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本来想做启闭的懒得做了
This commit is contained in:
2025-06-29 19:52:19 +08:00
parent 1b87a4345b
commit b85e29c540
7 changed files with 423 additions and 134 deletions

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@@ -1,6 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Dreamteck.Splines;
using Ichni.Editor;
using Ichni.RhythmGame.Beatmap;
@@ -161,10 +162,54 @@ namespace Ichni.RhythmGame
}
}
public abstract partial class GameElement
public abstract partial class GameElement//Editor 专
{
public class EnableType : IBaseElement
{
public Type type;
public bool enable;
public BaseElement_BM matchedBM { get => throw new NotImplementedException(); set => throw new NotImplementedException(); }
};
public List<EnableType> enableTypes;
/// <summary>
/// 扫描childElementList中的类型并加入enableTypes去重兼容性好
/// </summary>
public void ScanAndAddEnableTypes()
{
// 初始化enableTypes列表
if (enableTypes == null)
enableTypes = new List<EnableType>();
// 记录已存在的类型,避免重复
HashSet<Type> existingTypes = new HashSet<Type>();
foreach (var et in enableTypes)
{
if (et != null && et.type != null)
existingTypes.Add(et.type);
}
// 遍历所有子元素类型若未添加则加入enableTypes
foreach (var child in childElementList)
{
var childType = child.GetType();
if (!existingTypes.Contains(childType))
{
enableTypes.Add(new EnableType
{
type = childType,
enable = true
});
existingTypes.Add(childType);
}
}
}
public virtual void SetUpInspector() //被点击时设置第一层Inspector
{
ScanAndAddEnableTypes();
IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
var container = inspector.GenerateContainer("Element Info");
@@ -177,6 +222,30 @@ namespace Ichni.RhythmGame
inspector.GenerateCompositeParameterWindow(this, "Tags List", nameof(tags)).SetAsStringList();
});
// 只用反射方式生成enableTypes的UI
if (enableTypes != null && enableTypes.Count > 0)
{
var elcontainer = inspector.GenerateContainer("Enable Children DisPlay");
var enableTypeContainer = elcontainer.GenerateSubcontainer(3);
var type = enableTypes.GetType().GetGenericArguments()[0];
int elcount = 0;
for (int idx = 0; idx < enableTypes.Count; idx++)
{
elcount++;
if (elcount > 3)
{
elcount = 0;
enableTypeContainer = elcontainer.GenerateSubcontainer(3);
}
var et = enableTypes[idx];
inspector.GenerateToggle(
et,
enableTypeContainer,
et.type.Name,
nameof(et.enable) // 传递字段名字符串
);
}
}
//次级模块
foreach (var submodule in submoduleList)
{
@@ -207,6 +276,30 @@ namespace Ichni.RhythmGame
return gameElements;
}
/// <summary>
/// 根据enableTypes筛选子元素只返回enable为true的类型对应的子元素
/// </summary>
public List<GameElement> GetChildrenByTypes()
{
if (enableTypes == null || enableTypes.Count == 0)
return new List<GameElement>();
var enabledTypes = new HashSet<Type>();
foreach (var et in enableTypes)
{
if (et.enable) enabledTypes.Add(et.type);
}
// 问题1只匹配类型本身不能处理继承关系如子类/接口)
// 问题2如果childElementList有null元素会抛异常
// 问题3如果enableTypes有重复type没影响但没必要
// 更健壮的写法如下支持继承和接口避免null
return childElementList.FindAll(child =>
child != null && enabledTypes.Any(t => t.IsAssignableFrom(child.GetType()))
);
}
}
namespace Beatmap