130 lines
4.2 KiB
C#
130 lines
4.2 KiB
C#
using System;
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using System.Collections.Generic;
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using NUnit.Framework;
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using Sirenix.OdinInspector;
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using UnityEngine;
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namespace Cielonos.MainGame.Inventory
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{
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public enum ItemType
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{
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MainWeapon,
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Support,
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Passive,
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Consumable
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}
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public enum ItemRarity
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{
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None,
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Tera,
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Moser,
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Graham,
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Epsilon,
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Aleph
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}
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[CreateAssetMenu(fileName = "ContentData", menuName = "Cielonos/Items/ContentData")]
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public partial class ContentData : SerializedScriptableObject
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{
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[InlineButton("CreateID", "Create")]
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[ValueDropdown("GetAllItemTypes", IsUniqueList = true, DropdownHeight = 400)]
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public Type itemClass;
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public ItemType itemType;
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public ItemRarity itemRarity;
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[ValueDropdown("GetAllTags", IsUniqueList = true, DropdownHeight = 400)]
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public List<string> tags;
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[ValueDropdown("GetAllInstitutions", IsUniqueList = true, DropdownHeight = 400)]
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public List<string> institutions;
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[ReadOnly]
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public string displayNameKey;
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[ReadOnly]
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public string descriptionKey;
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[ShowIf("isMainWeapon")]
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public Sprite rectIcon;
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[HideIf("isMainWeapon")]
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public Sprite squareIcon;
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[TitleGroup("Drop Settings")]
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[Tooltip("掉落权重,越大越容易被随机选中。设为 0 则不会出现在随机池中。")]
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public float dropWeight = 1f;
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[Tooltip("额外的掉落设置,可以在 Roll 时传入 filter 进行更复杂的筛选逻辑。")]
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public Dictionary<string, float> dropSettings = new Dictionary<string, float>();
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}
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public partial class ContentData
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{
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private bool isMainWeapon => itemType == ItemType.MainWeapon;
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private void CreateID()
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{
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if(string.IsNullOrEmpty(itemClass?.Name))
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{
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Debug.LogWarning("Class Name is empty. Cannot create Item ID.");
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return;
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}
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string itemType = this.itemType.ToString();
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string className = this.itemClass.Name;
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displayNameKey = $"{itemType}_{className}_Name";
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descriptionKey = $"{itemType}_{className}_Desc";
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}
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}
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public partial class ContentData
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{
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#if UNITY_EDITOR
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private List<string> GetAllTags()
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{
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return new List<string>
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{
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"Melee", "Ranged",
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"Burn", "Freeze", "Fusion", "Decay",
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"Shield", "Heal", "Crit", "Overload", "DoT"
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};
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}
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/// <summary>
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/// 获取项目中所有继承自ItemBase的类的名称列表,用于编辑器下拉选择。可以根据需要添加命名空间过滤等逻辑。
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/// </summary>
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/// <returns></returns>
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private List<Type> GetAllItemTypes()
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{
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List<Type> itemTypes = new List<Type>();
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foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
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{
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foreach (var type in assembly.GetTypes())
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{
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if (type.IsClass && !type.IsAbstract && typeof(ItemBase).IsAssignableFrom(type))
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{
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itemTypes.Add(type);
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}
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}
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}
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return itemTypes;
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}
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private List<string> GetAllInstitutions()
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{
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return new List<string>
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{
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"MilitaryIndustrialComplex", //Gun san fuku gō tai 軍産複合体 - 通用
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"ShinshuManufacturing", //Shin shu sei zō 新州制造 - 机械扈从
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"SkodaDynamics", //斯柯达 - 动能,爆炸
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"WardenclyffeResonanceHub", //沃登克里夫 - 能量
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"EuropeanOrganizationForNuclearResearch", //欧洲核子研究组织 - 核能
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"DopplerLumierePhotonics", //多普勒-卢米埃尔 - 光子
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"VitalisBiomass", //维塔利斯 - 生物
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"Area6", //大陆技术领 第六区 - 尖端科技
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"AcademyOfMagicalSciences", //魔法科学院 - 魔法
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};
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}
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#endif
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}
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} |