This commit is contained in:
2023-11-08 13:41:11 +08:00
parent 3b8bf5a940
commit d691f8cde8
24 changed files with 736 additions and 21 deletions
+219
View File
@@ -0,0 +1,219 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using XericLibrary.Runtime.MacroLibrary;
using XericLibrary.Runtime.Type;
using static UnityEngine.GraphicsBuffer;
namespace XericLibrary.Runtime.Generation
{
public class BaseGenerate<T> : WeaklyMonoBase
where T : WeaklyObject
{
#region 字段属性
/// <summary>
/// 生成器
/// </summary>
[SerializeField]
private T GenerationCompute;
#endregion
#region 生命周期
#endregion
#region 快捷静态
/// <summary>
/// 复制一个组件到另一个组件中
/// <code>
/// 这个方法只能用于 MonoBehaviours 或普通 C# 类的字段和属性,
/// 不能用于 Unity 内置组件(例如 Transform、Rigidbody 等)的复制,
/// 因为这些组件的字段和属性通常是私有的。
/// </code>
/// </summary>
/// <typeparam name="COMPONENT"></typeparam>
/// <param name="SOURCE"></param>
/// <param name="CopyTo"></param>
/// <returns></returns>
public static COMPONENT CopyComponentToAnother<COMPONENT>(COMPONENT source, COMPONENT copied)
where COMPONENT : Component
{
if(source == null || copied == null)
{
Debug.LogWarning("Source or target component is null. Cannot copy parameters.");
return null;
}
System.Type type = typeof(T);
var fields = type.GetFields();
var properties = type.GetProperties();
// 复制只考虑公共字段属性
foreach(var field in fields)
{
if(!field.IsStatic)
{
field.SetValue(copied, field.GetValue(source));
}
}
foreach(var property in properties)
{
if(property.CanWrite)
{
property.SetValue(copied, property.GetValue(source, null), null);
}
}
return copied;
}
/// <summary>
/// 从给定的物体上克隆一个组件到新的物体上
/// <code>
/// 这个方法适用于所有类型的组件
/// </code>
/// </summary>
/// <typeparam name="COMPONENT"></typeparam>
/// <param name="source"></param>
/// <param name="copied"></param>
/// <returns></returns>
public static COMPONENT CopyComponentToNew<COMPONENT>(GameObject source, out GameObject copied)
where COMPONENT : Component
{
Component[] allComponents = source.GetComponents<Component>();
copied = Instantiate(source);
foreach(Component component in copied.GetComponents<Component>())
{
if(component.GetType() != typeof(COMPONENT))
{
#if UNITY_EDITOR
if(PlayModeState != PlayModeStateChange.EnteredPlayMode)
DestroyImmediate(component);
else
Destroy(component);
#else
Destroy(component);
#endif
}
}
return copied.GetComponent<COMPONENT>();
}
#endregion
#region 快捷方法
/// <summary>
/// 创建节点
/// </summary>
protected GameObject CreatOrGetGameNode(string name, Transform parent = null)
{
var targetParent = parent == null ? transform : parent;
var node = targetParent.GetChildren()
.Where(a => a.name == name)
.Select(a => a.gameObject)
.FirstOrDefault();
if(node != null)
return node;
node = new GameObject(name);
node.transform.parent = targetParent;
return node;
}
/// <summary>
/// 使给定的游戏节点断子绝孙
/// </summary>
protected void DieSonless(Transform transform)
{
foreach(var target in transform.GetChildren().ToList())
{
#if UNITY_EDITOR
if(PlayModeState != PlayModeStateChange.EnteredPlayMode)
DestroyImmediate(target.gameObject);
else
Destroy(target.gameObject);
#else
Destroy(target.gameObject);
#endif
}
}
/// <summary>
/// 使给定的游戏节点断子绝孙
/// </summary>
protected void DieSonless(GameObject target)
{
DieSonless(target.transform);
}
/// <summary>
/// 提取所有组件,然后在同级中另起一个节点进行对指定组件结构的覆盖
/// </summary>
/// <typeparam name="COMPONENT"></typeparam>
/// <param name="transform">要提取组件的节点</param>
/// <param name="name">复制时另起节点的名称</param>
/// <param name="MaxStackDepth">最大检索深度</param>
protected void ExtractAllComponent<COMPONENT>(Transform transform, string name, int MaxStackDepth = 20)
where COMPONENT : Component
{
var root = CreatOrGetGameNode(name, transform);
DieSonless(root);
int index = 0;
// 提取组件
foreach(var comp in transform.GetComponentsInRecursionChildren<COMPONENT>(MaxStackDepth))
{
CreatOrGetGameNode($"component.{index++}", root.transform);
CopyComponentToNew<COMPONENT>(comp.gameObject, out var copiedObj);
copiedObj.transform.parent = root.transform;
}
}
#endregion
}
#if UNITY_EDITOR
/// <summary>
/// 基本的创建辅助器,用于在inspecter上创建按钮或其他功能
/// </summary>
public class BaseGenerateEditor : Editor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
if(GUILayout.Button("生成更新"))
UpdateGen();
}
/// <summary>
/// 更新生成
/// </summary>
protected void UpdateGen()
{
var script = (StairsGenerate)target;
}
}
#endif
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: d1b51df505c013648929cef9785bce3d
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+73
View File
@@ -0,0 +1,73 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using XericLibrary.Runtime.MacroLibrary;
using XericLibrary.Runtime.Type;
namespace XericLibrary.Runtime.Generation
{
/// <summary>
/// 生成节点纯方法
/// </summary>
public class GenMethod : BaseGenerate<WeaklyObject>
{
public string NewNodeName = "GEN_NODE_METHOD";
}
#if UNITY_EDITOR
[CustomEditor(typeof(GenMethod))]
public class GenMethodEditor : BaseGenerateEditor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
var script = (GenMethod)target;
// 在Inspector窗口上显示按钮
if(GUILayout.Button($"复制所有碰撞体到{script.NewNodeName}"))
GenMethod.CopyComponentToNew<Collider>(script.gameObject, out var outobj);
if(GUILayout.Button("销毁所有渲染组件"))
DestroyAllMesh(script.transform);
}
/// <summary>
/// 销毁所有模型组件
/// </summary>
public void DestroyAllMesh(Transform transform)
{
MeshFilter fl = null;
MeshRenderer mr;
Action<Component> destroycomponent = comp =>
{
#if UNITY_EDITOR
if(fl != null)
DestroyImmediate(fl);
#else
if(fl != null)
Destroy(fl);
#endif
};
foreach(var item in transform.GetChildrenRecursion(10))
{
Debug.Log(item.name);
fl = item.GetComponent<MeshFilter>();
destroycomponent(fl);
mr = item.GetComponent<MeshRenderer>();
destroycomponent(mr);
}
}
}
#endif
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: d47c476cb54b0384f9a5ed853a81c637
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,43 @@
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using XericLibrary.Runtime.Type;
using static UnityEngine.GraphicsBuffer;
namespace XericLibrary.Runtime.Generation
{
/// <summary>
/// 创建楼梯
/// </summary>
public class StairsGenerate : BaseGenerate<StairsGeneration>
{
}
#if UNITY_EDITOR
[CustomEditor(typeof(StairsGenerate))]
public class ButtonUIGuideEditor : BaseGenerateEditor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
// 在Inspector窗口上显示按钮
if(GUILayout.Button("静态浏览"))
{
}
}
}
#endif
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 0f074c0e944db2143840f96a053a42e9
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant: