2025-03-31 11:16:52 +08:00
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using System;
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using System.Linq;
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using UnityEditor;
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using UnityEngine;
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namespace Stary.Evo.Editor
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{
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2025-07-02 16:28:08 +08:00
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public class ChangePlayerSchema
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{
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public static PLayerMode PLayerMode
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{
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get => _pLayerMode;
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set => SetPlayerMode(value);
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}
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private static PLayerMode _pLayerMode;
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// 主模式菜单路径
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2025-09-10 10:53:08 +08:00
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private const string EditorSimulateMode = "Evo/Schema/ChangePlayer/EditorSimulateMode(编辑器调试模式)";
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private const string HostPlayMode = "Evo/Schema/ChangePlayer/HostPlayMode(联机运行模式)";
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private const string LocalPlayMode = "Evo/Schema/ChangePlayer/LocalPlayMode(本地运行模式)";
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private const string WebPlayMode = "Evo/Schema/ChangePlayer/WebPlayMode(Web运行模式)";
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// Web 子模式菜单路径(作为 WebPlayMode 的子菜单)
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private const string WebNormalSubMode = "Evo/Schema/ChangePlayer/WebPlayMode(Web运行模式)/WebGL 普通模式";
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private const string WechatMiniSubMode = "Evo/Schema/ChangePlayer/WebPlayMode(Web运行模式)/微信小程序模式";
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#region 主模式菜单
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[MenuItem(EditorSimulateMode, false, 3)]
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private static void SetEditorMode() => SetPlayerMode(PLayerMode.EDITOR_SIMULATEMODE);
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[MenuItem(HostPlayMode, false, 3)]
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private static void SetHostMode() => SetPlayerMode(PLayerMode.HOST_PLAYMODE);
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[MenuItem(LocalPlayMode, false, 3)]
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private static void SetLocalMode() => SetPlayerMode(PLayerMode.LOCAL_PLAYMODE);
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#endregion
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#region Web 子模式菜单
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[MenuItem(WebNormalSubMode, false, 4)]
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private static void SetWebNormalMode() => SetWebSubMode(WebSubMode.WEB_NORMAL);
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[MenuItem(WechatMiniSubMode, false, 4)]
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private static void SetWechatMiniMode() => SetWebSubMode(WebSubMode.WECHAT_MINIGAME);
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#endregion
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#region 菜单验证
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[MenuItem(EditorSimulateMode, true, 3)]
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[MenuItem(HostPlayMode, true, 3)]
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[MenuItem(LocalPlayMode, true, 3)]
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private static bool ValidateMainModeMenu()
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{
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string platform = CustomEditorPrefs.GetString("ChangePlayerSchema");
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Menu.SetChecked(EditorSimulateMode, platform == PLayerMode.EDITOR_SIMULATEMODE.ToString());
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Menu.SetChecked(HostPlayMode, platform == PLayerMode.HOST_PLAYMODE.ToString());
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Menu.SetChecked(LocalPlayMode, platform == PLayerMode.LOCAL_PLAYMODE.ToString());
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return true;
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}
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[MenuItem(WebNormalSubMode, false)]
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private static bool ValidateWebNormalMenu()
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{
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// 只在 WebPlayMode 下启用子菜单
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bool isWebMode = _pLayerMode == PLayerMode.WEB_PLAYMODE;
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string subMode = CustomEditorPrefs.GetString("WebSubMode", WebSubMode.WEB_NORMAL.ToString());
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Menu.SetChecked(WebNormalSubMode, subMode == WebSubMode.WEB_NORMAL.ToString());
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return isWebMode;
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}
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[MenuItem(WechatMiniSubMode, false)]
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private static bool ValidateWechatMiniMenu()
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{
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bool isWebMode = _pLayerMode == PLayerMode.WEB_PLAYMODE;
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string subMode = CustomEditorPrefs.GetString("WebSubMode", WebSubMode.WEB_NORMAL.ToString());
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Menu.SetChecked(WechatMiniSubMode, subMode == WebSubMode.WECHAT_MINIGAME.ToString());
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return isWebMode;
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}
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#endregion
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public static void SetPlayerMode(PLayerMode mode)
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{
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var currentTarget = EditorUserBuildSettings.selectedBuildTargetGroup;
