git a/Assets/Plugins/SOEditorTool/Editor.meta b/Assets/Plugins/SOEditorTool/Editor.meta new file mode 100644 index 000000000..1f8d685dd --- /dev/null +++ b/Assets/Plugins/SOEditorTool/Editor.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 108f43113da2467789e5bef2327add79 +timeCreated: 1765215242 \ No newline at end of file diff --git a/Assets/Plugins/SOEditorTool/Editor/CNNameDrawer.cs b/Assets/Plugins/SOEditorTool/Editor/CNNameDrawer.cs new file mode 100644 index 000000000..4e2e70387 --- /dev/null +++ b/Assets/Plugins/SOEditorTool/Editor/CNNameDrawer.cs @@ -0,0 +1,39 @@ +using UnityEngine; +using UnityEditor; + + +[CustomPropertyDrawer(typeof(CNNameAttribute))] +public class CNNameDrawer : PropertyDrawer +{ + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + // 1. 获取特性中的中文名 + CNNameAttribute attr = (CNNameAttribute)attribute; + + // 2. 替换原本的 Label + GUIContent newLabel = new GUIContent(attr.Name, label.tooltip); + + // 3. 绘制属性(使用中文名) + EditorGUI.PropertyField(position, property, newLabel, true); + + // 4. 绘制变量原名(灰色小字,显示在 Label 区域的右侧) + // 计算 Label 的区域 + float labelWidth = EditorGUIUtility.labelWidth; + Rect labelRect = new Rect(position.x, position.y, labelWidth, position.height); + + // 设置小字样式 + GUIStyle subStyle = new GUIStyle(EditorStyles.miniLabel); + subStyle.normal.textColor = new Color(0.5f, 0.5f, 0.5f, 0.6f); // 半透明灰色 + subStyle.alignment = TextAnchor.MiddleRight; // 右对齐 + subStyle.fontSize = 9; + subStyle.padding = new RectOffset(0, 2, 0, 0); //稍微留点边距 + + // 绘制变量名 (例如: "maxHP") + GUI.Label(labelRect, property.name, subStyle); + } + + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + return EditorGUI.GetPropertyHeight(property, label); + } +} \ No newline at end of file diff --git a/Assets/Plugins/SOEditorTool/Editor/CNNameDrawer.cs.meta b/Assets/Plugins/SOEditorTool/Editor/CNNameDrawer.cs.meta new file mode 100644 index 000000000..b8e65c120 --- /dev/null +++ b/Assets/Plugins/SOEditorTool/Editor/CNNameDrawer.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 0c0f975bcc144b9187928b83dc9aaeac +timeCreated: 1765258716 \ No newline at end of file diff --git a/Assets/Plugins/SOEditorTool/Editor/SOEditorConfigEditor.cs b/Assets/Plugins/SOEditorTool/Editor/SOEditorConfigEditor.cs new file mode 100644 index 000000000..9714128f2 --- /dev/null +++ b/Assets/Plugins/SOEditorTool/Editor/SOEditorConfigEditor.cs @@ -0,0 +1,164 @@ +using UnityEngine; +using UnityEditor; +using System; +using System.Linq; +using System.Collections.Generic; + +[CustomEditor(typeof(SOEditorConfig))] +public class SOEditorConfigEditor : Editor +{ + private SerializedProperty _typeNamesProp; + private string _searchText = ""; + + private void OnEnable() + { + _typeNamesProp = serializedObject.FindProperty("targetTypeNames"); + } + + public override void OnInspectorGUI() + { + serializedObject.Update(); + + SOEditorConfig config = (SOEditorConfig)target; + + GUILayout.Label("已管理的 SO 类型:", EditorStyles.boldLabel); + + // === 1. 绘制已添加的类型列表 === + EditorGUILayout.BeginVertical("box"); + for (int i = 0; i < _typeNamesProp.arraySize; i++) + { + SerializedProperty prop = _typeNamesProp.GetArrayElementAtIndex(i); + string typeName = prop.stringValue; + + EditorGUILayout.BeginHorizontal(); + { + GUILayout.Label($"{i + 1}. {typeName}", EditorStyles.label); + + if (GUILayout.Button(EditorGUIUtility.IconContent("TreeEditor.Trash"), EditorStyles.iconButton, GUILayout.Width(25))) + { + _typeNamesProp.DeleteArrayElementAtIndex(i); + break; + } + } + EditorGUILayout.EndHorizontal(); + } + + if (_typeNamesProp.arraySize == 0) + { + GUILayout.Label("暂无类型,请添加", EditorStyles.centeredGreyMiniLabel); + } + + EditorGUILayout.EndVertical(); + + GUILayout.Space(10); + + // === 2. 拖拽区域 (核心修改) === + DrawDragDropArea(); + + GUILayout.Space(10); + + // === 3. 搜索添加 === + GUILayout.Label("或者:搜索添加", EditorStyles.boldLabel); + EditorGUILayout.BeginHorizontal(); + _searchText = EditorGUILayout.TextField(_searchText, EditorStyles.toolbarSearchField); + if (GUILayout.Button("搜索", GUILayout.Width(60))) + { + ShowTypeSelectorMenu(config); + } + + EditorGUILayout.EndHorizontal(); + + serializedObject.ApplyModifiedProperties(); + } + + private void DrawDragDropArea() + { + // 绘制一个虚线框区域 + Rect dropArea = GUILayoutUtility.GetRect(0.0f, 60.0f, GUILayout.ExpandWidth(true)); + 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); + + Event evt = Event.current; + if (evt.type == EventType.DragUpdated || evt.type == EventType.DragPerform) + { + if (!dropArea.Contains(evt.mousePosition)) return; + + DragAndDrop.visualMode = DragAndDropVisualMode.Copy; + + if (evt.type == EventType.DragPerform) + { + DragAndDrop.AcceptDrag(); + + foreach (UnityEngine.Object dragged_object in DragAndDrop.objectReferences) + { + Type typeToAdd = null; + + // 情况 A: 拖入的是 .cs 脚本文件 + if (dragged_object is MonoScript script) + { + typeToAdd = script.GetClass(); + } + // 情况 B: 拖入的是 .asset 资源实例 (比如 New Tank.asset) + else if (dragged_object is ScriptableObject soInstance) + { + // 直接获取这个实例的类型 + typeToAdd = soInstance.GetType(); + } + + // 执行添加逻辑 + if (typeToAdd != null) + { + // 过滤掉 Config 本身,防止把自己加进去 + if (typeToAdd == typeof(SOEditorConfig)) continue; + + if (typeToAdd.IsSubclassOf(typeof(ScriptableObject))) + { + AddType(typeToAdd.FullName); + } + } + } + } + } + } + + private void ShowTypeSelectorMenu(SOEditorConfig config) + { + GenericMenu menu = new GenericMenu(); + + var allSoTypes = TypeCache.GetTypesDerivedFrom() + .Where(t => !t.IsAbstract && !t.IsGenericType && !t.Namespace.StartsWith("Unity") && !t.Namespace.StartsWith("UnityEditor")) + .OrderBy(t => t.Name); + + foreach (var type in allSoTypes) + { + if (!string.IsNullOrEmpty(_searchText) && !type.Name.ToLower().Contains(_searchText.ToLower())) + continue; + + string menuPath = string.IsNullOrEmpty(type.Namespace) ? type.Name : $"{type.Namespace}/{type.Name}"; + + menu.AddItem(new GUIContent(menuPath), config.targetTypeNames.Contains(type.FullName), () => { AddType(type.FullName); }); + } + + menu.ShowAsContext(); + } + + private void AddType(string typeFullName) + { + serializedObject.Update(); + bool exists = false; + for (int i = 0; i < _typeNamesProp.arraySize; i++) + { + if (_typeNamesProp.GetArrayElementAtIndex(i).stringValue == typeFullName) + { + exists = true; + break; + } + } + + if (!exists) + { + _typeNamesProp.InsertArrayElementAtIndex(_typeNamesProp.arraySize); + _typeNamesProp.GetArrayElementAtIndex(_typeNamesProp.arraySize - 1).stringValue = typeFullName; + serializedObject.ApplyModifiedProperties(); + } + } +} \ No newline at end of file diff --git a/Assets/Plugins/SOEditorTool/Editor/SOEditorConfigEditor.cs.meta b/Assets/Plugins/SOEditorTool/Editor/SOEditorConfigEditor.cs.meta new file mode 100644 index 000000000..fd33e815f --- /dev/null +++ b/Assets/Plugins/SOEditorTool/Editor/SOEditorConfigEditor.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 45f4877471fd47efb465a700a6869eb4 +timeCreated: 1765219950 \ No newline at end of file diff --git a/Assets/Plugins/SOEditorTool/Editor/UniversalSOEditor.cs b/Assets/Plugins/SOEditorTool/Editor/UniversalSOEditor.cs new file mode 100644 index 000000000..7c593cba3 --- /dev/null +++ b/Assets/Plugins/SOEditorTool/Editor/UniversalSOEditor.cs @@ -0,0 +1,422 @@ +using UnityEngine; +using UnityEditor; +using System.Collections.Generic; +using System; +using System.Linq; + +public class UniversalSOManager : EditorWindow +{ + // === 布局常量 === + private const float SIDEBAR_WIDTH = 160f; + private const float ASSET_LIST_WIDTH = 220f; + + // === 核心数据 === + private SOEditorConfig _config; + private Type _selectedType; // 现在直接存 Type,不再存 MonoScript + + // === 列表与编辑 === + private List _assetList = new List(); + private ScriptableObject _selectedAsset; + private Editor _cachedEditor; + + // === 状态 === + private string _searchRootPath = "Assets/SOGameData"; + private Vector2 _scrollPosTypes; + private Vector2 _scrollPosAssets; + private Vector2 _scrollPosInspector; + private string _searchString = ""; + private string _newAssetName = ""; + + [MenuItem("Tools/万能SO编辑器 (Universal SO Manager)")] + public static void ShowWindow() + { + GetWindow("SO Manager"); + } + + private void OnEnable() + { + string configPath = EditorPrefs.GetString("UniversalSOManager_ConfigPath", ""); + if (!string.IsNullOrEmpty(configPath)) + { + _config = AssetDatabase.LoadAssetAtPath(configPath); + } + } + + private void OnDisable() + { + if (_cachedEditor != null) DestroyImmediate(_cachedEditor); + if (_config != null) + { + EditorPrefs.SetString("UniversalSOManager_ConfigPath", AssetDatabase.GetAssetPath(_config)); + } + } + + private void OnGUI() + { + DrawTopGlobalBar(); + + if (_config == null) + { + DrawEmptyState(); + return; + } + + EditorGUILayout.BeginHorizontal(); + { + DrawSidebar(); + + EditorGUILayout.BeginVertical(); + { + DrawTypeOperationHeader(); + + EditorGUILayout.BeginHorizontal(); + { + DrawAssetList(); + DrawInspector(); + } + EditorGUILayout.EndHorizontal(); + } + EditorGUILayout.EndVertical(); + } + EditorGUILayout.EndHorizontal(); + } + + // ------------------------------------------------------------------------ + // UI 绘制函数 + // ------------------------------------------------------------------------ + + private void DrawTopGlobalBar() + { + EditorGUILayout.BeginHorizontal("box", GUILayout.Height(30)); + { + GUILayout.Label("资源路径:", GUILayout.Width(60)); + _searchRootPath = EditorGUILayout.TextField(_searchRootPath, GUILayout.Width(150)); + if (GUILayout.Button("...", EditorStyles.miniButton, GUILayout.Width(25))) + { + string path = EditorUtility.OpenFolderPanel("选择根目录", Application.dataPath, ""); + if (!string.IsNullOrEmpty(path) && path.StartsWith(Application.dataPath)) + { + _searchRootPath = "Assets" + path.Substring(Application.dataPath.Length); + RefreshAssetList(); + } + } + + GUILayout.Space(20); + + GUILayout.Label("Config文件:", GUILayout.Width(70)); + EditorGUI.BeginChangeCheck(); + _config = (SOEditorConfig)EditorGUILayout.ObjectField(_config, typeof(SOEditorConfig), false, GUILayout.Width(200)); + if (EditorGUI.EndChangeCheck()) + { + _selectedType = null; + _assetList.Clear(); + _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(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(); + } +} \ No newline at end of file diff --git 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[Obsolete] - [YarnCommand("switch_tv")] - public static void SwitchTV(string picName) - { - Debug.Log("switch_tv 已废弃"); - } - - [Obsolete] - [YarnCommand("show_tv_scene")] - public static void ShowTVScene(float duration) - { - Debug.Log("show_tv_scene 已废弃"); - } - [YarnCommand("load_scene")] public static IEnumerator LoadScene(string sceneName, float duration = 1) { diff --git a/Assets/Scripts/FixSystemNew/Clinic/ClinicYarnCommand.cs b/Assets/Scripts/FixSystemNew/Clinic/ClinicYarnCommand.cs index ec2fff66c..959d8c8a3 100644 --- a/Assets/Scripts/FixSystemNew/Clinic/ClinicYarnCommand.cs +++ b/Assets/Scripts/FixSystemNew/Clinic/ClinicYarnCommand.cs @@ -10,13 +10,6 @@ namespace AibisDream { private static ClinicSystem ClinicSystem => FixSystemCenter.SystemDic.Get(); - [Obsolete] - [YarnCommand("indoor_new")] - public static void Indoor(float duration) - { - Debug.Log("indoor 已废除"); - } - [YarnCommand("quit_clinic_new")] public static IEnumerator Quit(float duration) { diff --git a/Assets/Scripts/Framework/EventSystemKit/EventTriggerEx.cs b/Assets/Scripts/Framework/EventSystemKit/EventTriggerEx.cs index c50daa9e1..8b5b48653 100644 --- a/Assets/Scripts/Framework/EventSystemKit/EventTriggerEx.cs +++ b/Assets/Scripts/Framework/EventSystemKit/EventTriggerEx.cs @@ -120,6 +120,12 @@ namespace AibisDream.Framework EventSystemEx.Instance.OnEndDrag(_interaction); base.OnBeginDrag(eventData); } + + public override void OnPointerClick(PointerEventData eventData) + { + // EventSystemEx.Instance.OnPointerClick(_interaction); + base.OnPointerClick(eventData); + } } public interface IInteraction diff --git a/Assets/Scripts/Framework/EventSystemKit/WorldScrollRect.cs b/Assets/Scripts/Framework/EventSystemKit/WorldScrollRect.cs new file mode 100644 index 000000000..363a804ae --- /dev/null +++ b/Assets/Scripts/Framework/EventSystemKit/WorldScrollRect.cs @@ -0,0 +1,499 @@ +using UnityEngine; +using UnityEngine.EventSystems; +using AibisDream.Framework; + +namespace AibisDream.Framework +{ + /// + /// 世界坐标下的滚动组件,类似ScrollRect但兼容SpriteRenderer + /// + [RequireComponent(typeof(Collider2D))] + public class WorldScrollRect : MonoBehaviour, IInteraction + { + [Header("滚动目标")] + [SerializeField] private Transform targetTransform; + + [Header("滚动方向")] + [SerializeField] private bool horizontal = true; + [SerializeField] private bool vertical = true; + + [Header("边界设置")] + [SerializeField] private bool useAutoBounds = true; + [SerializeField] private Bounds contentBounds; + [SerializeField] private Bounds viewportBounds; + + [Header("惯性滚动")] + [SerializeField] private bool inertia = true; + [SerializeField] private float decelerationRate = 0.135f; + [SerializeField] private float velocityThreshold = 0.1f; + + [Header("弹性边界")] + [SerializeField] private bool elasticity = true; + [SerializeField] private float elasticityStrength = 0.1f; + + [Header("鼠标滚轮")] + [SerializeField] private bool scrollWheelEnabled = true; + [SerializeField] private float scrollSensitivity = 1f; + + [Header("交互设置")] + [SerializeField] private bool isActive = true; + [SerializeField] private bool isAvailable = true; + + private EventTriggerEx _eventTrigger; + private Collider2D _collider; + private Vector3 _initialTargetPosition; + private Vector3 _lastMouseWorldPos; + private Vector3 _velocity; + private bool _isDragging; + private Vector3[] _velocityHistory = new Vector3[5]; + private int _velocityHistoryIndex; + private float _lastDragTime; + + // IInteraction接口实现 + public bool IsActive => isActive; + public bool IsAvailable => isAvailable; + public GameObject GetGameObject() => gameObject; + + private void Awake() + { + _eventTrigger = GetComponent(); + _collider = GetComponent(); + + if (targetTransform == null) + { + targetTransform = transform; + } + + _initialTargetPosition = targetTransform.position; + + // 注册拖拽事件 + _eventTrigger.Register(EventTriggerType.BeginDrag, OnBeginDrag); + _eventTrigger.Register(EventTriggerType.Drag, OnDrag); + _eventTrigger.Register(EventTriggerType.EndDrag, OnEndDrag); + } + + private void Start() + { + if (useAutoBounds) + { + CalculateBounds(); + } + } + + private void Update() + { + if (!isActive || !isAvailable) return; + + // 处理鼠标滚轮 + if (scrollWheelEnabled) + { + HandleScrollWheel(); + } + + // 处理惯性滚动 + if (inertia && !_isDragging && _velocity.magnitude > velocityThreshold) + { + ApplyInertia(); + } + + // 处理弹性边界 + if (elasticity) + { + ApplyElasticity(); + } + } + + /// + /// 计算内容边界和视口边界 + /// + private void CalculateBounds() + { + // 计算视口边界(从Collider2D获取) + if (_collider != null) + { + viewportBounds = _collider.bounds; + } + else + { + viewportBounds = new Bounds(transform.position, Vector3.one * 5f); + } + + // 计算内容边界(从targetTransform的子对象获取) + if (targetTransform != null) + { + Bounds bounds = new Bounds(); + bool first = true; + + // 检查targetTransform本身是否有Renderer + Renderer selfRenderer = targetTransform.GetComponent(); + if (selfRenderer != null) + { + bounds = selfRenderer.bounds; + first = false; + } + + // 遍历所有子对象 + foreach (Transform child in targetTransform) + { + Renderer renderer = child.GetComponent(); + if (renderer != null) + { + if (first) + { + bounds = renderer.bounds; + first = false; + } + else + { + bounds.Encapsulate(renderer.bounds); + } + } + else + { + // 如果没有Renderer,使用Transform位置 + if (first) + { + bounds = new Bounds(child.position, Vector3.zero); + first = false; + } + else + { + bounds.Encapsulate(child.position); + } + } + } + + if (!first) + { + contentBounds = bounds; + } + else + { + // 如果没有任何Renderer,使用targetTransform的位置 + contentBounds = new Bounds(targetTransform.position, Vector3.one * 2f); + } + } + else + { + contentBounds = new Bounds(transform.position, Vector3.one * 2f); + } + } + + /// + /// 开始拖拽 + /// + private void OnBeginDrag(BaseEventData data) + { + if (!IsActive || !IsAvailable) return; + if (data is not PointerEventData pointerData) return; + + _isDragging = true; + _velocity = Vector3.zero; + _lastMouseWorldPos = CameraKit.GetMouseWorldPos(pointerData.position); + _lastDragTime = Time.time; + _velocityHistoryIndex = 0; + + // 清除速度历史 + for (int i = 0; i < _velocityHistory.Length; i++) + { + _velocityHistory[i] = Vector3.zero; + } + } + + /// + /// 拖拽中 + /// + private void OnDrag(BaseEventData data) + { + if (!IsActive || !IsAvailable) return; + if (data is not PointerEventData pointerData) return; + + Vector3 currentMouseWorldPos = CameraKit.GetMouseWorldPos(pointerData.position); + Vector3 delta = currentMouseWorldPos - _lastMouseWorldPos; + + // 根据滚动方向限制delta + if (!horizontal) delta.x = 0f; + if (!vertical) delta.y = 0f; + delta.z = 0f; + + // 更新目标位置 + Vector3 newPosition = targetTransform.position + delta; + targetTransform.position = ClampPosition(newPosition); + + // 记录速度历史 + float deltaTime = Time.time - _lastDragTime; + if (deltaTime > 0f) + { + Vector3 velocity = delta / deltaTime; + _velocityHistory[_velocityHistoryIndex] = velocity; + _velocityHistoryIndex = (_velocityHistoryIndex + 1) % _velocityHistory.Length; + } + + _lastMouseWorldPos = currentMouseWorldPos; + _lastDragTime = Time.time; + } + + /// + /// 结束拖拽 + /// + private void OnEndDrag(BaseEventData data) + { + _isDragging = false; + + // 计算平均速度 + Vector3 totalVelocity = Vector3.zero; + int count = 0; + for (int i = 0; i < _velocityHistory.Length; i++) + { + if (_velocityHistory[i].magnitude > 0f) + { + totalVelocity += _velocityHistory[i]; + count++; + } + } + + if (count > 0) + { + _velocity = totalVelocity / count; + } + else + { + _velocity = Vector3.zero; + } + } + + /// + /// 应用惯性滚动 + /// + private void ApplyInertia() + { + // 应用衰减 + _velocity *= Mathf.Pow(decelerationRate, Time.deltaTime); + + // 根据滚动方向限制速度 + if (!horizontal) _velocity.x = 0f; + if (!vertical) _velocity.y = 0f; + _velocity.z = 0f; + + // 更新位置 + Vector3 newPosition = targetTransform.position + _velocity * Time.deltaTime; + targetTransform.position = ClampPosition(newPosition); + + // 如果速度太小,停止惯性 + if (_velocity.magnitude < velocityThreshold) + { + _velocity = Vector3.zero; + } + } + + /// + /// 应用弹性边界 + /// + private void ApplyElasticity() + { + if (_isDragging || _velocity.magnitude > velocityThreshold) return; + + Vector3 currentPos = targetTransform.position; + Vector3 clampedPos = ClampPosition(currentPos); + Vector3 offset = currentPos - clampedPos; + + if (offset.magnitude > 0.01f) + { + // 应用弹性回弹 + Vector3 elasticForce = -offset * elasticityStrength; + Vector3 newPosition = currentPos + elasticForce * Time.deltaTime; + targetTransform.position = ClampPosition(newPosition); + } + } + + /// + /// 处理鼠标滚轮 + /// + private void HandleScrollWheel() + { + Vector2 scrollDelta = Input.mouseScrollDelta; + if (scrollDelta.magnitude == 0f) return; + + // 检查鼠标是否在视口内 + Vector3 mouseWorldPos = CameraKit.GetMouseWorldPos(Input.mousePosition); + if (!viewportBounds.Contains(mouseWorldPos)) return; + + Vector3 scrollDelta3D = new Vector3( + horizontal ? scrollDelta.x * scrollSensitivity : 0f, + vertical ? scrollDelta.y * scrollSensitivity : 0f, + 0f + ); + + Vector3 newPosition = targetTransform.position + scrollDelta3D; + targetTransform.position = ClampPosition(newPosition); + + // 停止惯性滚动 + _velocity = Vector3.zero; + } + + /// + /// 限制位置在边界内 + /// + private Vector3 ClampPosition(Vector3 position) + { + if (!useAutoBounds && contentBounds.size.magnitude < 0.01f) + { + return position; + } + + // 计算targetTransform的偏移量 + Vector3 offset = position - _initialTargetPosition; + + // 计算移动后的内容边界 + Bounds movedContentBounds = contentBounds; + movedContentBounds.center += offset; + + Vector3 contentMin = movedContentBounds.min; + Vector3 contentMax = movedContentBounds.max; + Vector3 viewportMin = viewportBounds.min; + Vector3 viewportMax = viewportBounds.max; + + Vector3 clampedOffset = offset; + + // 水平方向限制 + if (horizontal) + { + float contentWidth = contentMax.x - contentMin.x; + float viewportWidth = viewportMax.x - viewportMin.x; + + if (contentWidth > viewportWidth) + { + // 内容大于视口,限制内容边界在视口内 + // 内容左边界不能超过视口左边界 + if (contentMin.x > viewportMin.x) + { + clampedOffset.x -= (contentMin.x - viewportMin.x); + } + // 内容右边界不能超过视口右边界 + if (contentMax.x < viewportMax.x) + { + clampedOffset.x -= (contentMax.x - viewportMax.x); + } + } + // 如果内容小于视口,允许自由移动(不限制) + } + else + { + clampedOffset.x = 0f; + } + + // 垂直方向限制 + if (vertical) + { + float contentHeight = contentMax.y - contentMin.y; + float viewportHeight = viewportMax.y - viewportMin.y; + + if (contentHeight > viewportHeight) + { + // 内容大于视口,限制内容边界在视口内 + // 内容下边界不能超过视口下边界 + if (contentMin.y > viewportMin.y) + { + clampedOffset.y -= (contentMin.y - viewportMin.y); + } + // 内容上边界不能超过视口上边界 + if (contentMax.y < viewportMax.y) + { + clampedOffset.y -= (contentMax.y - viewportMax.y); + } + } + // 如果内容小于视口,允许自由移动(不限制) + } + else + { + clampedOffset.y = 0f; + } + + clampedOffset.z = 0f; + return _initialTargetPosition + clampedOffset; + } + + /// + /// 设置目标Transform + /// + public void SetTargetTransform(Transform target) + { + targetTransform = target; + if (target != null) + { + _initialTargetPosition = target.position; + } + } + + /// + /// 设置内容边界 + /// + public void SetContentBounds(Bounds bounds) + { + contentBounds = bounds; + useAutoBounds = false; + } + + /// + /// 设置视口边界 + /// + public void SetViewportBounds(Bounds bounds) + { + viewportBounds = bounds; + useAutoBounds = false; + } + + /// + /// 重新计算边界 + /// + public void RecalculateBounds() + { + CalculateBounds(); + } + + /// + /// 停止滚动 + /// + public void StopMovement() + { + _velocity = Vector3.zero; + _isDragging = false; + } + + /// + /// 重置到初始位置 + /// + public void ResetPosition() + { + StopMovement(); + if (targetTransform != null) + { + targetTransform.position = _initialTargetPosition; + } + } + + private void OnDestroy() + { + if (_eventTrigger != null) + { + _eventTrigger.UnRegister(EventTriggerType.BeginDrag, OnBeginDrag); + _eventTrigger.UnRegister(EventTriggerType.Drag, OnDrag); + _eventTrigger.UnRegister(EventTriggerType.EndDrag, OnEndDrag); + } + } + +#if UNITY_EDITOR + private void OnDrawGizmosSelected() + { + // 绘制视口边界 + Gizmos.color = Color.green; + Gizmos.DrawWireCube(viewportBounds.center, viewportBounds.size); + + // 绘制内容边界 + Gizmos.color = Color.yellow; + Gizmos.DrawWireCube(contentBounds.center, contentBounds.size); + } +#endif + } +} + diff --git a/Assets/Scripts/Framework/EventSystemKit/WorldScrollRect.cs.meta b/Assets/Scripts/Framework/EventSystemKit/WorldScrollRect.cs.meta new file mode 100644 index 000000000..f9b02029d --- /dev/null +++ b/Assets/Scripts/Framework/EventSystemKit/WorldScrollRect.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 62f74d13a65af244a814f1f7306a1925 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Framework/LogKit/FileLogger.cs b/Assets/Scripts/Framework/LogKit/FileLogger.cs index 373d8efc6..0928211e3 100644 --- a/Assets/Scripts/Framework/LogKit/FileLogger.cs +++ b/Assets/Scripts/Framework/LogKit/FileLogger.cs @@ -1,4 +1,4 @@ -using System; +using System; using System.IO; namespace AibisDream.Kit @@ -18,7 +18,7 @@ namespace AibisDream.Kit /// /// 开始打印 /// - public FileLogger(string filename, string filePath, int saveDays) + public FileLogger(string filename, string filePath, int saveDays, string version = null) { _filename = filename; _filePath = filePath.TrimEnd('/') + "/"; @@ -26,6 +26,13 @@ namespace AibisDream.Kit StartNewFile(); DeleteOldFile(); _currentLogDay = CurrentDay; + + // 在日志开头写入版本号信息 + if (!string.IsNullOrEmpty(version)) + { + Write($"Version: {version}\n"); + } + Write("*********************************************************\nSystem Start at " + DateTime.Now.ToString("HH:mm:ss") + "\n*********************************************************\n"); @@ -50,6 +57,7 @@ namespace AibisDream.Kit } _fileWriter = File.AppendText(_filePath + string.Format(_filename, DateTime.Now)); + _fileWriter.AutoFlush = true; // 启用自动刷新,实现流式写入 } public void Write(string content) diff --git a/Assets/Scripts/Framework/LogKit/LogKit.cs b/Assets/Scripts/Framework/LogKit/LogKit.cs index 013ff13e9..9eebda169 100644 --- a/Assets/Scripts/Framework/LogKit/LogKit.cs +++ b/Assets/Scripts/Framework/LogKit/LogKit.cs @@ -34,8 +34,7 @@ namespace AibisDream.Kit { #if !UNITY_EDITOR DontDestroyOnLoad(gameObject); - _fileLogger = new FileLogger(LogFileName, LogPath, SaveDays); - LogMessage($"Ver.{Application.version}", "", LogType.Log); + _fileLogger = new FileLogger(LogFileName, LogPath, SaveDays, Application.version); Application.logMessageReceivedThreaded += LogMessage; #endif } diff --git a/Assets/Scripts/Framework/ResourceKit/ResourceKit.cs b/Assets/Scripts/Framework/ResourceKit/ResourceKit.cs index 00688ba8c..bac70d74a 100644 --- a/Assets/Scripts/Framework/ResourceKit/ResourceKit.cs +++ b/Assets/Scripts/Framework/ResourceKit/ResourceKit.cs @@ -1,10 +1,13 @@ using System; using System.Linq; -using UnityEditor; using UnityEngine; using UnityEngine.AddressableAssets; using UnityEngine.ResourceManagement.AsyncOperations; +#if UNITY_EDITOR +using UnityEditor; +#endif + namespace AibisDream.Framework { public static class ResourceKit @@ -72,7 +75,7 @@ namespace AibisDream.Framework return default; } } - + public static void LoadAssetAsync(string key, Action callback) where T : UnityEngine.Object { Addressables.LoadAssetAsync(key).Completed += operation => @@ -87,5 +90,27 @@ namespace AibisDream.Framework } }; } + +#if UNITY_EDITOR + public static bool GetAssetAddressableKey(UnityEngine.Object asset, out string addressableKey) + { + string path = AssetDatabase.GetAssetPath(asset); + // 获取其在Addressables里的路径 + var settings = UnityEditor.AddressableAssets.AddressableAssetSettingsDefaultObject.Settings; + if (settings != null) + { + var entry = settings.FindAssetEntry(AssetDatabase.AssetPathToGUID(path)); + if (entry != null) + { + Debug.Log($"Addressable Key: {entry.address}"); + addressableKey = entry.address; + return true; + } + } + Debug.Log($"资源{asset.name}不存在于Addressables中"); + addressableKey = path; + return false; + } } +#endif } \ No newline at end of file diff --git a/Assets/Scripts/MiniGame/BlockPuzzle.meta b/Assets/Scripts/MiniGame/BlockPuzzle.meta new file mode 100644 index 000000000..f936d9cbc --- /dev/null +++ b/Assets/Scripts/MiniGame/BlockPuzzle.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f38a6a6bc9a88284496050743d6247e9 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MiniGame/BlockPuzzle/BlockPuzzleSystem.cs b/Assets/Scripts/MiniGame/BlockPuzzle/BlockPuzzleSystem.cs new file mode 100644 index 000000000..9ec14dcb2 --- /dev/null +++ b/Assets/Scripts/MiniGame/BlockPuzzle/BlockPuzzleSystem.cs @@ -0,0 +1,14 @@ +using AibisDream.Kit; + +namespace AibisDream +{ + /// + /// BlockPuzzle游戏系统 + /// 整合所有子系统的核心控制器 + /// + public class BlockPuzzleSystem : Singleton + { + // 接口引用将在实现类中注入 + // 这里先定义基础框架接口结构 + } +} diff --git a/Assets/Scripts/MiniGame/BlockPuzzle/BlockPuzzleSystem.cs.meta b/Assets/Scripts/MiniGame/BlockPuzzle/BlockPuzzleSystem.cs.meta new file mode 100644 index 000000000..12d2b626c --- /dev/null +++ b/Assets/Scripts/MiniGame/BlockPuzzle/BlockPuzzleSystem.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c452a931d2651e5449cf3779882cad19 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MiniGame/BlockPuzzle/Class.meta b/Assets/Scripts/MiniGame/BlockPuzzle/Class.meta new file mode 100644 index 000000000..822c6c2df --- /dev/null +++ b/Assets/Scripts/MiniGame/BlockPuzzle/Class.