284 lines
9.4 KiB
C#
284 lines
9.4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Threading.Tasks;
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using Newtonsoft.Json;
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using UnityEditor;
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using UnityEngine;
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using System.Linq;
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namespace Stary.Evo.InformationSave
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{
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public abstract class AbstractInformation<T> : CustomEditorBase where T : InformationBase, new()
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{
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[HideInInspector] public List<T> _list = new List<T>();
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/// <summary>
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/// 配置文件存储路径
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/// </summary>
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string path = "InformationSaveData/ScriptObjectSaveData";
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public virtual void Add()
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{
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_list.Add(new T());
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Save(_list.Count - 1);
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}
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public abstract void Save(int index);
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public abstract void Switch(int index);
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public virtual T GetTransform(string desc)
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{
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int index = _list.FindIndex(n => n.desc == desc);
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if (index != -1)
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{
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return _list[index];
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}
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else
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{
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Debug.LogError($"UnityEvo:{typeof(T)}:不存在该信息:" + desc);
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return default(T);
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}
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}
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public virtual void Delete(int index)
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{
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_list.RemoveAt(index);
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}
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public virtual void Set(string desc)
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{
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int index = _list.FindIndex(n => n.desc == desc);
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if (index != -1) Switch(index);
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}
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#region Editor
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#if UNITY_EDITOR
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//更新
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public void UpdateInformation()
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{
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string guid = GetPrefabGUID(this.gameObject)+GetPrefabHierarchyPath(this.gameObject);
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if (guid == "")
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{
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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");
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return;
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}
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ScriptObjectSave scriptObjectSaveData = Resources.Load<ScriptObjectSave>(path);
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if (scriptObjectSaveData == null)
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{
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Debug.LogError("UnityEvo:ScriptObjectSaveData配置文件丢失");
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return;
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}
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if (scriptObjectSaveData.dic.ContainsKey(guid))
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{
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_list.Clear();
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_list = scriptObjectSaveData.dic[guid].OfType<T>().ToList();
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}
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else
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{
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Debug.LogError($"UnityEvo:ScriptObjectSaveData中未存储物体名为:{this.gameObject}\n guid为:{guid}的数据!!!");
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}
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}
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//动态保存
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public bool PlayingSave()
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{
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//文件保存
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string guid = GetPrefabGUID(this.gameObject)+GetPrefabHierarchyPath(this.gameObject);
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if (guid == "")
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{
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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");
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return false;
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}
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// 加载 ScriptObjectSaveData
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ScriptObjectSave scriptObjectSaveData = Resources.Load<ScriptObjectSave>(path);
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if (scriptObjectSaveData == null)
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{
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scriptObjectSaveData = CheckAndCreateFoldersAndAsset();
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//Debug.Log("创建了ScriptObjectSaveData文件");
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}
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if (scriptObjectSaveData.dic == null)
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{
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Debug.LogError("UnityEvo:ScriptObjectSaveData的dic为空");
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return false;
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}
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// 检查是否已经存在相同的键
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if (scriptObjectSaveData.dic.ContainsKey(guid))
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{
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// 如果存在,选择是否替换原有的 List
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if (UnityEditor.EditorUtility.DisplayDialog("提示",
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$"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",
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"取消"))
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{
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scriptObjectSaveData.dic[guid] = new List<InformationBase>(_list);
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}
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else
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{
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return false;
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}
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}
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else
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{
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// 如果不存在,添加新的键值对
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scriptObjectSaveData.dic.Add(guid, new List<InformationBase>(_list));
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}
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AssetDatabase.SaveAssets();
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EditorUtility.SetDirty(scriptObjectSaveData);
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AssetDatabase.Refresh();
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return true;
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}
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private ScriptObjectSave CheckAndCreateFoldersAndAsset()
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{
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string ResourcesFolderName = "Resources";
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string InformationSaveDataFolderName = "InformationSaveData";
