128 lines
5.5 KiB
C#
128 lines
5.5 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Continentis.MainGame.Card;
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using Continentis.MainGame.UI;
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using NaughtyAttributes;
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using SLSFramework.General;
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using SLSFramework.UModAssistance;
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using UnityEngine;
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using UnityEngine.Serialization;
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#if UNITY_EDITOR
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using System.IO;
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using UnityEditor;
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#endif
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namespace Continentis.MainGame.Character
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{
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[CreateAssetMenu(menuName = "Continentis/MainGame/Character/CharacterData", fileName = "CharacterData")]
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public partial class CharacterData : ScriptableObject
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{
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[Header("Fundamental")]
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public bool haveCustomClass;
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public string classFullName;
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public string modName;
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public string className;
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public string displayName;
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public List<string> tags;
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public Sprite avatar;
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public Sprite portrait;
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public string characterDescription;
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public string characterStory;
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[Header("Attributes")]
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[Tooltip("角色的核心属性:第一栏是属性名,第二栏是属性值")]
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public SerializableDictionary<string, float> coreAttributes;
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[Tooltip("角色的通常属性:第一栏是属性名,第二栏是属性值")]
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public SerializableDictionary<string, float> generalAttributes;
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[Tooltip("初始化时赋予给CurrentGeneralAttributes的属性:第一栏是属性名,第二栏是初始化时使用对应名称的GeneralAttributes的数据,留空则默认为0,如果是float数字则直接使用该数字")]
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public SerializableDictionary<string, string> runtimeGeneralAttributes;
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[Header("View")]
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public int combatPositionOrder;
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public GameObject combatCharacterView;
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[Header("References")]
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public List<string> prefabRefs = new List<string>();
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public List<string> derivativeCardDataRefs = new List<string>();
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public List<string> derivativeCharacterDataRefs = new List<string>();
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[Tooltip("初始卡组引用列表")]
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public List<string> initialDeckRef;
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[Tooltip("HUD信息引用列表")]
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public List<string> hudDataRefs;
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}
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public partial class CharacterData
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{
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public static CharacterData Get(string dataID)
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{
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return ModManager.GetData<CharacterData>(dataID);
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}
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}
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#if UNITY_EDITOR
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public partial class CharacterData
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{
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public void PasteDefaultAttributes()
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{
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List<CharacterAttributesDefaultCollection> targetCollections = new List<CharacterAttributesDefaultCollection>();
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string[] guids = AssetDatabase.FindAssets("t:CharacterAttributesDefaultCollection");
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if (guids.Length > 1)
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{
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Debug.Log("找到了多个CharacterAttributesDefaultCollection,它们将被合并后导入CharacterData");
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}
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foreach (string guid in guids)
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{
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// 将GUID转换为资产的路径
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string path = AssetDatabase.GUIDToAssetPath(guid);
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// 2. 验证每个资产的路径是否完全符合您指定的结构
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// 使用 Path.GetDirectoryName 获取文件所在的目录
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// 并统一使用'/'作为路径分隔符,以兼容不同操作系统
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string directory = Path.GetDirectoryName(path)?.Replace('\\', '/');
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Debug.Log($"Checking asset at path: {path}, directory: {directory}");
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// 加载资产以检查其命名空间
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ScriptableObject collection = AssetDatabase.LoadAssetAtPath<ScriptableObject>(path);
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Type assetType = collection.GetType();
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string assetNamespace = assetType.Namespace;
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// 检查目录是否有效,是否在"Assets/Mods/"下,并且是否以"/Characters/DefaultCollections"结尾
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if (!string.IsNullOrEmpty(directory) &&
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assetNamespace == typeof(CharacterAttributesDefaultCollection).Namespace &&
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directory.StartsWith("Assets/Mods/") &&
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directory.EndsWith("/Characters/DefaultCollections"))
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{
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// 3. 如果路径和命名空间都符合要求,则将该资产添加到目标列表中
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CharacterAttributesDefaultCollection defaultList = collection as CharacterAttributesDefaultCollection;
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targetCollections.Add(defaultList);
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Debug.Log($"Loaded DefaultStringList from: {path}");
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}
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}
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Dictionary<string, float> coreAttributes = new Dictionary<string, float>();
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Dictionary<string, float> generalAttributes = new Dictionary<string, float>();
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Dictionary<string, string> runtimeGeneralAttributes = new Dictionary<string, string>();
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foreach (CharacterAttributesDefaultCollection collection in targetCollections)
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{
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collection.coreAttributes.PasteDictionary(coreAttributes);
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collection.generalAttributes.PasteDictionary(generalAttributes);
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collection.runtimeGeneralAttributes.PasteDictionary(runtimeGeneralAttributes);
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}
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coreAttributes.PasteDictionary(this.coreAttributes);
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generalAttributes.PasteDictionary(this.generalAttributes);
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runtimeGeneralAttributes.PasteDictionary(this.runtimeGeneralAttributes);
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Debug.Log($"Pasted default attributes to file {this.name}");
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}
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}
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#endif
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} |