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0eb5cc55dcdc0f244a5cb635090c0bd3 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzle.cs b/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzle.cs new file mode 100644 index 000000000..08c987746 --- /dev/null +++ b/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzle.cs @@ -0,0 +1,291 @@ +using System; +using System.Collections.Generic; +using System.IO; +using UnityEngine; +using UnityEngine.UI; +using AibisDream.Kit; +using AibisDream.Utility; + + +namespace AibisDream +{ + public class BlockPuzzle : Singleton + { + // 物体索引 + [SerializeField] public BlockPuzzleGrid grid; + [SerializeField] private Transform shapeRoot; + [SerializeField] private BlockPuzzleValidator validator; + [SerializeField] public BlockShapeRack shapeRack; + + // 临时按钮 + [SerializeField] private Button submitButton; + [SerializeField] private Button clearButton; + + // 事件 + public event Action OnSubmit; + public event Action OnPreview; + + private void Start() + { + Initialize(); + + submitButton.onClick.AddListener(SubmitGameResult); + clearButton.onClick.AddListener(ResetGame); + } + + public void Initialize() + { + // 初始化网格 + grid.Initialize(); + grid.OnShapePlaced += PreCheckGameState; + // 初始化网格上的Shape预设 + + // 初始化图形货架 + // shapeRack.Initialize(); + } + + private void PreCheckGameState() + { + var shapes = grid.GetShapes(); + var validateResult = validator.Validate(shapes); + OnPreview?.Invoke(validateResult); + } + + private void SubmitGameResult() + { + var shapes = grid.GetShapes(); + var validateResult = validator.Validate(shapes); + OnSubmit?.Invoke(validateResult); + } + + private void ResetGame() + { + + } + } + + public static class BlockPuzzleKit + { + /// + /// 保存单个 BlockShapeData 到文件,确保 Key 唯一(如果 Key 已存在则更新,不存在则添加) + /// + /// 要保存的数据 + /// 数据的键(用于字典存储) + /// 保存路径,如果为空则使用默认路径 + public static void SaveBlockShapeData(BlockShapeData data, string key, string path = null) + { + if (string.IsNullOrEmpty(path)) + { + path = ConstRef.BlockShapeDataPath; + } + + // 确保目录存在 + string directory = Path.GetDirectoryName(path); + if (!string.IsNullOrEmpty(directory) && !Directory.Exists(directory)) + { + Directory.CreateDirectory(directory); + } + + // 读取现有字典(如果文件存在) + Dictionary dataDict; + if (File.Exists(path)) + { + try + { + dataDict = JsonUtil.ReadBeanDict(path) ?? new Dictionary(); + } + catch (Exception e) + { + Debug.LogWarning($"读取现有 BlockShapeData 文件失败,将创建新文件: {e.Message}"); + dataDict = new Dictionary(); + } + } + else + { + dataDict = new Dictionary(); + } + + // 更新或添加数据(确保 Key 唯一) + dataDict[key] = data; + + // 保存整个字典 + JsonUtil.SaveBean(dataDict, path); + } + + /// + /// 保存 BlockShapeData 数组到文件 + /// + /// 要保存的数据数组 + /// 保存路径,如果为空则使用默认路径 + public static void SaveBlockShapeDataArray(BlockShapeData[] dataArray, string path = null) + { + if (string.IsNullOrEmpty(path)) + { + path = ConstRef.BlockShapeDataPath; + } + + // 确保目录存在 + string directory = Path.GetDirectoryName(path); + if (!string.IsNullOrEmpty(directory) && !Directory.Exists(directory)) + { + Directory.CreateDirectory(directory); + } + + JsonUtil.SaveArray(dataArray, path); + } + + /// + /// 保存 BlockShapeData 字典到文件 + /// + /// 要保存的数据字典 + /// 保存路径,如果为空则使用默认路径 + public static void SaveBlockShapeDataDict(Dictionary dataDict, string path = null) + { + if (string.IsNullOrEmpty(path)) + { + path = ConstRef.BlockShapeDataPath; + } + + // 确保目录存在 + string directory = Path.GetDirectoryName(path); + if (!string.IsNullOrEmpty(directory) && !Directory.Exists(directory)) + { + Directory.CreateDirectory(directory); + } + + JsonUtil.SaveBean(dataDict, path); + } + + /// + /// 从文件加载单个 BlockShapeData + /// + /// 数据的键 + /// 文件路径,如果为空则使用默认路径 + /// 加载的数据 + /// 是否加载成功 + public static bool TryLoadBlockShapeData(string key, out BlockShapeData data, string path = null) + { + if (string.IsNullOrEmpty(path)) + { + path = ConstRef.BlockShapeDataPath; + } + + try + { + if (!File.Exists(path)) + { + data = default; + return false; + } + + var dict = JsonUtil.ReadBeanDict(path); + if (dict != null && dict.ContainsKey(key)) + { + data = dict[key]; + return true; + } + + data = default; + return false; + } + catch (Exception e) + { + Debug.LogError($"加载 BlockShapeData 失败: {e.Message}"); + data = default; + return false; + } + } + + /// + /// 从文件加载 BlockShapeData 数组 + /// + /// 文件路径,如果为空则使用默认路径 + /// 加载的数据数组 + /// 是否加载成功 + public static bool TryLoadBlockShapeDataArray(out BlockShapeData[] dataArray, string path = null) + { + if (string.IsNullOrEmpty(path)) + { + path = ConstRef.BlockShapeDataPath; + } + + try + { + if (!File.Exists(path)) + { + dataArray = null; + return false; + } + + dataArray = JsonUtil.ReadBeanArray(path); + return dataArray != null; + } + catch (Exception e) + { + Debug.LogError($"加载 BlockShapeData 数组失败: {e.Message}"); + dataArray = null; + return false; + } + } + + /// + /// 从文件加载 BlockShapeData 字典 + /// + /// 文件路径,如果为空则使用默认路径 + /// 加载的数据字典 + /// 是否加载成功 + public static bool TryLoadBlockShapeDataDict(out Dictionary dataDict, string path = null) + { + if (string.IsNullOrEmpty(path)) + { + path = ConstRef.BlockShapeDataPath; + } + + try + { + if (!File.Exists(path)) + { + dataDict = null; + return false; + } + + dataDict = JsonUtil.ReadBeanDict(path); + return dataDict != null; + } + catch (Exception e) + { + Debug.LogError($"加载 BlockShapeData 字典失败: {e.Message}"); + dataDict = null; + return false; + } + } + + /// + /// 获取所有已保存的 BlockShapeData 的键列表 + /// + /// 文件路径,如果为空则使用默认路径 + /// 键列表,如果文件不存在则返回空数组 + public static string[] GetAllBlockShapeDataKeys(string path = null) + { + if (string.IsNullOrEmpty(path)) + { + path = ConstRef.BlockShapeDataPath; + } + + try + { + if (!File.Exists(path)) + { + return new string[0]; + } + + return JsonUtil.ReadKeys(path); + } + catch (Exception e) + { + Debug.LogError($"获取 BlockShapeData 键列表失败: {e.Message}"); + return new string[0]; + } + } + } +} diff --git a/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzle.cs.meta b/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzle.cs.meta new file mode 100644 index 000000000..c290a38fd --- /dev/null +++ b/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzle.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d4ac8aed859d93147929de492c3bc62b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzleGrid.cs b/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzleGrid.cs new file mode 100644 index 000000000..1c80fd931 --- /dev/null +++ b/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzleGrid.cs @@ -0,0 +1,360 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +namespace AibisDream +{ + /// + /// BlockPuzzle网格组件 + /// 实现IBlockPuzzleGrid接口,管理整个游戏网格的状态和操作 + /// + public class BlockPuzzleGrid : MonoBehaviour, IBlockPuzzleGrid + { + [Header("网格设置")] + [SerializeField] private int width = 10; + [SerializeField] private int height = 10; + [SerializeField] private float cellSize = 1f; + [SerializeField] private bool initializeOnStart = true; + + [Header("编辑器预览设置")] + [SerializeField] private bool showGizmos = true; + [SerializeField] private Color gridLineColor = new Color(0.5f, 0.5f, 0.5f, 0.8f); + [SerializeField] private Color emptyCellColor = new Color(0.9f, 0.9f, 0.9f, 0.2f); + [SerializeField] private Color occupiedCellColor = new Color(0.2f, 0.6f, 1f, 0.5f); + [SerializeField] private bool showCellStates = true; + + private GridCellState[,] _grid; + private bool _isInitialized = false; + + // IBlockPuzzleGrid 接口实现 + public int Width { get; private set; } + public int Height { get; private set; } + public float CellSize { get; private set; } + public Vector3 Origin { get; private set; } + public Dictionary ShapeDict { get; private set; } + + public event Action OnShapePlaced; + + private void Start() + { + if (initializeOnStart) + { + Initialize(width, height, cellSize, transform.position); + } + } + + /// + /// 初始化网格 + /// + public void Initialize(int width, int height, float cellSize, Vector3 origin) + { + if (width <= 0 || height <= 0) + { + Debug.LogError($"BlockPuzzleGridComponent: 无效的网格尺寸 {width}x{height}"); + return; + } + + if (cellSize <= 0) + { + Debug.LogError($"BlockPuzzleGridComponent: 无效的单元格大小 {cellSize}"); + return; + } + + this.width = width; + this.height = height; + this.cellSize = cellSize; + + Width = width; + Height = height; + CellSize = cellSize; + Origin = origin; + _grid = new GridCellState[width, height]; + _isInitialized = true; + + ShapeDict = new Dictionary(); + + Clear(); + } + + /// + /// 使用Inspector中的参数初始化网格 + /// + public void Initialize() + { + Initialize(width, height, cellSize, transform.position); + } + + /// + /// 重新初始化网格(使用新的参数) + /// + public void Reinitialize(int newWidth, int newHeight, float newCellSize) + { + Initialize(newWidth, newHeight, newCellSize, transform.position); + } + + public GridCellState GetCellState(int x, int y) + { + if (!_isInitialized) + { + Debug.LogWarning("BlockPuzzleGridComponent: 网格未初始化"); + return GridCellState.Empty; + } + + if (!IsValidPosition(x, y)) + { + Debug.LogWarning($"BlockPuzzleGridComponent: 尝试访问无效位置 ({x}, {y})"); + return GridCellState.OutOfBounds; + } + + return _grid[x, y]; + } + + public void SetCellState(int x, int y, GridCellState state) + { + if (!_isInitialized) + { + Debug.LogWarning("BlockPuzzleGridComponent: 网格未初始化"); + return; + } + + if (!IsValidPosition(x, y)) + { + Debug.LogWarning($"BlockPuzzleGridComponent: 尝试设置无效位置 ({x}, {y})"); + return; + } + + _grid[x, y] = state; + } + + public bool IsValidPosition(int x, int y) + { + return _isInitialized && x >= 0 && x < Width && y >= 0 && y < Height; + } + + public bool IsCellEmpty(int x, int y) + { + return IsValidPosition(x, y) && GetCellState(x, y) == GridCellState.Empty; + } + + public bool CanPlace(Vector2Int[] gridCells) + { + for (int i = 0; i < gridCells.Length; i++) + { + // 先验证是否在有效范围内 + if (!IsValidPosition(gridCells[i].x, gridCells[i].y)) + { + return false; + } + // 再验证是否为空 + else if (GetCellState(gridCells[i].x, gridCells[i].y) == GridCellState.Occupied) + { + return false; + } + } + return true; + } + + public bool WorldToGrid(Vector3 worldPos, out int gridX, out int gridY) + { + if (!_isInitialized) + { + gridX = 0; + gridY = 0; + return false; + } + + Vector3 localPos = worldPos - Origin; + gridX = Mathf.FloorToInt(localPos.x / CellSize); + gridY = Mathf.FloorToInt(localPos.y / CellSize); + + return true; + } + + public Vector3 GridToWorld(int gridX, int gridY) + { + if (!_isInitialized) + { + return transform.position; + } + + // 返回单元格中心的世界坐标 + float worldX = Origin.x + (gridX + 0.5f) * CellSize; + float worldY = Origin.y + (gridY + 0.5f) * CellSize; + return new Vector3(worldX, worldY, Origin.z); + } + + public Vector3[] GridVerticesToWorld(int x, int y) + { + if (!_isInitialized) + { + return new Vector3[4]; + } + + // 先获取网格中心位置 + Vector3 center = GridToWorld(x, y); + // 然后获取网格四个顶点位置 + Vector3[] vertices = new Vector3[4]; + vertices[0] = center + new Vector3(-CellSize / 2, -CellSize / 2, 0); + vertices[1] = center + new Vector3(CellSize / 2, -CellSize / 2, 0); + vertices[2] = center + new Vector3(CellSize / 2, CellSize / 2, 0); + vertices[3] = center + new Vector3(-CellSize / 2, CellSize / 2, 0); + return vertices; + } + + public void Clear() + { + if (!