Files
ichni_Creator_Studio/Assets/Scripts/EditorGame/GameElements/GameElement.cs
2025-02-16 11:15:42 -05:00

219 lines
6.9 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Dreamteck.Splines;
using Ichni.Editor;
using Ichni.RhythmGame.Beatmap;
using Sirenix.OdinInspector;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.UIElements;
using Inspector = Ichni.Editor.Inspector;
namespace Ichni.RhythmGame
{
public abstract partial class GameElement : SerializedMonoBehaviour, IBaseElement
{
//物体名
public string elementName;
//标识 GUID
public Guid elementGuid;
//标签
public List<string> tags;
//父游戏物体
public GameElement parentElement;
//与游戏物体连接的Tab
public HierarchyTab connectedTab;
//子物体列表
public List<GameElement> childElementList = new List<GameElement>();
//次级模块
public List<SubmoduleBase> submoduleList = new List<SubmoduleBase>();
//存档类
public BaseElement_BM matchedBM { get; set; }
public Inspector inspector => EditorManager.instance.uiManager.inspector;
/// <summary>
/// 首次初始化
/// </summary>
/// <param name="name">物体名</param>
public virtual void Initialize(string name, Guid elementGuid, List<string> tags,
bool isFirstGenerated, GameElement parentElement)
{
this.elementName = name;
this.elementGuid = elementGuid;
this.tags = tags;
EditorManager.instance.beatmapContainer.gameElementList.Add(this);
submoduleList = new List<SubmoduleBase>();
if (isFirstGenerated) SetDefaultSubmodules();
SetParent(parentElement);
EditorManager.instance.uiManager.hierarchy.GenerateTab(this, parentElement);
//GameManager.beatMapContainer.beatMapElementList.Add(this);
//serialNumber = totalSerialNumber++;
//SetTransformObserver();
}
/// <summary>
/// 设置次级模块
/// </summary>
protected abstract void SetDefaultSubmodules();
/// <summary>
/// 在所有物体生成完毕后,执行的初始化方法
/// </summary>
public virtual void AfterInitialize()
{
}
/// <summary>
/// 设置父物体
/// </summary>
/// <param name="parentElement">父物体</param>
public void SetParent(GameElement parentElement)
{
if (parentElement != null)
{
parentElement.childElementList.Add(this);
this.parentElement = parentElement;
transform.SetParent(parentElement.transform);
}
}
}
public abstract partial class GameElement //存档,删除,复制,粘贴
{
public virtual void Refresh()
{
}
/// <summary>
/// 用于生成存档
/// </summary>
public virtual void SaveBM()
{
throw new NotImplementedException();
}
/// <summary>
/// 当物体被删除时执行的方法
/// </summary>
public virtual void OnDelete()
{
throw new NotImplementedException();
}
/// <summary>
/// 删除物体,包括所有子物体
/// </summary>
public virtual void Delete()
{
if (this.childElementList != null)
{
for (int i = 0; i < childElementList.Count; i++)
{
childElementList[i].Delete(); //删除子GameElement、
}
}
OnDelete();
#if UNITY_EDITOR
Debug.Log("Delete " + elementName + "(" + elementGuid + ")");
#endif
EditorManager.instance.beatmapContainer.gameElementList.Remove(this); //从保存列表中剔除
this.parentElement.childElementList.Remove(this);
Destroy(gameObject); //销毁
}
}
public abstract partial class GameElement
{
public virtual void SetUpInspector() //被点击时设置第一层Inspector
{
var container = inspector.GenerateContainer("Element Info");
var nameInputField = inspector.GenerateInputField(this, container, GetType().Name + "'s Name", nameof(elementName));
var guidText = inspector.GenerateText(this, container, "Element GUID", nameof(elementGuid), true);
var tagsListButton = inspector.GenerateButton(this, container, "Tags List", () =>
{
inspector.GenerateCompositeParameterWindow(this, "Tags List", nameof(tags)).SetAsStringList();
});
foreach (var submodule in submoduleList)
{
submodule.SetUpInspector();
}
}
}
namespace Beatmap
{
[System.Serializable]
public abstract class GameElement_BM : BaseElement_BM
{
[System.NonSerialized]
public static Dictionary<Guid, GameElement_BM> identifier = new(); //存档类的标识符
[System.NonSerialized]
public GameElement matchedElement; //存档类对应的游戏物体
public string elementName;
public List<string> tags;
public Guid elementGuid;
public Guid attachedElementGuid;
public GameElement_BM()
{
}
public GameElement_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement)
{
this.elementName = elementName;
this.elementGuid = elementGuid;
this.tags = tags;
this.attachedElementGuid = attachedElement?.elementGuid ?? Guid.Empty;
identifier.TryAdd(this.elementGuid, this);
}
public static GameElement_BM GetElementBM(Guid id)
{
if (identifier.TryGetValue(id, out GameElement_BM element_BM))
{
return element_BM;
}
return null;
}
public static GameElement GetElement(Guid id)
{
if(identifier.TryGetValue(id, out GameElement_BM element_BM))
{
return element_BM.matchedElement;
}
return null;
}
/// <summary>
/// 复制物体
/// </summary>
/// <param name="attached">父物体</param>
public abstract GameElement DuplicateBM(GameElement attached);
}
}
}