同步移动到示例文件

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2025-06-10 16:07:20 +08:00
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace LRC
{
public class ConfigButton : ConfigSelectableItem
{
#region 属性字段
public Button targetButton;
public override bool AllowInput
{
get => base.AllowInput;
set
{
if (targetButton != null)
targetButton.interactable = !value;
base.AllowInput = value;
}
}
#endregion
#region 实现
protected override void SetValue(object newValue)
{
throw new System.NotImplementedException();
}
public override void RefreshValueWithoutEvent(object newValue, bool forceSet = false)
{
base.RefreshValueWithoutEvent(newValue, forceSet);
}
private bool _doOnce = false;
protected override void Initialization_ChildConstruction(UIBehaviour component)
{
base.Initialization_ChildConstruction(component);
var name = component.transform.name;
if (name is not "button") return;
if (_doOnce)
{
Debug.LogError("存在重复命名的属性模块:" + name);
return;
}
if (component is Button button)
{
_doOnce = true;
if (targetButton != null)
targetButton = button;
}
}
#endregion
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace LRC
{
/// <summary>
/// 一种数值增减输入框,将使用浮点值作为默认
/// </summary>
public class ConfigDigitalInputField : ConfigSelectableItem
{
#region 属性字段
#if UNITY_EDITOR
public float editorInput;
#endif
public TMP_InputField targetInput;
public Button digitalAddButton;
public Button digitalSubButton;
public double maxValue = 114514;
public double minValue = -114515;
public int digits = 6;
/// <summary>
/// 增量
/// </summary>
public double delta = 1;
public override bool AllowInput
{
get => base.AllowInput;
set
{
if (targetInput != null)
targetInput.readOnly = !value;
if (digitalAddButton != null)
digitalAddButton.interactable = value;
if (digitalSubButton != null)
digitalSubButton.interactable = value;
base.AllowInput = value;
}
}
#endregion
#region 生命周期
protected override void OnValidate()
{
base.OnValidate();
#if UNITY_EDITOR
if (targetInput != null)
targetInput.text = editorInput.ToString();
#endif
}
protected override void Awake()
{
base.Awake();
if (ReferenceEquals(targetInput, null))
{
Debug.LogError($"{name}配置项目条目的基本元素不存在");
return;
}
targetInput.onSelect.AddListener(a =>
{
WhenStartEdit();
});
targetInput.onValueChanged.AddListener(o =>
{
double value = 0;
if (double.TryParse(o, out value))
{
SetValue(value);
}
});
targetInput.onEndEdit.AddListener(delegate
{
WhenEndEdit();
});
if (!ReferenceEquals(digitalAddButton, null))
digitalAddButton.onClick.AddListener(delegate
{
SetValue(CastDigitalNumber(Value) + delta);
RefreshFormatValue(Value);
});
if (!ReferenceEquals(digitalSubButton, null))
digitalSubButton.onClick.AddListener(delegate
{
SetValue(CastDigitalNumber(Value) - delta);
RefreshFormatValue(Value);
});
}
#endregion
#region 实现
protected override void SetValue(object newValue)
{
base.SetValue(CastDigitalNumber(newValue, minValue, maxValue, digits));
}
public override void RefreshValueWithoutEvent(object newValue, bool forceSet = false)
{
base.RefreshValueWithoutEvent(CastDigitalNumber(newValue, minValue, maxValue, digits), forceSet);
}
protected override void Initialization_ChildConstruction(UIBehaviour component)
{
base.Initialization_ChildConstruction(component);
if (component is TMP_InputField inputField)
{
if (targetInput != null)
targetInput = inputField;
}
else if(component is Button button)
{
var name = component.transform.name;
switch (name)
{
case "subbutton":
case "SubButton":
if (digitalSubButton != null)
digitalSubButton = button;
