添加Vec3InputField和其预制件
代码要改,还没写好,而且我不知道为什么在inputField那里的方法不管用,transform的GetFields()都是空的
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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.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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Transform objtransform;
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public override void Initialize(string title, string parameterName)
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{
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base.Initialize(title, parameterName);
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objtransform = connectedGameElement.transform;
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Vector3 pos = (Vector3)objtransform.GetType().GetProperty(parameterName).GetValue(objtransform);
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inputFieldx.text =pos.x.ToString();
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inputFieldx.onEndEdit.AddListener(ApplyParametersx);
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inputFieldy.text =pos.y.ToString();
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inputFieldx.onEndEdit.AddListener(ApplyParametersy);
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inputFieldz.text =pos.z.ToString();
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inputFieldx.onEndEdit.AddListener(ApplyParametersz);
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}//我不应该用这种复制大法的(
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private void ApplyParametersx(string text)
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{
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Vector3 newpos=totramsf(float.Parse(text),0);
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transform.GetType().GetProperty(parameterName).SetValue(objtransform,newpos);
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}
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private void ApplyParametersy(string text)
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{
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Vector3 newpos=totramsf(float.Parse(text),1);
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transform.GetType().GetProperty(parameterName).SetValue(objtransform,newpos);
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}
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private void ApplyParametersz(string text)
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{
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Vector3 newpos=totramsf(float.Parse(text),2);
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transform.GetType().GetProperty(parameterName).SetValue(objtransform,newpos);
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}
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Vector3 totramsf(float value,int queue){
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Vector3 a= (Vector3)transform.GetType().GetProperty(parameterName).GetValue(connectedGameElement.transform);
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switch(queue){
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case 0:a.x=value;break;
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case 1:a.y=value;break;
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case 2:a.z=value;break;
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}
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return a;
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}
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}
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}
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