411 lines
18 KiB
C#
411 lines
18 KiB
C#
#if UNITY_EDITOR
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Events;
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using Object = UnityEngine.Object;
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namespace SLSFramework.UModAssistance
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{
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#region List<string>选择器,通过类型查找资产,将其名称存储在列表中
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public partial class DataEditor : Editor
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{
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private string _pickerTargetListName;
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private Dictionary<string, Object> _assetCache;
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protected virtual void OnEnable()
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{
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// 每次选中新对象时,都清空缓存
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_assetCache = new Dictionary<string, Object>();
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}
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protected void DrawCharacterListGUI<T>(SerializedProperty listProperty, string searchFilter = "") where T : Object
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{
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if (string.IsNullOrEmpty(searchFilter))
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{
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searchFilter = $"t:{typeof(T).Name}";
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}
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listProperty.isExpanded = EditorGUILayout.Foldout(listProperty.isExpanded, listProperty.displayName, false);
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if (listProperty.isExpanded)
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{
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EditorGUI.indentLevel++;
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EditorGUI.indentLevel++;
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for (int i = 0; i < listProperty.arraySize; i++)
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{
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SerializedProperty elementNameProp = listProperty.GetArrayElementAtIndex(i);
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EditorGUILayout.BeginHorizontal();
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(elementNameProp, GUIContent.none);
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bool valueChanged = EditorGUI.EndChangeCheck();
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string assetName = elementNameProp.stringValue;
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if (valueChanged || !_assetCache.TryGetValue(assetName, out Object foundAsset))
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{
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foundAsset = FindObjectData<T>(assetName, searchFilter);
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_assetCache[assetName] = foundAsset; // 将搜索结果(即使是null)存入缓存
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}
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if (foundAsset != null)
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{
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EditorGUI.BeginDisabledGroup(true);
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EditorGUILayout.ObjectField(foundAsset, typeof(T), false, GUILayout.Width(150));
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EditorGUI.EndDisabledGroup();
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}
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else
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{
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EditorGUILayout.LabelField(new GUIContent(EditorGUIUtility.IconContent("console.warnicon").image, "资产未找到或名称不匹配"),
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GUILayout.Width(20));
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}
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if (GUILayout.Button("-", GUILayout.Width(20)))
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{
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_assetCache.Remove(elementNameProp.stringValue);
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listProperty.DeleteArrayElementAtIndex(i);
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i--;
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}
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EditorGUILayout.EndHorizontal();
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}
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if (GUILayout.Button("Add by Search..."))
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{
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_pickerTargetListName = listProperty.propertyPath;
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EditorGUIUtility.ShowObjectPicker<T>(null, false, searchFilter, GUI.skin.GetHashCode());
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}
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EditorGUI.indentLevel--;
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}
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}
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protected T FindObjectData<T>(string assetName, string searchFilter) where T : Object
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{
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if (string.IsNullOrEmpty(assetName)) return null;
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string[] guids = AssetDatabase.FindAssets($"{assetName} {searchFilter}");
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if (guids.Length > 0)
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{
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return AssetDatabase.LoadAssetAtPath<T>(AssetDatabase.GUIDToAssetPath(guids[0]));
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}
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return null;
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}
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protected void HandleObjectPicker()
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{
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if (Event.current.commandName == "ObjectSelectorUpdated" && EditorGUIUtility.GetObjectPickerControlID() == GUI.skin.GetHashCode())
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{
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Object pickedObject = EditorGUIUtility.GetObjectPickerObject();
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if (pickedObject != null)
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{
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SerializedProperty targetListProp = serializedObject.FindProperty(_pickerTargetListName);
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if (targetListProp != null)
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{
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bool exists = false;
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for (int i = 0; i < targetListProp.arraySize; i++)
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{
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if (targetListProp.GetArrayElementAtIndex(i).stringValue == pickedObject.name)
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{
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exists = true;
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break;
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}
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}
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if (!exists)
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{
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targetListProp.InsertArrayElementAtIndex(targetListProp.arraySize);
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targetListProp.GetArrayElementAtIndex(targetListProp.arraySize - 1).stringValue = pickedObject.name;
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}
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}
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_pickerTargetListName = null;
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}
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}
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}
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}
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#endregion
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#region Searchable Type选择器,将获取的类型名存入一个string中
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public partial class DataEditor
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{
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private static Dictionary<Type, (string[] paths, Type[] types)> _typeCache =
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new Dictionary<Type, (string[], Type[])>();
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/// <summary>
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/// 绘制一个带 "Select" 按钮的字段,点击后会弹出可搜索的类型选择窗口。
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/// </summary>
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/// <param name="classNameProp">存储类名的字符串属性</param>
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/// <param name="label">在Inspector中显示的标签</param>
