Vector3 inputfield 改进
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@@ -13,9 +13,5 @@ namespace Ichni.Editor
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public GridLayoutGroup gridLayoutGroup;
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public List<DynamicUIElement> dynamicUIElements = new List<DynamicUIElement>();
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[FormerlySerializedAs("container")] public RectTransform rect;
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public void setVoH(bool VoH){
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if(VoH)gridLayoutGroup.cellSize=new Vector2(250,100);
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}
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}
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}
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@@ -0,0 +1,35 @@
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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 System.Linq;
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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 DynamicUIDropdown : DynamicUIElement
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{
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public TMP_Dropdown dropdown;
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public override void Initialize(IBaseElement baseElement, string title, string parameterName)
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{
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base.Initialize(baseElement, title, parameterName);
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dropdown.value = (int)connectedBaseElement.GetType().GetField(parameterName).GetValue(connectedBaseElement); //获取对应变量的值
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dropdown.onValueChanged.AddListener(ApplyParameters);
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}
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public void SetUpEnum(Type enumType)
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{
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dropdown.options.Clear();
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List<string> enumNameList = System.Enum.GetNames(enumType).ToList();
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dropdown.AddOptions(enumNameList);
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}
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private void ApplyParameters(int value)
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{
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connectedBaseElement.GetType().GetField(parameterName).SetValue(connectedBaseElement, value);
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connectedBaseElement.Refresh();
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 264384f5bd48a41acb9b80fac4ed4544
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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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@@ -9,7 +9,7 @@ namespace Ichni.Editor
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public abstract class DynamicUIElement : MonoBehaviour
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{
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public TMP_Text title;
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protected GameElement connectedGameElement => EditorManager.instance.uiManager.inspector.connectedGameElement;
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public IBaseElement connectedBaseElement;
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/// <summary>
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/// 参数名,通过反射获取饿修改对应变量的值
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@@ -21,8 +21,9 @@ namespace Ichni.Editor
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/// </summary>
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public bool isAlwaysUpdated;
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public virtual void Initialize(string title, string parameterName)
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public virtual void Initialize(IBaseElement baseElement, string title, string parameterName)
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{
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this.connectedBaseElement = baseElement;
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this.parameterName = parameterName;
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this.title.text = title;
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}
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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 Ichni.RhythmGame;
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using TMPro;
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using UnityEngine;
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@@ -9,17 +10,18 @@ namespace Ichni.Editor
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{
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public TMP_InputField inputField;
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public override void Initialize(string title, string parameterName)
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public override void Initialize(IBaseElement baseElement, string title, string parameterName)
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{
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base.Initialize(title, parameterName);
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inputField.text = connectedGameElement.GetType().GetField(parameterName).GetValue(connectedGameElement).ToString(); //获取对应变量的值
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base.Initialize(baseElement, title, parameterName);
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inputField.text = connectedBaseElement.GetType().GetField(parameterName).GetValue(connectedBaseElement).ToString(); //获取对应变量的值
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inputField.onEndEdit.AddListener(ApplyParameters); //输入结束后修改变量
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inputField.onEndEdit.AddListener(ApplyParameters);
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}
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private void ApplyParameters(string text)
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{
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connectedGameElement.GetType().GetField(parameterName).SetValue(connectedGameElement, text);
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connectedBaseElement.GetType().GetField(parameterName).SetValue(connectedBaseElement, text);
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connectedBaseElement.Refresh();
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}
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}
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}
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@@ -1,6 +1,7 @@
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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 Ichni.RhythmGame;
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using TMPro;
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using UnityEngine;
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@@ -10,17 +11,17 @@ namespace Ichni.Editor
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{
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public TMP_Text text;
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public override void Initialize(string title, string parameterName)
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public override void Initialize(IBaseElement baseElement, string title, string parameterName)
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{
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base.Initialize(title, parameterName);
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text.text = connectedGameElement.GetType().GetField(parameterName).GetValue(connectedGameElement).ToString();