_isInitialized || _grid == null) return; + + for (int x = 0; x < Width; x++) + { + for (int y = 0; y < Height; y++) + { + _grid[x, y] = GridCellState.Empty; + } + } + } + + public int GetOccupiedCount() + { + if (!_isInitialized || _grid == null) return 0; + + int count = 0; + for (int x = 0; x < Width; x++) + { + for (int y = 0; y < Height; y++) + { + if (_grid[x, y] == GridCellState.Occupied) + { + count++; + } + } + } + + return count; + } + + public int GetTotalCellCount() + { + return Width * Height; + } + + /// + /// 检查网格是否已初始化 + /// + public bool IsInitialized() + { + return _isInitialized; + } + + private void OnValidate() + { + // 确保参数有效 + width = Mathf.Max(1, width); + height = Mathf.Max(1, height); + cellSize = Mathf.Max(0.1f, cellSize); + } + + public List GetShapes() + { + return ShapeDict.Keys.ToList(); + } + + private void OnDestroy() + { + OnShapePlaced = null; + } + + + // ============================================ 绘制预览 ============================================ + + + /// + /// 在编辑器中绘制网格预览 + /// + private void OnDrawGizmos() + { + if (!showGizmos) return; + + // 使用当前Inspector中的参数或已初始化的参数 + int drawWidth = _isInitialized ? Width : width; + int drawHeight = _isInitialized ? Height : height; + float drawCellSize = _isInitialized ? CellSize : cellSize; + Vector3 drawOrigin = _isInitialized ? Origin : transform.position; + + if (drawWidth <= 0 || drawHeight <= 0 || drawCellSize <= 0) return; + + // 绘制网格线 + Gizmos.color = gridLineColor; + for (int x = 0; x <= drawWidth; x++) + { + Vector3 start = drawOrigin + new Vector3(x * drawCellSize, 0, 0); + Vector3 end = drawOrigin + new Vector3(x * drawCellSize, drawHeight * drawCellSize, 0); + Gizmos.DrawLine(start, end); + } + + for (int y = 0; y <= drawHeight; y++) + { + Vector3 start = drawOrigin + new Vector3(0, y * drawCellSize, 0); + Vector3 end = drawOrigin + new Vector3(drawWidth * drawCellSize, y * drawCellSize, 0); + Gizmos.DrawLine(start, end); + } + + // 绘制单元格状态(如果已初始化且启用) + if (showCellStates && _isInitialized && _grid != null) + { + float cellDisplaySize = drawCellSize * 0.9f; // 稍微小一点,留出网格线空间 + Vector3 cellSizeVec = new Vector3(cellDisplaySize, cellDisplaySize, 0.01f); + + for (int x = 0; x < drawWidth; x++) + { + for (int y = 0; y < drawHeight; y++) + { + if (IsValidPosition(x, y)) + { + Vector3 cellCenter = GridToWorld(x, y); + GridCellState state = GetCellState(x, y); + + Gizmos.color = state == GridCellState.Occupied ? occupiedCellColor : emptyCellColor; + Gizmos.DrawCube(cellCenter, cellSizeVec); + } + } + } + } + } + + /// + /// 选中时绘制更明显的网格边界 + /// + private void OnDrawGizmosSelected() + { + if (!showGizmos) return; + + // 使用当前Inspector中的参数或已初始化的参数 + int drawWidth = _isInitialized ? Width : width; + int drawHeight = _isInitialized ? Height : height; + float drawCellSize = _isInitialized ? CellSize : cellSize; + Vector3 drawOrigin = _isInitialized ? Origin : transform.position; + + if (drawWidth <= 0 || drawHeight <= 0 || drawCellSize <= 0) return; + + // 绘制网格边界(更粗的线) + Gizmos.color = new Color(gridLineColor.r, gridLineColor.g, gridLineColor.b, 1f); + Vector3 bottomLeft = drawOrigin; + Vector3 bottomRight = drawOrigin + new Vector3(drawWidth * drawCellSize, 0, 0); + Vector3 topLeft = drawOrigin + new Vector3(0, drawHeight * drawCellSize, 0); + Vector3 topRight = drawOrigin + new Vector3(drawWidth * drawCellSize, drawHeight * drawCellSize, 0); + + // 绘制边界框 + Gizmos.DrawLine(bottomLeft, bottomRight); + Gizmos.DrawLine(bottomRight, topRight); + Gizmos.DrawLine(topRight, topLeft); + Gizmos.DrawLine(topLeft, bottomLeft); + + // 绘制原点标记 + Gizmos.color = Color.yellow; + Gizmos.DrawWireSphere(drawOrigin, 0.1f); + } + } +} + diff --git a/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzleGrid.cs.meta b/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzleGrid.cs.meta new file mode 100644 index 000000000..4d53546f0 --- /dev/null +++ b/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzleGrid.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 990de8ef2a6774544b9bc9b64af0a8a5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzleValidator.cs b/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzleValidator.cs new file mode 100644 index 000000000..ca344699f --- /dev/null +++ b/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzleValidator.cs @@ -0,0 +1,106 @@ +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +namespace AibisDream +{ + [CreateAssetMenu(fileName = "BlockPuzzleValidator", menuName = "Block Puzzle/BlockPuzzleValidator")] + public class BlockPuzzleValidator : ScriptableObject + { + [Tooltip("基础条件, 不满足无法提交")] + public ValidateItem[] baseConditions; + [Tooltip("额外条件, 不满足也可以提交")] + public ValidateItem[] extraConditions; + + /// + /// 验证是否可以完成拼图 + /// + /// + /// + public ValidateResult Validate(List shapeInGrid) + { + var result = new ValidateResult(); + + string[] shapeNames = shapeInGrid.Select(s => s.ShapeName).ToArray(); + // 先校验基础条件 + foreach (var condition in baseConditions) + { + var itemResult = condition.Validate(shapeNames); + + result.baseConditionResults.Add((condition.name, itemResult)); + result.isPass = result.isPass && itemResult; + } + + // 再校验额外条件 + foreach (var condition in extraConditions) + { + var itemResult = condition.Validate(shapeNames); + + result.extraConditionResults.Add((condition.name, itemResult)); + result.isExtraConditionPass = result.isExtraConditionPass && itemResult; + } + + return result; + } + + [System.Serializable] + public struct ValidateItem + { + [Tooltip("名称, 仅用于显示")] + public string name; + + [Tooltip("规则要求的组件,多种组件则合并后判断")] + public string[] targetNames; + public CompareSign compareSign; + public int count; + + public bool Validate(string[] shapeNames) + { + var targetNames = this.targetNames; + + if (targetNames.Length == 0) return true; + + var totalCount = shapeNames.Where(name => targetNames.Contains(name)).Count(); + return compareSign switch + { + CompareSign.Equal => totalCount == count, + CompareSign.NotEqual => totalCount != count, + CompareSign.GreaterThan => totalCount > count, + CompareSign.LessThan => totalCount < count, + CompareSign.GreaterThanOrEqual => totalCount >= count, + CompareSign.LessThanOrEqual => totalCount <= count, + _ => false, + }; + } + } + + // 比较符 + public enum CompareSign + { + Equal, + NotEqual, + GreaterThan, + LessThan, + GreaterThanOrEqual, + LessThanOrEqual, + } + } + + public class ValidateResult + { + public bool isPass; + public bool isExtraConditionPass; + + public List<(string name, bool isPass)> baseConditionResults; + public List<(string name, bool isPass)> extraConditionResults; + + public ValidateResult() + { + isPass = true; + isExtraConditionPass = true; + + baseConditionResults = new List<(string name, bool isPass)>(); + extraConditionResults = new List<(string name, bool isPass)>(); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzleValidator.cs.meta b/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzleValidator.cs.meta new file mode 100644 index 000000000..05c3f28ed --- /dev/null +++ b/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzleValidator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8eea7264a53eb574eabe4bd65c4fa462 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockShape.cs b/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockShape.cs new file mode 100644 index 000000000..5b3e7a359 --- /dev/null +++ b/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockShape.cs @@ -0,0 +1,614 @@ +using System; +using System.Collections.Generic; +using AibisDream.Utility; +using UnityEngine; +using AibisDream.Framework; + +namespace AibisDream +{ + public class BlockShape : MonoBehaviour, IBlockShape + { + private SpriteRenderer[,] _cellRenderers; + + // 模块数据 + [Header("模块数据")] + [SerializeField] private BlockShapeData _blockShapeData; + private RotationAngle currentRotation; + + // 接口实现 + public ShapeDragger ShapeDragger { get; private set; } + public int ShapeId => _blockShapeData.shapeId; + public string ShapeName => _blockShapeData.shapeName; + public RotationAngle CurrentRotation => currentRotation; + public int Width => GetCurrentWidth(); + public int Height => GetCurrentHeight(); + public int BlockCount + { + get + { + var pattern = GetOriginalPattern(); + if (pattern == null) return 0; + + int count = 0; + for (int i = 0; i < _blockShapeData.width; i++) + { + for (int j = 0; j < _blockShapeData.height; j++) + { + if (pattern[i, j] != 0) + { + count++; + } + } + } + return count; + } + } + + public void Init(BlockShapeData blockShapeData) + { + ShapeDragger = GetComponent(); + _blockShapeData = blockShapeData; + // 加载Sprite + LoadSprite(); + // 更新碰撞体 + UpdatePolygonCollider(); + } + + public Vector2Int[] GetBlockPositions() + { + var pattern = GetCurrentPattern(); + if (pattern == null) return new Vector2Int[0]; + + int currentWidth = GetCurrentWidth(); + int currentHeight = GetCurrentHeight(); + + List positions = new List(); + + for (int i = 0; i < currentWidth; i++) + { + for (int j = 0; j < currentHeight; j++) + { + if (pattern[i, j] != 0) + { + positions.Add(new Vector2Int(i, j)); + } + } + } + + return positions.ToArray(); + } + + public int[,] GetCurrentPattern() + { + var originalPattern = GetOriginalPattern(); + if (originalPattern == null) return null; + + if (currentRotation == RotationAngle.Rotate0) + { + return originalPattern; + } + + return RotatePattern(originalPattern, currentRotation); + } + + public int[,] GetOriginalPattern() + { + return CommonUtil.DeserializeIntArray(_blockShapeData.originalPatternStr); + } + + public bool