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plugin-library/Assets/00.StaryEvo/Runtime/PlayerSettings/DomainConfig.cs
stary 101850021f
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更新報錯
2026-04-13 13:53:03 +08:00

113 lines
3.2 KiB
C#

using System;
using Sirenix.OdinInspector;
using UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.Serialization;
namespace Stary.Evo
{
[Serializable]
[CreateAssetMenu(fileName = "DomainConfig", menuName = "Evo/Create DomainConfig")]
public class DomainConfig : SerializedScriptableObject
{
/// <summary>
/// 域id
/// </summary>
[Sirenix.OdinInspector.ReadOnly] public string domain;
/// <summary>
/// 入口命名空间
/// </summary>
[Sirenix.OdinInspector.ReadOnly] public string @namespace;
/// <summary>
/// 入口类
/// </summary>
[Sirenix.OdinInspector.ReadOnly] public string className;
[InfoBox( "Prefab(仅加载预制体) Scene(加载场景)")]
[OnValueChanged("SetLoadResType")]
public LoadResType loadResType;
#if UNITY_EDITOR
[ShowIf("loadResType", LoadResType.Scene)] [OnValueChanged("LoadScenePath")]
[ValidateInput("ValidateScenePath", "只能使用 本Domain 目录下的场景!", InfoMessageType.Error)]
public SceneAsset sceneAsset;
#endif
[InfoBox( "Static(持久化存在,不可手动卸载) Additive(叠加,可手动卸载) Single(下一个加载自动卸载) ")]
[ShowIf("loadResType", LoadResType.Prefab)]
public DomainLoadType domainLoadType;
[ShowIf("loadResType", LoadResType.Scene)]
public LoadSceneMode loadSceneMode;
/// <summary>
/// 入口预制体
/// </summary>
[Sirenix.OdinInspector.ReadOnly] [ShowIf("loadResType", LoadResType.Prefab)]
public string mainPrefab;
[ShowIf("loadResType", LoadResType.Scene)] [ReadOnly]
public string scenePath;
[ShowIf("loadResType", LoadResType.Scene)] [ReadOnly]
public string sceneIdentifier;
#if UNITY_EDITOR
public void LoadScenePath()
{
if (sceneAsset == null)
{
Debug.LogError($"Scene {scenePath} 资源不存在,请检查!");
return;
}
scenePath = AssetDatabase.GetAssetPath(sceneAsset);
sceneIdentifier = $"Scenes_{sceneAsset.name}";
}
private bool ValidateScenePath(SceneAsset scene)
{
if (scene == null) return true;
string path = AssetDatabase.GetAssetPath(scene);
return path.StartsWith($"Assets/Domain/{domain}/AddressableRes/Scenes/");
}
#endif
private void SetLoadResType()
{
if (loadResType == LoadResType.Prefab)
{
#if UNITY_EDITOR
sceneAsset = null;
#endif
scenePath = null;
sceneIdentifier = null;
}
}
public enum LoadResType
{
Prefab,
Scene
}
public enum DomainLoadType
{
/// <summary>
/// 下一个加载自动卸载
/// </summary>
Single,
/// <summary>
/// 叠加,可手动卸载
/// </summary>
Additive,
/// <summary>
/// 持久化存在,不可手动卸载
/// </summary>
Static
}
}
}