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/// <param name="baseType">要查找的基类</param>
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/// <param name="onTypeSelected">【关键】当一个类型被选中时执行的回调</param>
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/// <param name="namespacePrefix">要搜索的命名空间前缀</param>
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/// <param name="namespaceToRemove">要从路径中移除的命名空间部分</param>
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protected void DrawSearchableTypeSelector(
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SerializedProperty classNameProp,
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string label,
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Type baseType,
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Action<Type> onTypeSelected,
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string namespacePrefix = null,
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string namespaceToRemove = null)
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{
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.TextField(label, classNameProp.stringValue);
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if (GUILayout.Button("Select", GUILayout.Width(60)))
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{
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TypeSelectorWindow.Show(baseType, namespacePrefix, namespaceToRemove, (selectedType) =>
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{
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classNameProp.stringValue = selectedType.Name;
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serializedObject.ApplyModifiedProperties();
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onTypeSelected?.Invoke(selectedType);
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});
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}
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EditorGUILayout.EndHorizontal();
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}
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/// <summary>
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/// 弹出式搜索窗口(作为私有内部类)
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/// </summary>
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private class TypeSelectorWindow : EditorWindow
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{
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// --- 核心修改 1:新的树状数据结构 ---
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private class CategoryNode
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{
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public string Name;
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public bool IsExpanded = false;
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public Dictionary<string, CategoryNode> SubCategories = new Dictionary<string, CategoryNode>();
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public List<(string name, Type type)> Items = new List<(string, Type)>();
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}
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private static Dictionary<Tuple<Type, string, string>, (string[] paths, Type[] types)> _staticTypeCache =
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new Dictionary<Tuple<Type, string, string>, (string[], Type[])>();
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private CategoryNode _rootNode = new CategoryNode { Name = "Root", IsExpanded = true };
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private Action<Type> _onSelectCallback;
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private Type _baseType;
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private string _namespacePrefix;
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private string _namespaceToRemove;
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private string _searchString = "";
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private Vector2 _scrollPos;
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private Dictionary<string, List<(string path, Type type)>> _groupedFilteredList;
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private Dictionary<string, bool> _categoryFoldoutStates = new Dictionary<string, bool>();
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public static void Show(Type baseType, string namespacePrefix, string namespaceToRemove, Action<Type> onSelect)
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{
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var window = GetWindow<TypeSelectorWindow>(true, "Select Type", true);
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window.minSize = new Vector2(300, 400);
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window._baseType = baseType;
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window._namespacePrefix = namespacePrefix;
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window._namespaceToRemove = namespaceToRemove;
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window._onSelectCallback = onSelect;
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window.FilterList();
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}
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private void OnGUI()
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{
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GUILayout.BeginHorizontal(EditorStyles.toolbar);
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EditorGUI.BeginChangeCheck();
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_searchString = GUILayout.TextField(_searchString, GUI.skin.FindStyle("ToolbarSearchTextField"));
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if (GUILayout.Button("", GUI.skin.FindStyle("ToolbarSearchCancelButton"))) _searchString = "";
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if (EditorGUI.EndChangeCheck())
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{
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FilterList();
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}
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GUILayout.EndHorizontal();
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_scrollPos = EditorGUILayout.BeginScrollView(_scrollPos);
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if (_rootNode.SubCategories.Count == 0 && _rootNode.Items.Count == 0)
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{
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EditorGUILayout.LabelField("No matching types found.");
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}
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else
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{
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DrawNodeGUI(_rootNode, 0);
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}
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EditorGUILayout.EndScrollView();
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}
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// --- 核心修改 1:重写 CacheDerivedTypes,使其更健壮 ---
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private void CacheDerivedTypes()
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{
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var cacheKey = new Tuple<Type, string, string>(_baseType, _namespacePrefix ?? string.Empty, _namespaceToRemove ?? string.Empty);
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if (_staticTypeCache.ContainsKey(cacheKey)) return;
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List<(string path, Type type)> typeList = new List<(string, Type)>();
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IEnumerable<Type> types = AppDomain.CurrentDomain.GetAssemblies()
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.SelectMany(assembly => assembly.GetTypes())
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.Where(t => _baseType.IsAssignableFrom(t) && !t.IsAbstract && !t.IsInterface && t != _baseType);
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foreach (var type in types)
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{
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string path;
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if (!string.IsNullOrEmpty(_namespacePrefix) && type.Namespace != null && type.Namespace.StartsWith(_namespacePrefix))
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{
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// 1. 获取前缀后的命名空间
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// e.g., ".Basic.Cards.General.Skills"
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string formattedNamespace = type.Namespace.Substring(_namespacePrefix.Length);
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// 2. 按 '.' 拆分为段落,并移除空条目 (比如开头的那个)
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List<string> segments = formattedNamespace.Split('.').Where(s => !string.IsNullOrEmpty(s)).ToList();
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// 3. 安全地移除指定的 'namespaceToRemove' 段落
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if (!string.IsNullOrEmpty(_namespaceToRemove))
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{
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segments.Remove(_namespaceToRemove);
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}
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// 4. 用 '/' 重新组合路径
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if (segments.Count > 0)