HasBlockAt(int x, int y) + { + var pattern = GetCurrentPattern(); + if (pattern == null) return false; + + int currentWidth = GetCurrentWidth(); + int currentHeight = GetCurrentHeight(); + + if (x < 0 || x >= currentWidth || y < 0 || y >= currentHeight) + return false; + + return pattern[x, y] != 0; + } + + /// + /// 根据网格情况计算出形状的物理中心位置 + /// + /// 形状的物理中心位置,z为0 + public Vector3 GetCenterPosition() + { + var pattern = GetCurrentPattern(); + if (pattern == null) return Vector3.zero; + + int currentWidth = GetCurrentWidth(); + int currentHeight = GetCurrentHeight(); + + Vector3 centerSum = Vector3.zero; + int blockCount = 0; + + // 遍历所有格子,计算填充格子的中心位置 + for (int i = 0; i < currentWidth; i++) + { + for (int j = 0; j < currentHeight; j++) + { + if (pattern[i, j] != 0) + { + // 计算格子(i,j)的物理中心位置 + // 格子左下角在 (i * cellSize, j * cellSize) + // 格子中心在 (i * cellSize + cellSize/2, j * cellSize + cellSize/2) + float cellCenterX = i * _blockShapeData.cellSize * GetAxis().x; + float cellCenterY = j * _blockShapeData.cellSize * GetAxis().y; + + centerSum += new Vector3(cellCenterX, cellCenterY, 0); + blockCount++; + } + } + } + + // 如果没有填充的格子,返回零向量 + if (blockCount == 0) + return Vector3.zero; + + // 返回所有填充格子的平均位置(物理中心) + return centerSum / blockCount; + } + + public void ResetRotation() + { + currentRotation = RotationAngle.Rotate0; + UpdateVisualRotation(); + } + + public void Rotate(RotationAngle angle) + { + currentRotation = angle; + UpdateVisualRotation(); + } + + public void RotateClockwise() + { + // 顺时针旋转90度 + switch (currentRotation) + { + case RotationAngle.Rotate0: + currentRotation = RotationAngle.Rotate90; + break; + case RotationAngle.Rotate90: + currentRotation = RotationAngle.Rotate180; + break; + case RotationAngle.Rotate180: + currentRotation = RotationAngle.Rotate270; + break; + case RotationAngle.Rotate270: + currentRotation = RotationAngle.Rotate0; + break; + } + UpdateVisualRotation(); + } + + public Vector2Int GetAxis() + { + // 顺时针旋转90度 + return currentRotation switch + { + RotationAngle.Rotate0 => new Vector2Int(1, 1), + RotationAngle.Rotate90 => new Vector2Int(-1, 1), + RotationAngle.Rotate180 => new Vector2Int(-1, -1), + RotationAngle.Rotate270 => new Vector2Int(1, -1), + _ => new Vector2Int(1, 1), + }; + } + + public void RotateCounterClockwise() + { + // 逆时针旋转90度 + switch (currentRotation) + { + case RotationAngle.Rotate0: + currentRotation = RotationAngle.Rotate270; + break; + case RotationAngle.Rotate90: + currentRotation = RotationAngle.Rotate0; + break; + case RotationAngle.Rotate180: + currentRotation = RotationAngle.Rotate90; + break; + case RotationAngle.Rotate270: + currentRotation = RotationAngle.Rotate180; + break; + } + UpdateVisualRotation(); + } + + /// + /// 获取当前旋转后的宽度 + /// + private int GetCurrentWidth() + { + // 90度和270度时,宽度和高度交换 + return (currentRotation == RotationAngle.Rotate90 || currentRotation == RotationAngle.Rotate270) + ? _blockShapeData.height + : _blockShapeData.width; + } + + /// + /// 获取当前旋转后的高度 + /// + private int GetCurrentHeight() + { + // 90度和270度时,宽度和高度交换 + return (currentRotation == RotationAngle.Rotate90 || currentRotation == RotationAngle.Rotate270) + ? _blockShapeData.width + : _blockShapeData.height; + } + + /// + /// 旋转pattern数组 + /// + private int[,] RotatePattern(int[,] pattern, RotationAngle angle) + { + if (pattern == null) return null; + + int originalWidth = pattern.GetLength(0); + int originalHeight = pattern.GetLength(1); + int[,] rotatedPattern; + + switch (angle) + { + case RotationAngle.Rotate90: + // 顺时针90度:new[i][j] = old[width-1-j][i] + rotatedPattern = new int[originalHeight, originalWidth]; + for (int i = 0; i < originalHeight; i++) + { + for (int j = 0; j < originalWidth; j++) + { + rotatedPattern[i, j] = pattern[originalWidth - 1 - j, i]; + } + } + break; + + case RotationAngle.Rotate180: + // 180度:new[i][j] = old[width-1-i][height-1-j] + rotatedPattern = new int[originalWidth, originalHeight]; + for (int i = 0; i < originalWidth; i++) + { + for (int j = 0; j < originalHeight; j++) + { + rotatedPattern[i, j] = pattern[originalWidth - 1 - i, originalHeight - 1 - j]; + } + } + break; + + case RotationAngle.Rotate270: + // 逆时针90度(顺时针270度):new[i][j] = old[j][height-1-i] + rotatedPattern = new int[originalHeight, originalWidth]; + for (int i = 0; i < originalHeight; i++) + { + for (int j = 0; j < originalWidth; j++) + { + rotatedPattern[i, j] = pattern[j, originalHeight - 1 - i]; + } + } + break; + + default: // Rotate0 + rotatedPattern = (int[,])pattern.Clone(); + break; + } + + return rotatedPattern; + } + + /// + /// 更新视觉旋转(更新transform的rotation) + /// + private void UpdateVisualRotation() + { + float rotationZ = (float)currentRotation; + transform.rotation = Quaternion.Euler(0, 0, rotationZ); + } + + private Sprite CreateDefaultSprite() + { + Texture2D texture = new Texture2D(1, 1); + texture.SetPixel(0, 0, Color.red); + texture.Apply(); + return Sprite.Create(texture, new Rect(0, 0, 1, 1), new Vector2(0.5f, 0.5f), 1f); + } + + // 仅限编辑器下使用 + public void DrawShape() + { + transform.DestroyAllChildren(); + _cellRenderers = null; + + // 根据Width和Height,绘制Cells,Cell为SpriteRenderer + _cellRenderers = new SpriteRenderer[_blockShapeData.width, _blockShapeData.height]; + var defaultSprite = CreateDefaultSprite(); + for (int i = 0; i < _blockShapeData.width; i++) + { + for (int j = 0; j < _blockShapeData.height; j++) + { + var cell = new GameObject($"Cell_{i}_{j}"); + var cellRenderer = cell.AddComponent(); + cellRenderer.sprite = defaultSprite; + _cellRenderers[i, j] = cellRenderer; + + cell.transform.parent = transform; + // 计算Cell应处的位置 + var cellPosX = i * _blockShapeData.cellSize; + var cellPosY = j * _blockShapeData.cellSize; + cell.transform.localPosition = new Vector3(cellPosX, cellPosY, 0); + } + } + + // 反序列化并处理 + var pattern = CommonUtil.DeserializeIntArray(_blockShapeData.originalPatternStr); + // 先判断pattern的维度是否与width和height一致 + if (pattern.GetLength(0) != _blockShapeData.width || pattern.GetLength(1) != _blockShapeData.height) + { + // 如果不一致,就不处理 + Debug.LogWarning($"Pattern dimension mismatch: {pattern.GetLength(0)}x{pattern.GetLength(1)} != {_blockShapeData.width}x{_blockShapeData.height}"); + return; + } + // 如果一致,就读取pattern,并设置对应的cell的SpriteRenderer是否激活 + for (int i = 0; i < _blockShapeData.width; i++) + { + for (int j = 0; j < _blockShapeData.height; j++) + { + _cellRenderers[i, j].enabled = pattern[i, j] != 0; + } + } + + LoadSprite(); + // 更新碰撞体形状 + UpdatePolygonCollider(); + } + + private void LoadSprite() + { + if (!string.IsNullOrEmpty(_blockShapeData.spritePath)) + { + var sprite = ResourceKit.LoadAssetSync(_blockShapeData.spritePath); + var renderer = GetComponent(); + renderer.sprite = sprite; + } + } + + public void SaveShape() + { + // 如果_cellRenderers不为空,则序列化并保存 + if (_cellRenderers != null) + { + var pattern = new int[_blockShapeData.width, _blockShapeData.height]; + for (int i = 0; i < _blockShapeData.width; i++) + { + for (int j = 0; j < _blockShapeData.height; j++) + { + pattern[i, j] = _cellRenderers[i, j].enabled ? 1 : 0; + } + } + Debug.Log($"SaveShape: {CommonUtil.SerializeIntArray(pattern)}"); + _blockShapeData.originalPatternStr = CommonUtil.SerializeIntArray(pattern); + + var renderer = GetComponent(); + if (renderer != null && renderer.sprite != null) + { + Debug.Log($"SaveShape: {renderer.sprite.name}"); + if (ResourceKit.GetAssetAddressableKey(renderer.sprite, out string spritePath)) + { + _blockShapeData.spritePath = spritePath; + } + } + } + + BlockPuzzleKit.SaveBlockShapeData(_blockShapeData, _blockShapeData.shapeName); + // 保存后更新碰撞体 + UpdatePolygonCollider(); + } + + /// + /// 根据originalPattern更新PolygonCollider2D的形状 + /// + public void UpdatePolygonCollider() + { + var pattern = GetOriginalPattern(); + if (pattern == null) return; + + // 获取或添加PolygonCollider2D组件 + PolygonCollider2D polygonCollider = GetComponent(); + if (polygonCollider == null) + { + polygonCollider = gameObject.AddComponent(); + } + + // 生成多边形顶点 + List vertices = GeneratePolygonVertices(pattern); + + if (vertices.Count > 0) + { + // 设置多边形路径 + polygonCollider.pathCount = 1; + polygonCollider.SetPath(0, vertices.ToArray()); + } + else + { + // 如果没有有效格子,清除路径 + polygonCollider.pathCount = 0; + } + } + + /// + /// 根据pattern生成多边形顶点 + /// + private List GeneratePolygonVertices(int[,] pattern) + { + List vertices = new List(); + + if (pattern == null || _blockShapeData.width <= 0 || _blockShapeData.height <= 0 || _blockShapeData.cellSize <= 0) + return vertices; + + // 生成精确的外轮廓(只包含边界点) + vertices = GenerateOutlineVertices(pattern); + + return vertices; + } + + /// + /// 生成精确的外轮廓顶点(只包含边界点) + /// 使用Marching Squares算法的简化版本 + /// + private List GenerateOutlineVertices(int[,] pattern) + { + List outlineVertices = new List(); + HashSet visitedPoints = new HashSet(); + + // 遍历所有格子,找到边界点 + for (int i = 0; i <= _blockShapeData.width; i++) + { + for (int j = 0; j <= _blockShapeData.height; j++) + { + // 检查这个角点是否在边界上 + bool isBoundaryCorner = IsBoundaryCorner(pattern, i, j); + + if (isBoundaryCorner) + { + // 计算角点的本地坐标 + // cornerX 和 cornerY 是角点索引(0到width/height) + // 需要转换为格子的角点坐标 + // 角点 (i, j) 对应格子 (i-0.5, j-0.5) 的角点位置 + float x = (i - 0.5f) * _blockShapeData.cellSize; + float y = (j - 0.5f) * _blockShapeData.cellSize; + + Vector2Int key = new Vector2Int(Mathf.RoundToInt(x * 100), Mathf.RoundToInt(y * 100)); + if (!visitedPoints.Contains(key)) + { + outlineVertices.Add(new Vector2(x, y)); + visitedPoints.Add(key); + } + } + } + } + + // 如果没有找到边界点,使用简单包围盒 + if (outlineVertices.Count == 0) + { + return GenerateBoundingBox(pattern); + } + + // 对顶点进行排序,形成闭合多边形 + return OrderVerticesForPolygon(outlineVertices); + } + + /// + /// 检查角点是否在边界上 + /// + private bool IsBoundaryCorner(int[,] pattern, int cornerX, int cornerY) + { + // 角点位于四个格子的交汇处 + // 检查周围四个格子的状态 + bool topLeft = (cornerX > 0 && cornerY > 0) ? pattern[cornerX - 1, cornerY - 1] != 0 : false; + bool topRight = (cornerX < _blockShapeData.width && cornerY > 0) ? pattern[cornerX, cornerY - 1] != 0 : false; + bool bottomLeft = (cornerX > 0 && cornerY < _blockShapeData.height) ? pattern[cornerX - 1, cornerY] != 0 : false; + bool bottomRight = (cornerX < _blockShapeData.width && cornerY < _blockShapeData.height) ? pattern[cornerX, cornerY] != 0 : false; + + // 如果四个格子状态不一致,说明这个角点在边界上 + int filledCount = (topLeft ? 