Data调整

This commit is contained in:
SoulliesOfficial
2025-11-30 14:21:08 -05:00
parent ad4948207e
commit afbeeebe75
34 changed files with 533 additions and 202 deletions

View File

@@ -43,7 +43,10 @@ namespace Continentis.MainGame.Card
public string functionText;
public string cardDescription;
[Header("Intention")] public float baseWeight = 0f;
[Header("Intention")]
public List<string> intentionIconKeys;
public List<string> intentionValueNames;
public float baseWeight = 0f;
[Header("Attributes")] [Tooltip("可变属性这个属性会自动设置BaseAttr进入Original设置AttrBaseAttrOffset=0以及DisplayAttr进入Current")]
public SerializableDictionary<string, float> variableAttributes = new SerializableDictionary<string, float>();

View File

@@ -27,8 +27,11 @@ namespace Continentis.MainGame.Card
private SerializedProperty functionTextProp;
private SerializedProperty cardDescriptionProp;
private SerializedProperty intentionIconKeysProp;
private SerializedProperty intentionValueNamesProp;
private SerializedProperty baseWeightProp;
private SerializedProperty variableAttributesProp;
private SerializedProperty originalAttributesProp;
private SerializedProperty runtimeCurrentAttributesProp;
@@ -42,9 +45,6 @@ namespace Continentis.MainGame.Card
protected override void OnEnable()
{
base.OnEnable();
LoadAllKeywordsFromEditRefs();
// 在启用时根据我们修改后的字段名找到对应的SerializedProperty
modNameProp = serializedObject.FindProperty("modName");
classNameProp = serializedObject.FindProperty("className");
@@ -57,7 +57,11 @@ namespace Continentis.MainGame.Card
cardLayoutTagsProp = serializedObject.FindProperty("cardLayoutTags");
functionTextProp = serializedObject.FindProperty("functionText");
cardDescriptionProp = serializedObject.FindProperty("cardDescription");
intentionIconKeysProp = serializedObject.FindProperty("intentionIconKeys");
intentionValueNamesProp = serializedObject.FindProperty("intentionValueNames");
baseWeightProp = serializedObject.FindProperty("baseWeight");
variableAttributesProp = serializedObject.FindProperty("variableAttributes");
originalAttributesProp = serializedObject.FindProperty("originalAttributes");
runtimeCurrentAttributesProp = serializedObject.FindProperty("runtimeCurrentAttributes");
@@ -116,11 +120,7 @@ namespace Continentis.MainGame.Card
EditorGUILayout.PropertyField(cardRarityProp);
EditorGUILayout.PropertyField(cardTypeProp);
EditorGUILayout.PropertyField(keywordsProp, true);
if (keywordsProp.isExpanded)
{
DrawKeywordSelector();
}
DrawListWithEditRefSelector(keywordsProp, "CardKeywords");
EditorGUILayout.PropertyField(cardSpriteProp);
EditorGUILayout.PropertyField(cardLayoutTagsProp, true);
@@ -129,6 +129,8 @@ namespace Continentis.MainGame.Card
EditorGUILayout.Space();
EditorGUILayout.LabelField("Attributes", EditorStyles.boldLabel);
DrawListWithEditRefSelector(intentionIconKeysProp, "IntentionIconKeys");
DrawListWithLocalSelector(intentionValueNamesProp, "variableAttributes");
EditorGUILayout.PropertyField(baseWeightProp);
EditorGUILayout.PropertyField(variableAttributesProp, true);
EditorGUILayout.PropertyField(originalAttributesProp, true);
@@ -150,106 +152,5 @@ namespace Continentis.MainGame.Card
serializedObject.ApplyModifiedProperties();
}
}
public partial class CardDataEditor
{
private List<string> allAvailableKeywords;
/// <summary>
/// 使用 AssetDatabase 查找项目中的所有 KeywordDatabase 并合并它们的列表
/// </summary>
private void LoadAllKeywordsFromEditRefs()
{
// 使用 HashSet 来自动处理重复的关键词
HashSet<string> allKeywordsSet = new HashSet<string>();
// 1. 查找项目中所有类型为 "KeywordDatabase" 的
// "t:KeywordDatabase" 是一个搜索过滤器t: 表示按类型搜索
string[] guids = AssetDatabase.FindAssets("t:ModEditReference");
foreach (string guid in guids)
{
// 2. 将 GUID 转换为资产路径
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
// 3. 加载该路径下的 ScriptableObject
ModEditReference editRef = AssetDatabase.LoadAssetAtPath<ModEditReference>(assetPath);
EditKeywordsReference cardKeywordsRef = editRef.cardKeywordsReference;
if (cardKeywordsRef != null && cardKeywordsRef.keywordRefs != null)
{
// 4. 将词库中的所有词添加到 Set 中
foreach (string keyword in cardKeywordsRef.keywordRefs.Keys)
{
if (!string.IsNullOrEmpty(keyword))
{
allKeywordsSet.Add(keyword);
}
}
}
}
// 5. 将 Set 转换为 List 并排序,以便在菜单中清晰显示
allAvailableKeywords = allKeywordsSet.ToList();
allAvailableKeywords.Sort();
}
private void DrawKeywordSelector()
{
// 1. 检查是否找到了任何关键词
if (allAvailableKeywords == null || allAvailableKeywords.Count == 0)
{
EditorGUILayout.HelpBox("在项目中没有找到任何 KeywordDatabase或者词库为空。", MessageType.Warning);
// 显示一个刷新按钮,以防用户刚刚创建了词库
if (GUILayout.Button("Refresh Keyword Edit References"))
{
LoadAllKeywordsFromEditRefs();
}
return;
}
List<string> currentKeywords = (target as CardData)!.keywords;
// 2. 找出尚未添加的关键词
List<string> keywordsToAdd = allAvailableKeywords.Except(currentKeywords).ToList();
// 3. 如果所有关键词都添加了,显示提示
if (keywordsToAdd.Count == 0)
{
EditorGUILayout.HelpBox("所有可用的关键词都已添加。", MessageType.Info);
}
else
{
// 4. 绘制 "Add Keyword" 按钮
if (GUILayout.Button("Add Keyword from Edit Refs..."))
{
GenericMenu menu = new GenericMenu();
foreach (string keyword in keywordsToAdd)
{
menu.AddItem(new GUIContent(keyword), false, () => {
AddKeywordToList(keyword);
});
}
menu.ShowAsContext();
}
}
// 5. (可选) 添加一个手动刷新按钮
// 因为 AssetDatabase.FindAssets() 速度很快所以我们也可以在每次GUI绘制时都调用
// 但如果词库很多,使用按钮刷新更好。
/*if (GUILayout.Button("Refresh Keyword Databases"))
{
LoadAllKeywordsFromEditRefs();
}*/
}
private void AddKeywordToList(string keyword)
{
keywordsProp.InsertArrayElementAtIndex(keywordsProp.arraySize);
SerializedProperty newElement = keywordsProp.GetArrayElementAtIndex(keywordsProp.arraySize - 1);
newElement.stringValue = keyword;
serializedObject.ApplyModifiedProperties();
}
}
}
#endif