break;
case "addbutton":
case "AddButton":
if (digitalAddButton != null)
digitalAddButton = button;
break;
}
}
}
protected override void RefreshFormatValue(object newValue)
{
base.RefreshFormatValue(newValue);
targetInput.text = CastDigitalNumber(newValue).ToString(numberFormat);
}
#endregion
}
}
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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.Serialization;
using UnityEngine.UI;
namespace LRC
{
public class ConfigDropdown : ConfigSelectableItem
{
#region ÊôÐÔ×ÖÎ
public TMP_Dropdown targetDropdown;
#endregion
#region ÉúÃüÖÜÆÚ
protected override void Awake()
{
base.Awake();
targetDropdown.onValueChanged.AddListener(index =>
{
SetValue(index);
});
}
public void InitializationDropdown(IEnumerable<string> options)
{
targetDropdown.options = options
.Select(option => new TMP_Dropdown.OptionData(option)).ToList();
targetDropdown.RefreshShownValue();
if (IsValueInitNull)
RefreshValueWithoutEvent(0);
}
#endregion
#region ʵÏÖ
protected override void SetValue(object newValue)
{
base.SetValue(CastIntNumber(newValue));
}
public override void RefreshValueWithoutEvent(object newValue, bool forceSet = false)
{
base.RefreshValueWithoutEvent(CastIntNumber(newValue), forceSet);
}
protected override void Initialization_ChildConstruction(UIBehaviour component)
{
base.Initialization_ChildConstruction(component);
var name = component.transform.name;
if (name is not "dropdown") return;
if (component is TMP_Dropdown dropdown)
{
if (targetDropdown != null)
targetDropdown = dropdown;
}
}
protected override void RefreshFormatValue(object newValue)
{
base.RefreshFormatValue(newValue);
if (newValue == null)
return;
targetDropdown.value = CastIntNumber(newValue);
targetDropdown.RefreshShownValue();
}
#endregion
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.Serialization;
using UnityEngine.UI;
using XericLibrary.Runtime.CustomEditor;
using XericLibrary.Runtime.MacroLibrary;
namespace LRC
{
/// <summary>
/// 一种用于基础面板设置条目的类
/// <code>
/// 在此类中提供了双向的属性委托修改,并且拥有脏标记。
/// 该类在初始化时以输入为优先。
/// 脏标记仅当界面首次发生改变时进行记录,并不会影响值。
/// </code>
/// </summary>
public abstract class ConfigSelectableItem : MonoBehaviour
{
#region 静态事件
private static event Action<bool, bool> ForceUpdateAllConfigEvent;
/// <summary>
/// 强制所有激活的成员产生请求更新的事件(比如初始化时,外部更新时)
/// </summary>
/// <param name="resetDirty"></param>
public static void ForceUpdateAll(bool resetDirty = false, bool forceSet = false)
{
ForceUpdateAllConfigEvent?.Invoke(resetDirty, forceSet);
}
private static event Action ForceSetAllSourceValueEvent;
/// <summary>
/// 强制所有激活的成员产生请求设置的事件(比如按下应用按钮时)
/// </summary>
public static void ForceSetAllSourceValue()
{
ForceSetAllSourceValueEvent?.Invoke();
}
/// <summary>
/// 数值遭到修改时
/// </summary>
public static event Action<ConfigSelectableItem> OnAnyValueDirty;
/// <summary>
/// 当数值收到修改时,产生事件,其中值的含义是修改前的值
/// </summary>
public static event Action<ConfigSelectableItem, object> OnAnyValueChange;
#endregion
#region 静态成员
/// <summary>
/// 所有有效的配置项目,当项目被隐藏(不处于激活状态时)就会从列表中删除。
/// </summary>
private static readonly List<ConfigSelectableItem> ConfigItemList = new List<ConfigSelectableItem>();
/// <summary>
/// 项目列表有效成员的数量
/// </summary>
public static int ConfigItemListCount => ConfigItemList.Count;
/// <summary>
/// 获取
/// </summary>
/// <param name="index"></param>
/// <returns></returns>
public static ConfigSelectableItem GetConfigItemByIndex(int index) => ConfigItemList[index];
public static IEnumerable<ConfigSelectableItem> ConfigItemLists => ConfigItemList;
