列表输入二级界面扩展List<float>,特效单元扩展
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Assets/Scripts/DynamicUI/.DS_Store
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BIN
Assets/Scripts/DynamicUI/.DS_Store
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@@ -1,20 +1,23 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.Serialization;
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using UnityEngine.UI;
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namespace Ichni.Editor
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{
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public class DynamicUIStringUnit : DynamicUICompositeUnit
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public class DynamicUIInputFieldUnit : DynamicUICompositeUnit
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{
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public TMP_InputField stringInputField;
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[FormerlySerializedAs("stringInputField")]
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public TMP_InputField inputField;
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public override void SetUnit(CompositeParameterWindow window, object itemContent)
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{
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compositeParameterWindow = window;
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stringInputField.text = (string)itemContent;
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stringInputField.onEndEdit.AddListener(_ => compositeParameterWindow.ApplyParameters());
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inputField.text = itemContent.ToString();
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inputField.onEndEdit.AddListener(_ => compositeParameterWindow.ApplyParameters());
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removeButton.onClick.AddListener(() =>
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{
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compositeParameterWindow.RemoveUnit(this);
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@@ -22,9 +25,9 @@ namespace Ichni.Editor
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});
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}
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public string GetValue()
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public T GetValue<T>()
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{
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return stringInputField.text;
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return (T)Convert.ChangeType(inputField.text, typeof(T));
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}
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}
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}
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@@ -1,28 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using Ichni.RhythmGame;
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using TMPro;
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using UnityEngine;
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namespace Ichni.Editor
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{
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public class DynamicUIGetterInputField : DynamicUIElement
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{
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public TMP_InputField inputField;
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public void SetDefaultText(string text)
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{
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inputField.text = text;
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}
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public T GetResult<T>()
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{
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return (T)System.Convert.ChangeType(inputField.text, typeof(T));
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}
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public string GetResult()
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{
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return inputField.text;
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}
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 230247eae56474f058bf4a2184cadd9a
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,5 +1,6 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Ichni.RhythmGame;
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using UnityEngine;
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using UnityEngine.Events;
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@@ -42,12 +43,12 @@ namespace Ichni.Editor
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//生成Unit
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void GenerateUnit(string content)
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{
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DynamicUIStringUnit unit = Instantiate(unitPrefab, windowRect).GetComponent<DynamicUIStringUnit>();
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DynamicUIInputFieldUnit unit = Instantiate(unitPrefab, windowRect).GetComponent<DynamicUIInputFieldUnit>();
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unitList.Add(unit);
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unit.SetUnit(this, content);
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}
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unitPrefab = EditorManager.instance.basePrefabs.stringUnit;
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unitPrefab = EditorManager.instance.basePrefabs.inputFieldUnit;
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//初始化:获取当前的List<string>,并生成对应的Unit
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List<string> list = connectedBaseElement.GetType().GetField(parameterName).GetValue(connectedBaseElement) as List<string>;
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@@ -67,13 +68,38 @@ namespace Ichni.Editor
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//将当前所有Unit的值应用到对应的变量中
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ApplyParameters = () =>
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{
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List<string> list = new List<string>();
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foreach (var unit in unitList)
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{
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list.Add((unit as DynamicUIStringUnit).GetValue());
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Debug.Log((unit as DynamicUIStringUnit).GetValue());
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}
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connectedBaseElement.GetType().GetField(parameterName).SetValue(connectedBaseElement, list);
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List<string> stringList = unitList.Select(unit => (unit as DynamicUIInputFieldUnit).GetValue<string>()).ToList();
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connectedBaseElement.GetType().GetField(parameterName).SetValue(connectedBaseElement, stringList);
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};
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}
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public void SetAsFloatList()
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{
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void GenerateUnit(float content)
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{
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DynamicUIInputFieldUnit unit = Instantiate(unitPrefab, windowRect).GetComponent<DynamicUIInputFieldUnit>();
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unitList.Add(unit);
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unit.SetUnit(this, content);
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}
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unitPrefab = EditorManager.instance.basePrefabs.inputFieldUnit;
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List<float> list = connectedBaseElement.GetType().GetField(parameterName).GetValue(connectedBaseElement) as List<float>;
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foreach (float item in list)
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{
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GenerateUnit(item);
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}
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addNewUnitButton.GetComponent<RectTransform>().SetAsLastSibling();
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addNewUnitButton.onClick.AddListener(() =>
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{
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GenerateUnit(0);
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addNewUnitButton.GetComponent<RectTransform>().SetAsLastSibling();
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});
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ApplyParameters = () =>
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{
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List<float> floatList = unitList.Select(unit => (unit as DynamicUIInputFieldUnit).GetValue<float>()).ToList();
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connectedBaseElement.GetType().GetField(parameterName).SetValue(connectedBaseElement, floatList);
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};
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}
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@@ -70,7 +70,7 @@ namespace Ichni.Editor
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string title, string defaultText = "") //不与参数绑定的InputField
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{
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DynamicUIInputField inputField = Object
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.Instantiate(EditorManager.instance.basePrefabs.parameterInputField, container.rect)
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.Instantiate(EditorManager.instance.basePrefabs.inputField, container.rect)
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.GetComponent<DynamicUIInputField>();
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inputField.Initialize(null, title, string.Empty);
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inputField.SetDefaultValue(defaultText);
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@@ -82,7 +82,7 @@ namespace Ichni.Editor
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DynamicUIContainer container, string title, string parameterName, bool isAutoUpdate = false) //与参数绑定的InputField
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{
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DynamicUIInputField inputField = Object
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.Instantiate(EditorManager.instance.basePrefabs.parameterInputField, container.rect)
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.Instantiate(EditorManager.instance.basePrefabs.inputField, container.rect)
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.GetComponent<DynamicUIInputField>();
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inputField.Initialize(baseElement, title, parameterName);
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container.dynamicUIElements.Add(inputField);
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