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if (currentTarget == BuildTargetGroup.Unknown) return;
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// 获取当前宏定义并清理所有相关的模式定义(包括主模式和子模式)
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var defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(currentTarget)
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.Split(';')
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.Where(d => !string.IsNullOrEmpty(d))
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.Where(d => !Enum.GetNames(typeof(PLayerMode)).Contains(d))
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.Where(d => !Enum.GetNames(typeof(WebSubMode)).Contains(d))
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.ToList();
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// 添加新模式
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defines.Add(mode.ToString());
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_pLayerMode = mode;
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CustomEditorPrefs.SetString("ChangePlayerSchema", _pLayerMode.ToString());
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// 如果切换到 Web 模式,恢复之前保存的子模式或默认使用普通模式
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if (mode == PLayerMode.WEB_PLAYMODE)
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{
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string savedSubMode = CustomEditorPrefs.GetString("WebSubMode", WebSubMode.WEB_NORMAL.ToString());
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defines.Add(savedSubMode);
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}
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ApplyDefines(defines);
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Debug.Log($"[ChangePlayerSchema] 切换至主模式: {mode}");
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}
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public static void SetWebSubMode(WebSubMode subMode)
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{
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if (_pLayerMode != PLayerMode.WEB_PLAYMODE)
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{
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Debug.LogWarning("[ChangePlayerSchema] 请先切换到 WebPlayMode 再设置子模式");
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return;
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}
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var currentTarget = EditorUserBuildSettings.selectedBuildTargetGroup;
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// 清理现有子模式宏,保留其他所有宏
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var defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(currentTarget)
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.Split(';')
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.Where(d => !string.IsNullOrEmpty(d))
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.Where(d => !Enum.GetNames(typeof(WebSubMode)).Contains(d))
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.ToList();
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// 添加新的子模式宏
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defines.Add(subMode.ToString());
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CustomEditorPrefs.SetString("WebSubMode", subMode.ToString());
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ApplyDefines(defines);
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Debug.Log($"[ChangePlayerSchema] Web 子模式切换至: {subMode}");
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}
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private static void ApplyDefines(System.Collections.Generic.List<string> defines)
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{
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var currentTarget = EditorUserBuildSettings.selectedBuildTargetGroup;
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PlayerSettings.SetScriptingDefineSymbolsForGroup(currentTarget, string.Join(";", defines));
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AssetDatabase.Refresh();
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EditorApplication.delayCall += () =>
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{
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UnityEditor.Compilation.CompilationPipeline.RequestScriptCompilation();
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Debug.Log($"[ChangePlayerSchema] 当前编译符号: {string.Join(";", defines)}");
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};
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}
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// 初始化时恢复上次保存的模式(可在 Editor 初始化时调用)
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[InitializeOnLoadMethod]
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private static void RestoreMode()
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{
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string savedMode = CustomEditorPrefs.GetString("ChangePlayerSchema", PLayerMode.EDITOR_SIMULATEMODE.ToString());
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if (Enum.TryParse<PLayerMode>(savedMode, out var mode))
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{
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_pLayerMode = mode;
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}
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}
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}
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// 主模式枚举
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public enum PLayerMode
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{
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EDITOR_SIMULATEMODE, // 编辑器调试模式
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HOST_PLAYMODE, // 联机运行模式
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LOCAL_PLAYMODE, // 本地运行模式
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WEB_PLAYMODE // Web 运行模式(包含子模式)
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}
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// Web 子模式枚举
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public enum WebSubMode
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{
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WEB_NORMAL, // WebGL 普通模式
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WECHAT_MINIGAME // 微信小程序模式
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}
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}
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