private static bool autoUpdateValueAll;
/// <summary>
/// 自动更新所有数值
/// </summary>
public static bool AutoUpdateValueAll
{
get => autoUpdateValueAll;
set
{
foreach (var item in ConfigItemList)
item.autoUpdateValue = value;
autoUpdateValueAll = value;
}
}
#endregion
#region 状态
/// <summary>
/// 数值遭到修改时,标记脏,这样在后续的应用中有可以保存的变化
/// <code>
/// 建议:这是可选的
/// 这会立刻发生在值修改时,且比OnValueChange更早,但在复位之前只会调用一次。
/// </code>
/// </summary>
public event Action<ConfigSelectableItem> OnValueDirty;
/// <summary>
/// 当数值收到修改时,产生事件,其中值的含义是修改前的值
/// <code>
/// 建议:这是可选的
/// 这会立刻发生在值修改时,所以如果需要进行页面刷新的话,建议进行等待
/// </code>
/// </summary>
public event Action<ConfigSelectableItem, object> OnValueChange;
/// <summary>
/// 当数值结束修改时
/// </summary>
public event Action<ConfigSelectableItem, object> OnEndEdit;
/// <summary>
/// 当前属性请求获取属性值
/// <code>
/// 建议:这是必要的
/// 当发生刷新事件时,将产生调用。
/// 含义是将外部的值设定到此。
/// </code>
/// </summary>
public event Func<ConfigSelectableItem, object> GetSourceValue;
/// <summary>
/// 当前属性请求设置属性值
/// <code>
/// 建议:这是必要的
/// 当被应用时,比如调用了ForceSetAllSourceValue,将产生调用。
/// 含义是将此处的界面值返回到属性中。
/// 警告:不要在这里面调用ForceSetAllSourceValue,SetSourceValueRequest等方法,
/// 这会造成死循环以及内存溢出等问题。
/// </code>
/// </summary>
public event Action<ConfigSelectableItem, object> SetSourceValue;
/// <summary>
/// 当前属性的自动更新请求获取
/// <code>
/// 建议:这是条件可选的
/// 当被管理的目标中存在Toggle时(对应autoUpdateValueToggle项目)
/// 此处将用于从外部的值是否勾选值设定到此
/// </code>
/// </summary>
public event Func<ConfigSelectableItem, bool> GetSourceValueAutoUpdate;
/// <summary>
/// 当前属性的自动更新请求设置
/// <code>
/// 建议:这是条件可选的
/// 当被管理的目标中存在Toggle时(对应autoUpdateValueToggle项目)
/// 此处将用于设置到外部的是否勾选值设定到此
/// </code>
/// </summary>
public event Action<bool> SetSourceValueAutoUpdate;
/// <summary>
/// 请求此属性设置值(将值应用到寄存中)
/// </summary>
public void SetSourceValueRequest()
{
SetSourceValue?.Invoke(this, Value);
}
#endregion
#region 属性字段
/// <summary>
/// 项目对应的标记tag
/// </summary>
[Rename("映射标记")]
public string configTag;
/// <summary>
/// 设定是否有效。
/// 如果无效,则不允许输入
/// </summary>
[SerializeField]
[Rename("允许输入")]
private bool allowInput = true;
/// <summary>
/// 自动更新数值
/// </summary>
[SerializeField]
[Rename("主动更新")]
private bool autoUpdateValue = true;
/// <summary>
/// 允许阻塞自动更新,表示此项目可以脱离自动更新状态选框的状态运行
/// </summary>
[SerializeField]
[Rename("允许阻塞自动更新")]
private bool allowBlockUpdate = true;
/// <summary>
/// 阻塞自动更新,一般由程序自动根据焦点更新
/// </summary>
[SerializeField]
[Rename("阻塞自动更新")]
private bool forceBlockUpdate = false;
/// <summary>
/// 格式化文本
/// </summary>
public string numberFormat = "0.##";
/// <summary>
/// 项目标题组件
/// </summary>
public TextMeshProUGUI titleLabel;
#if UNITY_EDITOR
[SerializeField]
#endif
private string titleTextContext;
/// <summary>
/// 帮助文本组件
/// </summary>
public TextMeshProUGUI helpLabel;
#if UNITY_EDITOR
[SerializeField]
#endif
private string helpTextContext;
/// <summary>
/// 单位文本组件
/// </summary>
public TextMeshProUGUI unitLabel;
#if UNITY_EDITOR
[SerializeField]
#endif
private string unitTextContext;
/// <summary>
/// 条目前的选框,与autoUpdateValue对应
/// </summary>
[Rename("自动更新状态选框")]
public Toggle autoUpdateValueToggle;
/// <summary>
/// 反转选框状态
/// </summary>
[Rename("反转自动更新按钮状态")]
public bool autoUpdateValueToggleReversalState;
[Rename("反转自动更新状态")]
public bool autoUpdateValueReversalState;
/// <summary>
/// 脏属性自动复位。
/// 当属性被重新开关时,将取消脏状态
/// </summary>
[Rename("脏标记自动复位")]
public bool dirtyAutoReset = false;
// ==== 属性 ==== //
/// <summary>
/// 设定是否输入有效
/// </summary>
public virtual bool AllowInput
{
get => allowInput;