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{
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path = string.Join("/", segments) + "/" + type.Name;
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}
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else
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{
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path = type.Name; // 如果没有剩余段落,则直接使用类名
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}
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}
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else
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{
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path = "Uncategorized/" + type.Name;
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}
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typeList.Add((path, type));
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}
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typeList.Sort((a, b) => a.path.CompareTo(b.path));
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_staticTypeCache[cacheKey] = (typeList.Select(t => t.path).ToArray(), typeList.Select(t => t.type).ToArray());
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}
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private void FilterList()
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{
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var cacheKey = new Tuple<Type, string, string>(_baseType, _namespacePrefix ?? string.Empty, _namespaceToRemove ?? string.Empty);
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if (!_staticTypeCache.ContainsKey(cacheKey))
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{
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CacheDerivedTypes();
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}
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var (allPaths, allTypes) = _staticTypeCache[cacheKey];
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// 1. 重置根节点
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_rootNode = new CategoryNode { Name = "Root", IsExpanded = true };
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for (int i = 0; i < allPaths.Length; i++)
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{
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string fullPath = allPaths[i];
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Type type = allTypes[i];
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// 2. 检查是否匹配搜索词
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if (string.IsNullOrEmpty(_searchString) ||
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fullPath.IndexOf(_searchString, StringComparison.OrdinalIgnoreCase) >= 0)
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{
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var segments = fullPath.Split('/');
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CategoryNode currentNode = _rootNode;
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// 3. 遍历所有“目录”部分,构建树
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for (int j = 0; j < segments.Length - 1; j++)
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{
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string categoryName = segments[j];
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if (!currentNode.SubCategories.ContainsKey(categoryName))
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{
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var newNode = new CategoryNode { Name = categoryName };
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// 如果在搜索,自动展开所有匹配路径上的节点
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if (!string.IsNullOrEmpty(_searchString))
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{
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newNode.IsExpanded = true;
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}
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currentNode.SubCategories[categoryName] = newNode;
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}
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currentNode = currentNode.SubCategories[categoryName];
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}
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// 4. 将“文件”部分(即类名)添加到它所属的节点
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string itemName = segments.Last();
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currentNode.Items.Add((itemName, type));
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}
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}
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}
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// --- 核心修改 4:全新的递归绘制方法 ---
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private void DrawNodeGUI(CategoryNode node, int indentLevel)
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{
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// 1. 绘制所有子类别(作为可折叠的Foldouts)
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foreach (var subCategory in node.SubCategories.Values.OrderBy(c => c.Name))
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{
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// 设置当前层级的缩进
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EditorGUI.indentLevel = indentLevel;
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// 使用我们自定义的、带三角箭头的粗体样式
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subCategory.IsExpanded = EditorGUILayout.Foldout(subCategory.IsExpanded, subCategory.Name, true);
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if (subCategory.IsExpanded)
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{
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// 递归调用,绘制子节点的内容,缩进+1
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DrawNodeGUI(subCategory, indentLevel + 1);
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}
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}
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EditorGUI.indentLevel = indentLevel;
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foreach (var (name, type) in node.Items.OrderBy(i => i.name))
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{
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// B. 从布局系统中获取一个**已经正确缩进**的矩形区域
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Rect controlRect = EditorGUILayout.GetControlRect();
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// C. 在这个矩形区域内绘制标签,它会自动使用我们设置的缩进
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// 我们使用 _clickableLabelStyle 来实现悬停变色效果
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EditorGUI.LabelField(controlRect, name);
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// D. 为这个矩形区域添加一个可点击的光标提示
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EditorGUIUtility.AddCursorRect(controlRect, MouseCursor.Link);
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// E. 手动检查在这个矩形区域内的点击事件
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if (Event.current.type == EventType.MouseDown && Event.current.button == 0 &&
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controlRect.Contains(Event.current.mousePosition))
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{
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_onSelectCallback?.Invoke(type);
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this.Close();
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Event.current.Use(); // 消耗掉这个点击事件
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}
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}
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}
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}
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}
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#endregion
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#region 绘制一个按钮,点击后调用指定方法
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public partial class DataEditor
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{
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protected void DrawMethodButton<T>(string buttonLabel, string functionName) where T : Object
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{
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if (GUILayout.Button(buttonLabel))
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{
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T invoker = target as T;
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MethodInfo method = typeof(T).GetMethod(functionName, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
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if (method != null)
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{
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method.Invoke(invoker, null);
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}
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else
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{
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Debug.LogWarning($"Method '{functionName}' not found in type '{typeof(T).Name}'.");
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}
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}
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}
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}
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#endregion
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}
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#endif |