Archived
220 lines
4.8 KiB
C#
220 lines
4.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor;
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using UnityEngine;
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using XericLibrary.Runtime.MacroLibrary;
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using XericLibrary.Runtime.Type;
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using static UnityEngine.GraphicsBuffer;
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namespace XericLibrary.Runtime.Generation
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{
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public class BaseGenerate<T> : WeaklyMonoBase
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where T : WeaklyObject
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{
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#region 字段属性
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/// <summary>
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/// 生成器
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/// </summary>
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[SerializeField]
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private T GenerationCompute;
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#endregion
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#region 生命周期
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#endregion
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#region 快捷静态
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/// <summary>
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/// 复制一个组件到另一个组件中
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/// <code>
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/// 这个方法只能用于 MonoBehaviours 或普通 C# 类的字段和属性,
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/// 不能用于 Unity 内置组件(例如 Transform、Rigidbody 等)的复制,
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/// 因为这些组件的字段和属性通常是私有的。
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/// </code>
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/// </summary>
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/// <typeparam name="COMPONENT"></typeparam>
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/// <param name="SOURCE"></param>
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/// <param name="CopyTo"></param>
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/// <returns></returns>
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public static COMPONENT CopyComponentToAnother<COMPONENT>(COMPONENT source, COMPONENT copied)
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where COMPONENT : Component
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{
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if(source == null || copied == null)
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{
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Debug.LogWarning("Source or target component is null. Cannot copy parameters.");
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return null;
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}
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System.Type type = typeof(T);
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var fields = type.GetFields();
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var properties = type.GetProperties();
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// 复制只考虑公共字段属性
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foreach(var field in fields)
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{
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if(!field.IsStatic)
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{
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field.SetValue(copied, field.GetValue(source));
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}
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}
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foreach(var property in properties)
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{
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if(property.CanWrite)
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{
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property.SetValue(copied, property.GetValue(source, null), null);
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}
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}
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return copied;
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}
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/// <summary>
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/// 从给定的物体上克隆一个组件到新的物体上
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/// <code>
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/// 这个方法适用于所有类型的组件
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/// </code>
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/// </summary>
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/// <typeparam name="COMPONENT"></typeparam>
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/// <param name="source"></param>
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/// <param name="copied"></param>
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/// <returns></returns>
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public static COMPONENT CopyComponentToNew<COMPONENT>(GameObject source, out GameObject copied)
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where COMPONENT : Component
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{
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Component[] allComponents = source.GetComponents<Component>();
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copied = Instantiate(source);
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foreach(Component component in copied.GetComponents<Component>())
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{
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if(component.GetType() != typeof(COMPONENT))
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{
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#if UNITY_EDITOR
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if(PlayModeState != PlayModeStateChange.EnteredPlayMode)
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DestroyImmediate(component);
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else
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Destroy(component);
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#else
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Destroy(component);
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#endif
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}
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}
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return copied.GetComponent<COMPONENT>();
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}
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#endregion
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#region 快捷方法
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/// <summary>
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/// 创建节点
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/// </summary>
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protected GameObject CreatOrGetGameNode(string name, Transform parent = null)
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{
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var targetParent = parent == null ? transform : parent;
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var node = targetParent.GetChildren()
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.Where(a => a.name == name)
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.Select(a => a.gameObject)
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.FirstOrDefault();
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if(node != null)
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return node;
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node = new GameObject(name);
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node.transform.parent = targetParent;
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return node;
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}
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/// <summary>
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/// 使给定的游戏节点断子绝孙
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/// </summary>
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protected void DieSonless(Transform transform)
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{
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foreach(var target in transform.GetChildren().ToList())
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{
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#if UNITY_EDITOR
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if(PlayModeState != PlayModeStateChange.EnteredPlayMode)
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DestroyImmediate(target.gameObject);
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else
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Destroy(target.gameObject);
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#else
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Destroy(target.gameObject);
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#endif
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}
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}
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/// <summary>
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/// 使给定的游戏节点断子绝孙
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/// </summary>
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protected void DieSonless(GameObject target)
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{
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DieSonless(target.transform);
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}
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/// <summary>
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/// 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
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/// </summary>
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/// <typeparam name="COMPONENT"></typeparam>
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/// <param name="transform">要提取组件的节点</param>
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/// <param name="name">复制时另起节点的名称</param>
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/// <param name="MaxStackDepth">最大检索深度</param>
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protected void ExtractAllComponent<COMPONENT>(Transform transform, string name, int MaxStackDepth = 20)
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where COMPONENT : Component
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{
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var root = CreatOrGetGameNode(name, transform);
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DieSonless(root);
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int index = 0;
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// 提取组件
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foreach(var comp in transform.GetComponentsInRecursionChildren<COMPONENT>(MaxStackDepth))
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{
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CreatOrGetGameNode($"component.{index++}", root.transform);
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CopyComponentToNew<COMPONENT>(comp.gameObject, out var copiedObj);
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copiedObj.transform.parent = root.transform;
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}
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}
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#endregion
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}
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#if UNITY_EDITOR
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/// <summary>
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/// 基本的创建辅助器,用于在inspecter上创建按钮或其他功能
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/// </summary>
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public class BaseGenerateEditor : Editor
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{
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public override void OnInspectorGUI()
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{
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base.OnInspectorGUI();
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if(GUILayout.Button("生成更新"))
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UpdateGen();
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}
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/// <summary>
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/// 更新生成
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/// </summary>
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protected void UpdateGen()
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{
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var script = (StairsGenerate)target;
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}
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}
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#endif
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}
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