set => allowInput = value;
}
/// <summary>
/// 此属性项目已经初始化
/// </summary>
[HideInInspector]
public bool IsValueInitNull { get; private set; } = true;
// [Obsolete("请使用访问器")]
private bool _isDirty;
/// <summary>
/// 脏属性标记,首次脏会进行广播
/// </summary>
private bool IsDirty
{
get => _isDirty;
set
{
if (_isDirty)
{
if (!value)
_isDirty = false;
return;
}
if (!value) return;
_isDirty = true;
OnAnyValueDirty?.Invoke(this);
OnValueDirty?.Invoke(this);
}
}
/// <summary>
/// 设定自动更新状态,并同步选框
/// <code>
/// 为了书写方便,保存的状态是和外部暂存值一致,
/// 此访问器将作为本地状态的标准访问。
///
/// 访问将自动进行转换,而设置则不进行转换,
/// 所以应当使用此访问器进行设置或内部访问,而与外部通讯应当使用字段。
///
/// 如果需要将此内部判断状态转为界面状态:
/// 应当先通过autoUpdateValueReversalState转为暂存值,
/// 然后再通过autoUpdateValueToggleReversalState转为界面值。
/// </code>
/// </summary>
public bool AutoUpdateValue
{
get => autoUpdateValueReversalState ^ autoUpdateValue;
set
{
autoUpdateValue = value;
if (autoUpdateValueToggle != null)
autoUpdateValueToggle.isOn = autoUpdateValueToggleReversalState ^ value;
}
}
/// <summary>
/// 设定阻塞自动更新
/// </summary>
public bool ForceBlockUpdate
{
get => forceBlockUpdate;
set => forceBlockUpdate = value;
}
/// <summary>
/// 项目标题
/// </summary>
public string TitleName
{
get => titleLabel.text;
set => titleLabel.text = value;
}
/// <summary>
/// 帮助文本,再默认情况下应该是不显示的通过赋予空文本来关闭显示
/// </summary>
public string HelpName
{
get
{
if (helpLabel != null) return helpLabel.text;
return null;
}
set
{
if (helpLabel != null)
{
if (value != null)
{
helpLabel.text = value;
helpLabel.gameObject.SetActive(true);
}
else
helpLabel.gameObject.SetActive(false);
}
}
}
public string UnitName
{
get => unitLabel.text;
set => unitLabel.text = value;
}
[SerializeField]
// [Obsolete("请使用访问器")]
private object _value;
/// <summary>
/// 项目值
/// </summary>
public object Value
{
get => _value;
protected set
{
if (IsValueInitNull && value != null)
IsValueInitNull = false;
_value = value;
}
}
// ==== 暂存 ==== //
public FieldInfo FieldInfo;
public Type FieldType;
#endregion
#region 生命周期
protected virtual void OnValidate()
{
if (titleLabel != null)
TitleName = titleTextContext;
if (helpLabel != null)
HelpName = helpTextContext;
if (unitLabel != null)
UnitName = unitTextContext;
}
protected virtual void Awake()
{
foreach (var child in transform.GetChildren())
{
var component = child.GetComponent<UIBehaviour>();
if (component != null)
Initialization_ChildConstruction(component);
}
Initialization_EventBinding();
}
protected virtual void OnEnable()
{
ConfigItemList.Add(this);
ForceUpdateAllConfigEvent += ForceUpdate;
ForceSetAllSourceValueEvent += SetSourceValueRequest;
if (dirtyAutoReset)
IsDirty = false;
}
protected virtual void OnDisable()
{
ConfigItemList.Remove(this);
ForceUpdateAllConfigEvent -= ForceUpdate;
ForceSetAllSourceValueEvent -= SetSourceValueRequest;
}
protected virtual void Start()
{
ForceUpdate(true);
}
private void Update()
{
if (IsValueInitNull || (AutoUpdateValue && !(allowBlockUpdate && forceBlockUpdate)))
{
ForceUpdate();
}
}
private void OnDestroy()
{
ForceUpdateAllConfigEvent -= ForceUpdate;
}
#endregion
#region 换算与转换
protected static double CastDigitalNumber(object newValue)
{
if (double.TryParse(newValue.ToString(), out var value))
{
return value;
}
return -1;
}
/// <summary>
/// 转换到数值类型(数值钳制与四舍五入)
/// </summary>
/// <param name="newValue"></param>
/// <param name="minValue"></param>
/// <param name="maxValue"></param>
/// <param name="digits"></param>
/// <returns></returns>
protected static double CastDigitalNumber(object newValue, double minValue, double maxValue, int digits)
{