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base.Initialize(baseElement, title, parameterName);
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text.text = connectedBaseElement.GetType().GetField(parameterName).GetValue(connectedBaseElement).ToString();
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}
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private void Update()
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{
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if (isAlwaysUpdated)
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{
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text.text = connectedGameElement.GetType().GetField(parameterName).GetValue(connectedGameElement).ToString();
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text.text = connectedBaseElement.GetType().GetField(parameterName).GetValue(connectedBaseElement).ToString();
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}
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}
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}
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@@ -1,71 +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 JetBrains.Annotations;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UIElements.Experimental;
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namespace Ichni.Editor{
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public class DynamicUIVec3InputField : DynamicUIElement
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{
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public TMP_InputField inputFieldx;
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public TMP_InputField inputFieldy;
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public TMP_InputField inputFieldz;
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public TransformSubmodule e=null;
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public override void Initialize(string title, string parameterName)
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{
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foreach(var i in connectedGameElement.submoduleList){
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if(i.GetType()==typeof(TransformSubmodule)){
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e= (TransformSubmodule)i;
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break;
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}
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}
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if (e == null)Destroy(gameObject);
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base.Initialize(title, parameterName);
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Vector3 pos = (Vector3)e.GetType().GetField(parameterName).GetValue(e); //获取对应变量的值
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inputFieldx.text =pos.x.ToString();
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inputFieldy.text =pos.y.ToString();
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inputFieldz.text =pos.z.ToString();
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}//我不应该用这种复制大法的(
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public void ApplyParametersx(string text)
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{
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Vector3 newpos=totramsf(text,0);
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e.GetType().GetField(parameterName).SetValue(e, newpos);
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}
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public void ApplyParametersy(string text)
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{
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Vector3 newpos=totramsf(text,1);
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e.GetType().GetField(parameterName).SetValue(e, newpos);
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}
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public void ApplyParametersz(string text)
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{
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Vector3 newpos=totramsf(text,2);
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e.GetType().GetField(parameterName).SetValue(e, newpos);
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}
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Vector3 totramsf(string value,int queue){
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float avalue;
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if(!float.TryParse(value,out avalue)){
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avalue=0f;
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}
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Vector3 a= (Vector3)e.GetType().GetField(parameterName).GetValue(e); //获取对应变量的值
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a[queue]=avalue;
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return a;
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}
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}
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}
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@@ -0,0 +1,38 @@
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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 JetBrains.Annotations;
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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.UIElements.Experimental;
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namespace Ichni.Editor
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{
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public class DynamicUIVector3InputField : DynamicUIElement
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{
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public TMP_InputField inputFieldX;
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public TMP_InputField inputFieldY;
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public TMP_InputField inputFieldZ;
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public override void Initialize(IBaseElement baseElement, string title, string parameterName)
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{
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base.Initialize(baseElement, title, parameterName);
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Vector3 pos = (Vector3)connectedBaseElement.GetType().GetField(parameterName).GetValue(connectedBaseElement); //获取对应变量的值
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inputFieldX.text = pos.x.ToString();
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inputFieldY.text = pos.y.ToString();
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inputFieldZ.text = pos.z.ToString();
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inputFieldX.onEndEdit.AddListener(_ => ApplyParameters());
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inputFieldY.onEndEdit.AddListener(_ => ApplyParameters());
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inputFieldZ.onEndEdit.AddListener(_ => ApplyParameters());
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}
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public void ApplyParameters()
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{
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Vector3 newValue = new Vector3(float.Parse(inputFieldX.text), float.Parse(inputFieldY.text), float.Parse(inputFieldZ.text));
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connectedBaseElement.GetType().GetField(parameterName).SetValue(connectedBaseElement, newValue);
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connectedBaseElement.Refresh();
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}
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}
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}
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@@ -1,3 +1,4 @@
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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 System.Runtime.InteropServices.WindowsRuntime;
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@@ -22,51 +23,73 @@ namespace Ichni.Editor
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containers.Clear();
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connectedGameElement = gameElement;
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connectedGameElement.SetUpInspector();
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}
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}
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public partial class Inspector
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public partial class Inspector
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{
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public DynamicUIContainer GenerateContainer(string title)
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{
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DynamicUIContainer container = Instantiate(EditorManager.instance.basePrefabs.dynamicUIContainer, inspectorRect).GetComponent<DynamicUIContainer>();
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DynamicUIContainer container =
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Instantiate(EditorManager.instance.basePrefabs.dynamicUIContainer, inspectorRect)
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.GetComponent<DynamicUIContainer>();
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container.title.text = title;
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containers.Add(container);
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return container;
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}
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public DynamicUIContainer GenerateContainer()
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{
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DynamicUIContainer container = Instantiate(EditorManager.instance.basePrefabs.dynamicUIContainer, inspectorRect).GetComponent<DynamicUIContainer>();
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DynamicUIContainer container =
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Instantiate(EditorManager.instance.basePrefabs.dynamicUIContainer, inspectorRect)
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.GetComponent<DynamicUIContainer>();
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Destroy(container.title.gameObject);
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containers.Add(container);
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return container;
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}
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public DynamicUIInputField GenerateInputField(DynamicUIContainer container, string title, string parameterName)
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public DynamicUIInputField GenerateInputField(IBaseElement baseElement, DynamicUIContainer container,
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string title, string parameterName)
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{
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DynamicUIInputField inputField = Instantiate(EditorManager.instance.basePrefabs.inputField, container.rect).GetComponent<DynamicUIInputField>();
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inputField.Initialize(title, parameterName);
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DynamicUIInputField inputField = 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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return inputField;
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}
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public DynamicUIVec3InputField GenerateVec3InputField(DynamicUIContainer container, string title, string parameterName){
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DynamicUIVec3InputField a=Instantiate(EditorManager.instance.basePrefabs.Vec3inputField,container.rect).GetComponent<DynamicUIVec3InputField>();
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a.Initialize(title, parameterName);
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container.dynamicUIElements.Add(a);
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return a;
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}
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public DynamicUIText GenerateText(DynamicUIContainer container, string title, string parameterName, bool isAlwaysUpdate = false)
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public DynamicUIVector3InputField GenerateVec3InputField(IBaseElement baseElement, DynamicUIContainer container,
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string title, string parameterName)
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{
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DynamicUIText text = Instantiate(EditorManager.instance.basePrefabs.text, container.rect).GetComponent<DynamicUIText>();
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text.Initialize(title, parameterName);
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DynamicUIVector3InputField vector3InputField =
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Instantiate(EditorManager.instance.basePrefabs.Vec3inputField, container.rect)
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.GetComponent<DynamicUIVector3InputField>();
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vector3InputField.Initialize(baseElement, title, parameterName);
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container.dynamicUIElements.Add(vector3InputField);
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return vector3InputField;
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}
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public DynamicUIText GenerateText(IBaseElement baseElement, DynamicUIContainer container, string title,
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string parameterName, bool isAlwaysUpdate = false)
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{
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DynamicUIText text = Instantiate(EditorManager.instance.basePrefabs.text, container.rect)
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.GetComponent<DynamicUIText>();
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text.Initialize(baseElement, title, parameterName);
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text.isAlwaysUpdated = isAlwaysUpdate;
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container.dynamicUIElements.Add(text);
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return text;
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}
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public DynamicUIDropdown GenerateDropdown(IBaseElement baseElement, DynamicUIContainer container, string title,
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Type enumType, string parameterName)
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{
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DynamicUIDropdown dropdown = Instantiate(EditorManager.instance.basePrefabs.dropdown, container.rect)
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.GetComponent<DynamicUIDropdown>();
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dropdown.SetUpEnum(enumType);
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dropdown.Initialize(baseElement, title, parameterName);
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container.dynamicUIElements.Add(dropdown);
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return dropdown;
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}
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}
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}
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