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string ScriptObjectSaveDataFileName = "ScriptObjectSaveData";
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ScriptObjectSave scriptableObject;
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// 判断是否创建Resources文件夹
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string resourcesPath = Path.Combine(Application.dataPath, ResourcesFolderName);
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if (!Directory.Exists(resourcesPath))
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{
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Directory.CreateDirectory(resourcesPath);
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}
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// 判断是否创建InformationSaveData文件夹
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string informationSaveDataPath = Path.Combine(resourcesPath, InformationSaveDataFolderName);
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if (!Directory.Exists(informationSaveDataPath))
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{
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Directory.CreateDirectory(informationSaveDataPath);
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}
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// 创建ScriptObjectSaveData.asset文件
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scriptableObject = ScriptableObject.CreateInstance<ScriptObjectSave>();
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AssetDatabase.CreateAsset(scriptableObject,
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"Assets/" + ResourcesFolderName + "/" + InformationSaveDataFolderName + "/" +
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ScriptObjectSaveDataFileName + ".asset");
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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Debug.Log("UnityEvo:创建了: " + "Assets/" + ResourcesFolderName + "/" + InformationSaveDataFolderName + "/" +
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ScriptObjectSaveDataFileName + ".asset 资产");
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return scriptableObject;
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}
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//绘制
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public override void Draw()
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{
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int length = _list.Count;
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int deleteIndex = -1;
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for (int i = 0; i < length; i++)
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{
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GUILayout.BeginHorizontal();
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_list[i].desc = UnityEditor.EditorGUILayout.TextField(_list[i].desc);
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if (GUILayout.Button("切换")) Switch(i);
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if (GUILayout.Button("保存"))
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{
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Save(i);
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if (PlayingSave()) Debug.Log("UnityEvo:保存成功!");
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}
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if (GUILayout.Button("上移") && i > 0)
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{
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T temp = _list[i - 1];
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_list[i - 1] = _list[i];
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_list[i] = temp;
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}
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if (GUILayout.Button("下移") && i < _list.Count - 1)
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{
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T temp = _list[i + 1];
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_list[i + 1] = _list[i];
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_list[i] = temp;
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}
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if (GUILayout.Button("删除") && UnityEditor.EditorUtility.DisplayDialog("警告", "你确定要删除吗?", "确定", "取消"))
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deleteIndex = i;
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GUILayout.EndHorizontal();
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if (i != length - 1) GUILayout.Space(20);
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}
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if (deleteIndex != -1) Delete(deleteIndex);
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GUILayout.Space(30);
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GUILayout.BeginHorizontal();
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if (GUILayout.Button("添加"))
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{
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Add();
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}
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if (GUILayout.Button("更新") && UnityEditor.EditorUtility.DisplayDialog("提示", "你确定要更新吗?", "确定", "取消"))
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{
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UpdateInformation();
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GUILayout.BeginHorizontal();
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}
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GUILayout.EndHorizontal();
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}
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private string GetCurrentGUID()
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{
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string assetPath = AssetDatabase.GetAssetPath(this);
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if (!string.IsNullOrEmpty(assetPath))
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{
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return AssetDatabase.AssetPathToGUID(assetPath);
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}
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return string.Empty;
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}
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private string GetPrefabGUID(GameObject obj)
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{
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string assetPath = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(obj);
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Debug.Log("UnityEvo:GetPrefabHierarchyPath:" + GetPrefabHierarchyPath(obj));
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if (!string.IsNullOrEmpty(assetPath))
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{
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return AssetDatabase.AssetPathToGUID(assetPath);
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}
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return string.Empty;
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}
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private string GetPrefabHierarchyPath(GameObject obj)
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{
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var path = new System.Text.StringBuilder();
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var current = obj.transform;
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//检测该预制体是否是实例
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var root = PrefabUtility.GetNearestPrefabInstanceRoot(obj);
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if (root != null)
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{
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while (current != null && current != root.transform)
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{
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path.Insert(0, current.name);
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path.Insert(0, "/");
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current = current.parent;
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}
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return path.ToString();
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}
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return string.Empty;
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}
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#else
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public override void Draw(){}
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#endif
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}
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#endregion
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[System.Serializable]
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public class InformationBase
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{
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public string desc = "初始";
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}
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} |