// var resultValue = newValue switch
// {
// bool boolValue => boolValue ? 1 : 0,
// short intValue => intValue,
// int intValue => intValue,
// long intValue => intValue,
// float floatValue => Math.Round(floatValue, digits),
// double doubleValue => Math.Round(doubleValue, digits),
// _ => 0
// };
#if UNITY_EDITOR
if (newValue == null)
{
Debug.LogError($"参数转换错误:目标是一个空值,请在发生空值时提前退出");
return -1;
}
#endif
if (double.TryParse(newValue.ToString(), out var value))
{
var resultValue = Math.Round(value, digits);
return Math.Clamp(resultValue, minValue, maxValue);
}
Debug.LogError($"参数转换错误:{newValue}可能不是一个有效的数值");
return -1;
}
protected static int CastIntNumber(object newValue)
{
var resultValue = Convert.ToInt32(newValue);
return resultValue;
}
protected static Vector2 CastVector2(object newValue)
{
return newValue switch
{
Vector2 vec2Value => vec2Value,
System.Numerics.Vector2 sysVec2Value => new Vector2(sysVec2Value.X, sysVec2Value.Y),
_ => Vector2.zero
};
}
protected static Vector3 CastVector3(object newValue)
{
return newValue switch
{
Vector3 vec3Value => vec3Value,
System.Numerics.Vector3 sysVec3Value => new Vector3(sysVec3Value.X, sysVec3Value.Y, sysVec3Value.Z),
_ => Vector3.zero
};
}
#endregion
#region 初始化方法
/// <summary>
/// 可选的基本初始化
/// </summary>
/// <param name="autoUpdateValue">设定自动更新</param>
protected void Initialization(bool autoUpdateValue = true)
{
AutoUpdateValue = autoUpdateValue;
}
private bool _doOnce = false;
/// <summary>
/// 构建属性,在初始化过程中,通过识别项目来构建域
/// </summary>
protected virtual void Initialization_ChildConstruction(UIBehaviour component)
{
// 跟踪节点的名称
var name = component.gameObject.name;
// 初始化自动更新对勾
if (name == "toggle" && component is Toggle toggle)
{
if (autoUpdateValueToggle == null)
autoUpdateValueToggle = toggle;
return;
}
if (name is not ("title" or "name")) return;
if (_doOnce)
{
Debug.LogError("存在重复命名的属性模块:" + name);
return;
}
if (component is TextMeshProUGUI textMeshProUGUI)
{
_doOnce = true;
if (titleLabel != null)
titleLabel = textMeshProUGUI;
}
}
/// <summary>
/// 构建事件,在初始化结束前,需要对所有动态绑定的按键进行事件绑定
/// </summary>
protected virtual void Initialization_EventBinding()
{
// 无论如何,事件需要被注册
if (autoUpdateValueToggle != null)
{
autoUpdateValueToggle.onValueChanged.AddListener(a =>
{
autoUpdateValue = autoUpdateValueToggleReversalState ^ a;
// 访问器将会自动转换,所以使用字段
SetSourceValueAutoUpdate?.Invoke(autoUpdateValue);
// 可能不会脏
// OnValueDirty?.Invoke(this);
});
}
}
#endregion
#region 更新方法
/// <summary>
/// 更新函数
/// <code>
/// 在其他任意时刻调用时,将强制刷新其中的功能,如果已经是脏属性则不会有任何行为。
/// 更新是指从本地数据中更新,这会立刻产生值获取回调。
/// </code>
/// </summary>
public virtual void ForceUpdate(bool resetDirty = false, bool forceSet = false)
{
if (resetDirty)
IsDirty = false;
var value = GetSourceValue?.Invoke(this);
if (value == null)
return ;
RefreshValueWithoutEvent(value, forceSet);
RefreshAutoUpdateValue();
}
/// <summary>
/// 设置值,并触发更改事件,通常由界面发起所以不会主动更新界面
/// </summary>
/// <param name="newValue"></param>
protected virtual void SetValue(object newValue)
{
if (Value == newValue)
return;
var lastValue = Value;
// 如果不允许输入,将复位为现在的值
if (!allowInput)
RefreshValueWithoutEvent(Value);
else
{
Value = newValue;
IsDirty = true;
OnAnyValueChange?.Invoke(this, lastValue);
OnValueChange?.Invoke(this, lastValue);
}
}
/// <summary>
/// 设置值,不触发更改时的事件,但应该进行界面数值更新。
/// </summary>
/// <param name="newValue"></param>
/// <param name="forceSet"></param>
public virtual void RefreshValueWithoutEvent(object newValue, bool forceSet = false)
{
if (!AutoUpdateValue && !forceSet)
return;
