【m】修改位置组件存储信息

This commit is contained in:
2025-04-30 16:15:11 +08:00
parent e8a8c3c1b8
commit 77e19b097b
2 changed files with 101 additions and 42 deletions

View File

@@ -26,6 +26,7 @@ namespace Stary.Evo.InformationSave
public abstract void Save(int index);
public abstract void Switch(int index);
public virtual T GetTransform(string desc)
{
int index = _list.FindIndex(n => n.desc == desc);
@@ -57,7 +58,12 @@ namespace Stary.Evo.InformationSave
//更新
public void UpdateInformation()
{
String sceneNmae = gameObject.scene.name;
string guid = GetPrefabGUID(this.gameObject)+GetPrefabHierarchyPath(this.gameObject);
if (guid == "")
{
UnityEditor.EditorUtility.DisplayDialog("错误", "可能存在错误\n1、无法在prefab预览中修改数据\n2、新增加物体需先同步为prefab", "确定");
return;
}
ScriptObjectSave scriptObjectSaveData = Resources.Load<ScriptObjectSave>(path);
if (scriptObjectSaveData == null)
{
@@ -65,14 +71,14 @@ namespace Stary.Evo.InformationSave
return;
}
if (scriptObjectSaveData.dic.ContainsKey(sceneNmae + gameObject.name))
if (scriptObjectSaveData.dic.ContainsKey(guid))
{
_list.Clear();
_list = scriptObjectSaveData.dic[sceneNmae + gameObject.name].OfType<T>().ToList();
_list = scriptObjectSaveData.dic[guid].OfType<T>().ToList();
}
else
{
Debug.LogError("UnityEvo:ScriptObjectSaveData中未存储场景:"+ sceneNmae + " 中物体:" + gameObject.name + "的数据!!!");
Debug.LogError($"UnityEvo:ScriptObjectSaveData中未存储物体名为:{this.gameObject}\n guid为:{guid}的数据!!!");
}
}
@@ -80,49 +86,53 @@ namespace Stary.Evo.InformationSave
public bool PlayingSave()
{
//文件保存
if (Application.isEditor)
string guid = GetPrefabGUID(this.gameObject)+GetPrefabHierarchyPath(this.gameObject);
if (guid == "")
{
String sceneNmae = gameObject.scene.name;
// 加载 ScriptObjectSaveData
ScriptObjectSave scriptObjectSaveData = Resources.Load<ScriptObjectSave>(path);
if(scriptObjectSaveData == null)
{
scriptObjectSaveData = CheckAndCreateFoldersAndAsset();
//Debug.Log("创建了ScriptObjectSaveData文件");
}
UnityEditor.EditorUtility.DisplayDialog("错误", "可能存在错误\n1、无法在prefab预览中修改数据\n2、新增加物体需先同步为prefab", "确定");
return false;
}
// 加载 ScriptObjectSaveData
ScriptObjectSave scriptObjectSaveData = Resources.Load<ScriptObjectSave>(path);
if (scriptObjectSaveData == null)
{
scriptObjectSaveData = CheckAndCreateFoldersAndAsset();
//Debug.Log("创建了ScriptObjectSaveData文件");
}
if (scriptObjectSaveData.dic == null)
{
Debug.LogError("UnityEvo:ScriptObjectSaveData的dic为空");
return false;
}
if (scriptObjectSaveData.dic == null)
{
Debug.LogError("UnityEvo:ScriptObjectSaveData的dic为空");
return false;
}
// 检查是否已经存在相同的键
if (scriptObjectSaveData.dic.ContainsKey(sceneNmae + gameObject.name))
// 检查是否已经存在相同的键
if (scriptObjectSaveData.dic.ContainsKey(guid))
{
// 如果存在,选择是否替换原有的 List
if (UnityEditor.EditorUtility.DisplayDialog("提示",
$"数据集下已有相同名称的物体数据\n是否覆盖更新\n 物体名为:{this.gameObject}\n guid为:{guid}", "确定",
"取消"))
{
// 如果存在,选择是否替换原有的 List
if (UnityEditor.EditorUtility.DisplayDialog("提示", "数据集下已有相同名称的物体数据\n是否覆盖更新\n" + "场景名:" + sceneNmae + "\n物体名" + gameObject.name, "确定", "取消"))