1 : 0) + (topRight ? 1 : 0) + + (bottomLeft ? 1 : 0) + (bottomRight ? 1 : 0); + + // 边界角点:不是全部填充也不是全部空 + return filledCount > 0 && filledCount < 4; + } + + + /// + /// 生成简单的包围盒(备用方法) + /// + private List GenerateBoundingBox(int[,] pattern) + { + List vertices = new List(); + + // 找到有效格子的边界 + int minX = _blockShapeData.width, maxX = -1, minY = _blockShapeData.height, maxY = -1; + bool hasValidCell = false; + + for (int i = 0; i < _blockShapeData.width; i++) + { + for (int j = 0; j < _blockShapeData.height; j++) + { + if (pattern[i, j] != 0) + { + hasValidCell = true; + minX = Mathf.Min(minX, i); + maxX = Mathf.Max(maxX, i); + minY = Mathf.Min(minY, j); + maxY = Mathf.Max(maxY, j); + } + } + } + + if (!hasValidCell) + return vertices; + + // 计算包围盒的四个角点(本地坐标) + float halfSize = _blockShapeData.cellSize / 2f; + float minXWorld = minX * _blockShapeData.cellSize - _blockShapeData.width * _blockShapeData.cellSize / 2f - halfSize; + float maxXWorld = (maxX + 1) * _blockShapeData.cellSize - _blockShapeData.width * _blockShapeData.cellSize / 2f + halfSize; + float minYWorld = minY * _blockShapeData.cellSize - _blockShapeData.height * _blockShapeData.cellSize / 2f - halfSize; + float maxYWorld = (maxY + 1) * _blockShapeData.cellSize - _blockShapeData.height * _blockShapeData.cellSize / 2f + halfSize; + + // 按逆时针顺序添加顶点(Unity的PolygonCollider2D要求) + vertices.Add(new Vector2(minXWorld, minYWorld)); // 左下 + vertices.Add(new Vector2(maxXWorld, minYWorld)); // 右下 + vertices.Add(new Vector2(maxXWorld, maxYWorld)); // 右上 + vertices.Add(new Vector2(minXWorld, maxYWorld)); // 左上 + + return vertices; + } + + /// + /// 对顶点进行排序,形成闭合多边形 + /// + private List OrderVerticesForPolygon(List vertices) + { + if (vertices.Count <= 2) + return vertices; + + // 找到中心点 + Vector2 center = Vector2.zero; + foreach (var v in vertices) + { + center += v; + } + center /= vertices.Count; + + // 按角度排序(相对于中心点) + vertices.Sort((a, b) => + { + float angleA = Mathf.Atan2(a.y - center.y, a.x - center.x); + float angleB = Mathf.Atan2(b.y - center.y, b.x - center.x); + if (angleA.CompareTo(angleB) != 0) + { + return angleA.CompareTo(angleB); + } + + return (a - center).sqrMagnitude.CompareTo((b - center).sqrMagnitude); + }); + + return vertices; + } + + + } + + [Serializable] + public struct BlockShapeData + { + public int shapeId; + public string shapeName; + public int width; + public int height; + public float cellSize; + public string originalPatternStr; + public string spritePath; + } +} \ No newline at end of file diff --git a/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockShape.cs.meta b/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockShape.cs.meta new file mode 100644 index 000000000..0b9f4bd46 --- /dev/null +++ b/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockShape.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4be33b2e5baf96447a7df0d10cb22064 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockShapeRack.cs b/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockShapeRack.cs new file mode 100644 index 000000000..41b396f1e --- /dev/null +++ b/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockShapeRack.cs @@ -0,0 +1,94 @@ +using System; +using System.Collections.Generic; +using AibisDream.Framework; +using AibisDream.Utility; +using UnityEngine; +using UnityEngine.UI; + +namespace AibisDream +{ + public class BlockShapeRack : MonoBehaviour, IBlockShapeFactory + { + [SerializeField] private Transform shapeRoot; + [SerializeField] private ScrollRect scrollRect; + [SerializeField] private RackDataInfo[] blockShapeDataList; + private Dictionary buttonDict; + private GameObject _shapeCreateButtonPrefab; + + private void Awake() + { + InitPrefab(); + InitShapeButtons(); + } + + private void InitPrefab() + { + _shapeCreateButtonPrefab = ResourceKit.LoadAssetSync(ConstRef.ShapeCreateButtonPrefab); + _blockShapePrefab = ResourceKit.LoadAssetSync(ConstRef.BlockShapePrefab); + } + + private void InitShapeButtons() + { + buttonDict = new Dictionary(); + foreach (var blockShapeData in blockShapeDataList) + { + var button = Instantiate(_shapeCreateButtonPrefab, scrollRect.content).GetComponent(); + button.SetButtonInfo(blockShapeData.key, blockShapeData.count); + button.OnClick += CreateShapeByButton; + buttonDict.Add(blockShapeData.key, button); + } + } + + private void CreateShapeByButton(string key) + { + // 获取配置信息 + if (!BlockPuzzleKit.TryLoadBlockShapeData(key, out var blockShapeData)) + { + Debug.LogError($"获取配置信息失败: {key}"); + return; + } + + // 创建形状并开始拖拽 + var blockShape = CreateBlockShape(blockShapeData); + blockShape.ShapeDragger.StartDrag(); + } + + public void RecycleBlockShape(BlockShape blockShape) + { + // 将数据加回对象池 + if (buttonDict.TryGetValue(blockShape.ShapeName, out var oldButton)) + { + oldButton.AddCount(); + } + else + { + // 创建新的按钮 + var button = Instantiate(_shapeCreateButtonPrefab, scrollRect.content).GetComponent(); + button.SetButtonInfo(blockShape.ShapeName, 1); + button.OnClick += CreateShapeByButton; + buttonDict.Add(blockShape.ShapeName, button); + } + // 销毁物体 + Destroy(blockShape.gameObject); + } + + + // ------------------------------ 图形工厂类实现 ------------------------------ + + private GameObject _blockShapePrefab; + + public BlockShape CreateBlockShape(BlockShapeData blockShapeData) + { + var blockShape = Instantiate(_blockShapePrefab, shapeRoot).GetComponent(); + blockShape.Init(blockShapeData); + return blockShape; + } + + [Serializable] + public struct RackDataInfo + { + public string key; + public int count; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockShapeRack.cs.meta b/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockShapeRack.cs.meta new file mode 100644 index 000000000..6fe354b0f --- /dev/null +++ b/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockShapeRack.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4b41fe99d78fb92428bd63b641c3944c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MiniGame/BlockPuzzle/Class/GridVisualizer.cs b/Assets/Scripts/MiniGame/BlockPuzzle/Class/GridVisualizer.cs new file mode 100644 index 000000000..b3708fbf9 --- /dev/null +++ b/Assets/Scripts/MiniGame/BlockPuzzle/Class/GridVisualizer.cs @@ -0,0 +1,337 @@ +using System.Collections.Generic; +using UnityEngine; + +namespace AibisDream +{ + /// + /// 网格可视化组件 + /// 负责在Unity场景中可视化显示网格和单元格状态 + /// + public class GridVisualizer : MonoBehaviour + { + [Header("网格配置")] + [SerializeField] private BlockPuzzleGrid gridComponent; + [SerializeField] private int gridWidth = 10; + [SerializeField] private int gridHeight = 10; + [SerializeField] private float cellSize = 1f; + + private IBlockPuzzleGrid _grid; + + [Header("可视化设置")] + [SerializeField] private bool showGridLines = true; + [SerializeField] private bool showCellSprites = true; + [SerializeField] private Color emptyCellColor = new Color(0.9f, 0.9f, 0.9f, 0.3f); + [SerializeField] private Color occupiedCellColor = new Color(0.2f, 0.6f, 1f, 1f); + [SerializeField] private Color gridLineColor = new Color(0.5f, 0.5f, 0.5f, 0.5f); + [SerializeField] private float gridLineWidth = 0.02f; + + [Header("预制体(可选)")] + [SerializeField] private Sprite cellSprite; + [SerializeField] private Material cellMaterial; + + // 单元格可视化对象池 + private Dictionary<(int x, int y), GameObject> _cellObjects = new Dictionary<(int x, int y), GameObject>(); + private GameObject _gridLinesParent; + private GameObject _cellsParent; + private BlockPuzzleGrid _internalGrid; + + private void Awake() + { + // 创建父对象用于组织层级 + _gridLinesParent = new GameObject("GridLines"); + _gridLinesParent.transform.SetParent(transform); + _gridLinesParent.transform.localPosition = Vector3.zero; + + _cellsParent = new GameObject("Cells"); + _cellsParent.transform.SetParent(transform); + _cellsParent.transform.localPosition = Vector3.zero; + } + + private void Start() + { + InitializeGrid(); + } + + /// + /// 初始化网格 + /// + public void InitializeGrid() + { + // 优先使用外部网格组件 + if (gridComponent != null) + { + // 如果组件还没有初始化,先初始化它 + if (!gridComponent.IsInitialized()) + { + gridComponent.Initialize(); + } + _grid = gridComponent; + } + else + { + // 如果没有外部网格,创建内部网格组件 + if (_internalGrid == null) + { + _internalGrid = gameObject.GetComponent(); + if (_internalGrid == null) + { + _internalGrid = gameObject.AddComponent(); + } + } + _internalGrid.Initialize(gridWidth, gridHeight, cellSize, transform.position); + _grid = _internalGrid; + } + + CreateVisualization(); + } + + /// + /// 设置网格引用 + /// + public void SetGrid(IBlockPuzzleGrid grid) + { + _grid = grid; + ClearVisualization(); + CreateVisualization(); + } + + /// + /// 创建可视化 + /// + private void CreateVisualization() + { + if (_grid == null) return; + + if (showGridLines) + { + DrawGridLines(); + } + + if (showCellSprites) + { + CreateCellSprites(); + } + } + + /// + /// 绘制网格线 + /// + private void DrawGridLines() + { + // 清除旧的网格线 + foreach (Transform child in _gridLinesParent.transform) + { + if (Application.isPlaying) + { + Destroy(child.gameObject); + } + else + { + DestroyImmediate(child.gameObject); + } + } + + // 