if (newValue == null)
return;
if (Value != null && (Value.ToString() == newValue.ToString()))
return;
Value = newValue;
RefreshFormatValue(newValue);
}
/// <summary>
/// 更新自动更新状态
/// </summary>
protected void RefreshAutoUpdateValue()
{
var isSourceValueAutoUpdate = GetSourceValueAutoUpdate?.Invoke(this);
if (isSourceValueAutoUpdate != null)
AutoUpdateValue = isSourceValueAutoUpdate.Value;
}
/// <summary>
/// 刷新格式化文本,在触发刷新时将产生更新
/// </summary>
protected virtual void RefreshFormatValue(object newValue)
{
}
protected void WhenStartEdit()
{
// Debug.Log("开始编辑");
ForceBlockUpdate = true;
}
/// <summary>
/// 数值输入完毕,或焦点移除时调用。
/// </summary>
protected void WhenEndEdit()
{
// Debug.Log("结束编辑");
ForceBlockUpdate = false;
OnEndEdit?.Invoke(this, Value);
}
#endregion
#region 外观设定
/// <summary>
/// 销毁自动更新复选框,并设定当前是否允许自动更新
/// </summary>
/// <param name="autoUpdateValue"></param>
public void DestroyAutoUpdateValue(bool autoUpdateValue)
{
Destroy(autoUpdateValueToggle.gameObject);
this.autoUpdateValue = autoUpdateValueReversalState ^ autoUpdateValue;
}
#endregion
}
}
@@ -0,0 +1,11 @@
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using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace LRC
{
/// <summary>
/// 一种普通文本输入框
/// </summary>
public class ConfigTextInputField : ConfigSelectableItem
{
#region 属性字段
#if UNITY_EDITOR
public string editorInput;
#endif
public TMP_InputField targetInput;
public override bool AllowInput
{
get => base.AllowInput;
set
{
if (targetInput != null)
targetInput.readOnly = !value;
base.AllowInput = value;
}
}
#endregion
#region 生命周期
protected override void OnValidate()
{
base.OnValidate();
#if UNITY_EDITOR
if (targetInput != null)
targetInput.text = editorInput;
#endif
}
protected override void Awake()
{
base.Awake();
targetInput.onSelect.AddListener(a =>
{
WhenStartEdit();
});
targetInput.onValueChanged.AddListener(o =>
{
if(double.TryParse(o, out var value))
SetValue(value);
});
targetInput.onEndEdit.AddListener(delegate
{
WhenEndEdit();
});
}
#endregion
#region 实现
protected override void SetValue(object newValue)
{
base.SetValue(newValue);
}
public override void RefreshValueWithoutEvent(object newValue, bool forceSet = false)
{
base.RefreshValueWithoutEvent(newValue, forceSet);
}
protected override void Initialization_ChildConstruction(UIBehaviour component)
{
base.Initialization_ChildConstruction(component);
if (component is TMP_InputField inputField)
{
if (targetInput != null)
targetInput = inputField;
}
}
protected override void RefreshFormatValue(object newValue)
{
base.RefreshFormatValue(newValue);
targetInput.text = newValue.ToString();
}
#endregion
}
}
@@ -0,0 +1,11 @@
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.Serialization;
using UnityEngine.UI;
namespace LRC
{
/// <summary>
/// 单选项控制组,将返回一个代表当前有效单选项索引作为值。
/// </summary>
public class ConfigToggleGroup : ConfigSelectableItem
{
#region 属性字段
public ToggleGroup targetToggle;
public List<Toggle> toggles;
#endregion
#region 生命周期
protected override void Awake()
{
base.Awake();
for (int i = 0; i < toggles.Count; i++)
{
void BuildInGroupInit()
{
var index = i;
var toggle = toggles[i];
toggle.onValueChanged.AddListener(a =>
{
if (a)
SetValue(index);
});
}
BuildInGroupInit();
}
}
#endregion
#region 实现
protected override void SetValue(object newValue)
{
base.SetValue(CastIntNumber(newValue));
}
public override void RefreshValueWithoutEvent(object newValue, bool forceSet = false)
{
base.RefreshValueWithoutEvent(CastIntNumber(newValue), forceSet);
}