{
scriptObjectSaveData.dic[sceneNmae + gameObject.name] = new List<InformationBase>(_list);
}
else
{
return false;
}
scriptObjectSaveData.dic[guid] = new List<InformationBase>(_list);
}
else
{
// 如果不存在,添加新的键值对
scriptObjectSaveData.dic.Add(sceneNmae + gameObject.name, new List<InformationBase>(_list));
return false;
}
AssetDatabase.SaveAssets();
EditorUtility.SetDirty(scriptObjectSaveData);
AssetDatabase.Refresh();
return true;
}
else
{
// 如果不存在,添加新的键值对
scriptObjectSaveData.dic.Add(guid, new List<InformationBase>(_list));
}
return false;
AssetDatabase.SaveAssets();
EditorUtility.SetDirty(scriptObjectSaveData);
AssetDatabase.Refresh();
return true;
}
private ScriptObjectSave CheckAndCreateFoldersAndAsset()
@@ -148,17 +158,19 @@ namespace Stary.Evo.InformationSave
// 创建ScriptObjectSaveData.asset文件
scriptableObject = ScriptableObject.CreateInstance<ScriptObjectSave>();
AssetDatabase.CreateAsset(scriptableObject, "Assets/" + ResourcesFolderName + "/" + InformationSaveDataFolderName + "/" + ScriptObjectSaveDataFileName + ".asset");
AssetDatabase.CreateAsset(scriptableObject,
"Assets/" + ResourcesFolderName + "/" + InformationSaveDataFolderName + "/" +
ScriptObjectSaveDataFileName + ".asset");
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Debug.Log("UnityEvo:创建了: " + "Assets/" + ResourcesFolderName + "/" + InformationSaveDataFolderName + "/" + ScriptObjectSaveDataFileName + ".asset 资产");
Debug.Log("UnityEvo:创建了: " + "Assets/" + ResourcesFolderName + "/" + InformationSaveDataFolderName + "/" +
ScriptObjectSaveDataFileName + ".asset 资产");
return scriptableObject;
}
//绘制
public override void Draw()
{
int length = _list.Count;
int deleteIndex = -1;
for (int i = 0; i < length; i++)
@@ -209,7 +221,53 @@ namespace Stary.Evo.InformationSave
GUILayout.EndHorizontal();
}
private string GetCurrentGUID()
{
string assetPath = AssetDatabase.GetAssetPath(this);
if (!string.IsNullOrEmpty(assetPath))
{
return AssetDatabase.AssetPathToGUID(assetPath);
}
return string.Empty;
}
private string GetPrefabGUID(GameObject obj)
{
string assetPath = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(obj);
Debug.Log("UnityEvo:GetPrefabHierarchyPath:" + GetPrefabHierarchyPath(obj));
if (!string.IsNullOrEmpty(assetPath))
{
return AssetDatabase.AssetPathToGUID(assetPath);
}
return string.Empty;
}
private string GetPrefabHierarchyPath(GameObject obj)
{
var path = new System.Text.StringBuilder();
var current = obj.transform;
//检测该预制体是否是实例
var root = PrefabUtility.GetNearestPrefabInstanceRoot(obj);
if (root != null)
{
while (current != null && current != root.transform)
{
path.Insert(0, current.name);
path.Insert(0, "/");
current = current.parent;
}
return path.ToString();
}
return string.Empty;
}
#else
public override void Draw(){}
#endif
@@ -217,6 +275,7 @@ namespace Stary.Evo.InformationSave
#endregion
[System.Serializable]
public class InformationBase
{