创建网格线(使用LineRenderer或简单的Quad) + for (int x = 0; x <= _grid.Width; x++) + { + CreateLine( + _grid.GridVerticesToWorld(x, 0)[0], + _grid.GridVerticesToWorld(x, _grid.Height)[0], + gridLineWidth, + gridLineColor + ); + } + + for (int y = 0; y <= _grid.Height; y++) + { + CreateLine( + _grid.GridVerticesToWorld(0, y)[0], + _grid.GridVerticesToWorld(_grid.Width, y)[0], + gridLineWidth, + gridLineColor + ); + } + } + + /// + /// 创建一条线 + /// + private void CreateLine(Vector3 start, Vector3 end, float width, Color color) + { + GameObject lineObj = new GameObject("GridLine"); + lineObj.transform.SetParent(_gridLinesParent.transform); + lineObj.transform.localPosition = Vector3.zero; + + LineRenderer lineRenderer = lineObj.AddComponent(); + lineRenderer.useWorldSpace = true; + lineRenderer.positionCount = 2; + lineRenderer.SetPosition(0, start); + lineRenderer.SetPosition(1, end); + lineRenderer.startWidth = width; + lineRenderer.endWidth = width; + lineRenderer.material = new Material(Shader.Find("Sprites/Default")); + lineRenderer.startColor = color; + lineRenderer.endColor = color; + lineRenderer.sortingOrder = 0; + } + + /// + /// 创建单元格精灵 + /// + private void CreateCellSprites() + { + // 清除旧的单元格 + ClearCellSprites(); + + // 为每个单元格创建可视化对象 + for (int x = 0; x < _grid.Width; x++) + { + for (int y = 0; y < _grid.Height; y++) + { + CreateCellSprite(x, y); + } + } + } + + /// + /// 创建单个单元格精灵 + /// + private void CreateCellSprite(int x, int y) + { + GameObject cellObj = new GameObject($"Cell_{x}_{y}"); + cellObj.transform.SetParent(_cellsParent.transform); + cellObj.transform.position = _grid.GridToWorld(x, y); + + SpriteRenderer spriteRenderer = cellObj.AddComponent(); + + // 如果没有指定Sprite,创建一个简单的白色Sprite + if (cellSprite == null) + { + cellSprite = CreateDefaultSprite(); + } + + spriteRenderer.sprite = cellSprite; + spriteRenderer.color = emptyCellColor; + spriteRenderer.sortingOrder = 1; + + // 设置大小 + float spriteSize = _grid.CellSize * 0.9f; // 稍微小一点,留出网格线空间 + cellObj.transform.localScale = new Vector3(spriteSize, spriteSize, 1f); + + // 如果有材质,应用材质 + if (cellMaterial != null) + { + spriteRenderer.material = cellMaterial; + } + + _cellObjects[(x, y)] = cellObj; + } + + /// + /// 创建默认的白色Sprite + /// + private Sprite CreateDefaultSprite() + { + Texture2D texture = new Texture2D(1, 1); + texture.SetPixel(0, 0, Color.white); + texture.Apply(); + return Sprite.Create(texture, new Rect(0, 0, 1, 1), new Vector2(0.5f, 0.5f), 1f); + } + + /// + /// 更新单元格可视化状态 + /// + public void UpdateCellVisual(int x, int y) + { + if (!_cellObjects.TryGetValue((x, y), out GameObject cellObj)) + { + return; + } + + SpriteRenderer spriteRenderer = cellObj.GetComponent(); + if (spriteRenderer == null) return; + + GridCellState state = _grid.GetCellState(x, y); + spriteRenderer.color = state == GridCellState.Occupied ? occupiedCellColor : emptyCellColor; + } + + /// + /// 更新所有单元格可视化 + /// + public void UpdateAllCellsVisual() + { + if (_grid == null) return; + + for (int x = 0; x < _grid.Width; x++) + { + for (int y = 0; y < _grid.Height; y++) + { + UpdateCellVisual(x, y); + } + } + } + + /// + /// 清除单元格精灵 + /// + private void ClearCellSprites() + { + foreach (var kvp in _cellObjects) + { + if (Application.isPlaying) + { + Destroy(kvp.Value); + } + else + { + DestroyImmediate(kvp.Value); + } + } + _cellObjects.Clear(); + } + + /// + /// 清除所有可视化 + /// + private void ClearVisualization() + { + ClearCellSprites(); + + foreach (Transform child in _gridLinesParent.transform) + { + if (Application.isPlaying) + { + Destroy(child.gameObject); + } + else + { + DestroyImmediate(child.gameObject); + } + } + } + + private void OnDestroy() + { + ClearVisualization(); + } + + // 在编辑器中预览网格 + private void OnDrawGizmos() + { + if (_grid == null) return; + + // 绘制网格边界 + Gizmos.color = gridLineColor; + Vector3 bottomLeft = _grid.GridToWorld(0, 0); + Vector3 bottomRight = _grid.GridToWorld(_grid.Width, 0); + Vector3 topLeft = _grid.GridToWorld(0, _grid.Height); + Vector3 topRight = _grid.GridToWorld(_grid.Width, _grid.Height); + + Gizmos.DrawLine(bottomLeft, bottomRight); + Gizmos.DrawLine(bottomRight, topRight); + Gizmos.DrawLine(topRight, topLeft); + Gizmos.DrawLine(topLeft, bottomLeft); + } + } +} + diff --git a/Assets/Scripts/MiniGame/BlockPuzzle/Class/GridVisualizer.cs.meta b/Assets/Scripts/MiniGame/BlockPuzzle/Class/GridVisualizer.cs.meta new file mode 100644 index 000000000..447775593 --- /dev/null +++ b/Assets/Scripts/MiniGame/BlockPuzzle/Class/GridVisualizer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d364afd8a560b4447b86f55c52c73d7a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MiniGame/BlockPuzzle/Class/PlacementValidator.cs b/Assets/Scripts/MiniGame/BlockPuzzle/Class/PlacementValidator.cs new file mode 100644 index 000000000..01ef8daab --- /dev/null +++ b/Assets/Scripts/MiniGame/BlockPuzzle/Class/PlacementValidator.cs @@ -0,0 +1,153 @@ +using UnityEngine; + +namespace AibisDream +{ + /// + /// 放置验证器实现 + /// 负责验证形状是否可以放置在指定位置 + /// + public static class PlacementValidator + { + public static SnapResult CheckSnapToGrid(this IBlockPuzzleGrid grid, BlockShape shape) + { + // 预制错误结果作为返回值 + SnapResult result = new SnapResult + { + canSnap = false, + snapPosition = shape.transform.position, + gridX = 0, + gridY = 0, + distance = float.MaxValue, + gridPositions = new Vector2Int[0] + }; + + // 将Shape的世界坐标转换为网格坐标(可以是虚拟坐标) + bool inGrid = grid.WorldToGrid(shape.transform.position, out int gridX, out int gridY); + if (!inGrid) return result; + + // 将形状的所有格子转换为网格坐标 + // gridX, gridY 是形状的 (0, 0) 点在网格中的位置 + Vector2Int[] gridCells = ConvertShapeToGridCells(shape, gridX, gridY); + result.gridX = gridX; + result.gridY = gridY; + result.snapPosition = grid.GridToWorld(gridX, gridY); + result.gridPositions = gridCells; + + // 逐个坐标验证是否可以放置 + var canPlace = grid.CanPlace(gridCells); + if (!canPlace) return result; + result.canSnap = true; + result.distance = Vector3.Distance(shape.transform.position, result.snapPosition); + + return result; + } + + /// + /// 将形状的相对坐标转换为网格坐标 + /// 已知形状的 (0, 0) 点在网格中的位置为 (gridX, gridY),将形状的其他格子坐标转换为网格坐标 + /// + /// 形状 + /// 网格X坐标(形状左下角位置,即形状的 (0, 0) 点对应的网格坐标) + /// 网格Y坐标(形状左下角位置,即形状的 (0, 0) 点对应的网格坐标) + /// 形状所有格子在网格中的坐标数组 + public static Vector2Int[] ConvertShapeToGridCells(IBlockShape shape, int gridX, int gridY) + { + if (shape == null) + { + return new Vector2Int[0]; + } + + Vector2Int[] blockPositions = shape.GetBlockPositions(); + if (blockPositions == null || blockPositions.Length == 0) + { + return new Vector2Int[0]; + } + + Vector2Int[] gridCells = new Vector2Int[blockPositions.Length]; + Vector2Int axis = shape.GetAxis(); + + for (int i = 0; i < blockPositions.Length; i++) + { + // 将形状的相对坐标转换为网格坐标 + // 形状的 (0, 0) 对应网格的 (gridX, gridY) + // 形状的 (blockPos.x, blockPos.y) 对应网格的 (gridX + blockPos.x, gridY + blockPos.y) + gridCells[i] = new Vector2Int( + gridX + blockPositions[i].x * axis.x, + gridY + blockPositions[i].y * axis.y + ); + } + + return gridCells; + } + + /// + /// 为吸附制作预览 + /// + /// 转换后的网格坐标组 + public static void ShowSnapPreview(this IBlockPuzzleGrid grid, Vector2Int[] shapeCells) + { + + } + + public static void TrySnapToGrid(this IBlockPuzzleGrid grid, BlockShape shape, Vector2Int rootCell) + { + // 判断RootCell的位置 + var rootWorldPos = grid.GridToWorld(rootCell.x, rootCell.y); + // 已经判断是否可吸附,直接吸就好了 + shape.transform.position = rootWorldPos; + // 设置网格状态 + var shapeCells = ConvertShapeToGridCells(shape, rootCell.x, rootCell.y); + foreach (var cell in shapeCells) + { + grid.SetCellState(cell.x, cell.y, GridCellState.Occupied); + } + // 加入网格 + grid.ShapeDict.Add(shape, rootCell); + } + + /// + /// 尝试从网格中移除形状 + /// + /// 网格 + /// 形状 + public static void TryRemoveShapeFromGrid(this IBlockPuzzleGrid grid, BlockShape shape) + { + if (grid.ShapeDict.TryGetValue(shape, out var rootCell)) + { + // 设置网格状态 + var shapeCells = ConvertShapeToGridCells(shape, rootCell.x, rootCell.y); + foreach (var cell in shapeCells) + { + grid.SetCellState(cell.x, cell.y, GridCellState.Empty); + } + grid.ShapeDict.Remove(shape); + } + } + } + + /// + /// 放置验证结果 + /// + public enum PlacementResult + { + Success, // 可以放置 + OutOfBounds, // 超出边界 + Overlap, // 与已有块重叠 + InvalidPosition // 无效位置 + } + + /// + /// 吸附检测结果 + /// + public struct SnapResult + { + public bool canSnap; // 是否可以吸附 + public Vector3 snapPosition; // 吸附后的世界坐标位置 + public int gridX; // 吸附到的网格X坐标(形状左下角位置) + public int gridY; // 吸附到的网格Y坐标(形状左下角位置) + public float distance; // 到网格单元格的距离 + public Vector2Int[] gridPositions; // 吸附后 + public Vector2Int RootCell => new Vector2Int(gridX, gridY); // 吸附后的根网格坐标 + } +} + diff --git a/Assets/Scripts/MiniGame/BlockPuzzle/Class/PlacementValidator.cs.meta b/Assets/Scripts/MiniGame/BlockPuzzle/Class/PlacementValidator.cs.meta new file mode 100644 index 000000000..5333b0e2a --- /dev/null +++ b/Assets/Scripts/MiniGame/BlockPuzzle/Class/PlacementValidator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 826c5312f504d944c924549de95babe7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MiniGame/BlockPuzzle/Class/ShapeCreateButton.cs b/Assets/Scripts/MiniGame/BlockPuzzle/Class/ShapeCreateButton.cs new file mode 100644 index 000000000..dee37cca4 --- /dev/null +++ b/Assets/Scripts/MiniGame/BlockPuzzle/Class/ShapeCreateButton.cs @@ -0,0 +1,53 @@ +using System; +using TMPro; +using UnityEngine; +using UnityEngine.UI; + +namespace AibisDream +{ + [RequireComponent(typeof(Button))] + public class ShapeCreateButton : MonoBehaviour + { + [SerializeField] private Button button; + [SerializeField] private TMP_Text text; + + private string blockShapeKey; + private int count; + + public event Action OnClick; + + private void Awake() + { + GetComponent