protected override void Initialization_ChildConstruction(UIBehaviour component)
{
base.Initialization_ChildConstruction(component);
if (component is Toggle toggle &&
!toggles.Contains(toggle))
toggles.Add(toggle);
}
protected override void RefreshFormatValue(object newValue)
{
base.RefreshFormatValue(newValue);
var newIndex = CastIntNumber(newValue);
// var index = 0;
// foreach (var toggle in targetToggle.ActiveToggles())
// {
// if (newIndex != index++)
// continue;
// toggle.isOn = true;
// Debug.Log(TitleName +":设置布尔项目");
// }
toggles[newIndex].SetIsOnWithoutNotify(true);
}
#endregion
}
}
@@ -0,0 +1,11 @@
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
namespace LRC
{
[AttributeUsage(AttributeTargets.Field)]
public class ConfigTypeOverrideAttribute : PropertyAttribute
{
public readonly string TypeName;
public ConfigTypeOverrideAttribute(string name)
{
TypeName = name;
}
/// <summary>
/// 尝试获取其中的rename定义名称
/// </summary>
/// <param name="field"></param>
/// <param name="name">通过特性获取的名称,如果没有则为原生的名称</param>
/// <returns>是否成功通过特性获取名称,否则是普通类型名称</returns>
public static bool TryGetMemberName(FieldInfo field, out string name)
{
if (field.GetCustomAttribute(typeof(ConfigTypeOverrideAttribute)) is ConfigTypeOverrideAttribute rename)
{
name = rename.TypeName;
return true;
}
name = field.FieldType.Name;
return false;
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,129 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace LRC
{
public class ConfigVec2InputField : ConfigSelectableItem
{
#region ÊôÐÔ×ÖÎ
#if UNITY_EDITOR
public Vector2 editorInput;
#endif
public TMP_InputField targetInputX;
public TMP_InputField targetInputY;
public override bool AllowInput
{
get => base.AllowInput;
set
{
if (targetInputX != null)
targetInputX.readOnly = !value;
if (targetInputY != null)
targetInputY.readOnly = value;
base.AllowInput = value;
}
}
#endregion
#region ÉúÃüÖÜÆÚ
protected override void OnValidate()
{
base.OnValidate();
#if UNITY_EDITOR
if (targetInputX != null)
targetInputX.text = editorInput.x.ToString();
if (targetInputY != null)
targetInputY.text = editorInput.y.ToString();
#endif
}
protected override void Awake()
{
base.Awake();
targetInputX.onSelect.AddListener(a =>
{
WhenStartEdit();
});
targetInputY.onSelect.AddListener(a =>
{
WhenStartEdit();
});
targetInputX.onValueChanged.AddListener(a =>
{
var value = CastVector3(Value);
value.x = float.Parse(a);
SetValue(value);
});
targetInputY.onValueChanged.AddListener(a =>
{
var value = CastVector3(Value);
value.y = float.Parse(a);
SetValue(value);
});
targetInputX.onEndEdit.AddListener(delegate
{
WhenEndEdit();
});
targetInputY.onEndEdit.AddListener(delegate
{
WhenEndEdit();
});
}
#endregion
#region ʵÏÖ
protected override void SetValue(object newValue)
{
base.SetValue(CastVector2(newValue));
}
public override void RefreshValueWithoutEvent(object newValue, bool forceSet = false)
{
base.RefreshValueWithoutEvent(CastVector2(newValue), forceSet);
}
protected override void Initialization_ChildConstruction(UIBehaviour component)
{
base.Initialization_ChildConstruction(component);
var name = component.transform.name;
if (component is not TMP_InputField inputField)
return;
switch (name)
{
case "inputx":
case "inputX":
if (targetInputX != null)
targetInputX = inputField;
break;
case "inputy":
case "inputY":
if (targetInputY != null)
targetInputY = inputField;
break;
default:
break;
}
}
protected override void RefreshFormatValue(object newValue)
{
base.RefreshFormatValue(newValue);
var value = CastVector2(newValue);
targetInputX.text = value.x.ToString(numberFormat);
targetInputY.text = value.y.ToString(numberFormat);
}
#endregion
}
}
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@@ -0,0 +1,158 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace LRC
{
public class ConfigVec3InputField : ConfigSelectableItem
{
#region ÊôÐÔ×ÖÎ
#if UNITY_EDITOR
public Vector3 editorInput;
#endif
public TMP_InputField targetInputX;
public TMP_InputField targetInputY;
public TMP_InputField targetInputZ;
public override bool AllowInput
{
get => base.AllowInput;
set
{
if (targetInputX != null)
targetInputX.readOnly = !value;
if (targetInputY != null)
targetInputY.readOnly = value;
if (targetInputZ != null)
targetInputZ.readOnly = value;
base.AllowInput = value;
}
}
#endregion
#region ÉúÃüÖÜÆÚ
protected override void OnValidate()
{
base.OnValidate();
#if UNITY_EDITOR
if (targetInputX != null)
targetInputX.text = editorInput.x.ToString();
if (targetInputY != null)
targetInputY.text = editorInput.y.ToString();
if (targetInputZ != null)
targetInputZ.text = editorInput.z.ToString();
#endif
}
protected override void Awake()
{
base.Awake();
targetInputX.onSelect.AddListener(a =>
{
WhenStartEdit();
});
targetInputY.onSelect.AddListener(a =>
{
WhenStartEdit();
});
targetInputZ.onSelect.AddListener(a =>
{
WhenStartEdit();
});
targetInputX.onValueChanged.AddListener(a =>
{
var value = CastVector3(Value);
value.x = float.Parse(a);
SetValue(value);
});
targetInputY.onValueChanged.AddListener(a =>
{
var value = CastVector3(Value);
value.y = float.Parse(a);
SetValue(value);
});
targetInputZ.onValueChanged.AddListener(a =>
{
var value = CastVector3(Value);
value.z = float.Parse(a);
SetValue(value);
});
targetInputX.onEndEdit.AddListener(delegate
{
WhenEndEdit();
});
targetInputY.onEndEdit.AddListener(delegate
{
WhenEndEdit();
});
targetInputZ.onEndEdit.AddListener(delegate
{
WhenEndEdit();
});
}
#endregion
#region ʵÏÖ
protected override void SetValue(object newValue)
{
base.SetValue(CastVector3(newValue));
}
public override void RefreshValueWithoutEvent(object newValue, bool forceSet = false)
{
base.RefreshValueWithoutEvent(CastVector3(newValue), forceSet);
}
protected override void Initialization_ChildConstruction(UIBehaviour component)
{
base.Initialization_ChildConstruction(component);
var name = component.transform.name;
if (component is not TMP_InputField inputField)
return;
switch (name)
{
case "inputx":
case "inputX":
if (targetInputX != null)
targetInputX = inputField;
break;
case "inputy":
case "inputY":
if (targetInputY != null)
targetInputY = inputField;
break;
case "inputz":
case "inputZ":
if (targetInputZ != null)
targetInputZ = inputField;
break;
default:
break;
}
}
protected override void RefreshFormatValue(object newValue)
{
base.RefreshFormatValue(newValue);
var value = CastVector3(newValue);
targetInputX.text = value.x.ToString(numberFormat);
targetInputY.text = value.y.ToString(numberFormat);
targetInputZ.text = value.z.ToString(numberFormat);
}
#endregion
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Deconstruction.Element;
using Deconstruction.Interface;
using Deconstruction.Manager;
using Deconstruction.Tool;
using Deconstruction.Trajectory;
using Deconstruction.Type.DMToolSlot;
using Deconstruction.Type.Linkable;
using UnityEngine;
using XericLibrary.Runtime.MacroLibrary;
namespace SesothoLine
{
using LineSegment2 = Deconstruction.Element.PromptLine2.LineSegment2;
/// <summary>
/// 绘制轨迹线的操作
/// <code>
/// 当从其他WaitForUserInput_OpSlot到达此处时,将创建TerminalLine2T3用于线路的绘制,
/// 同时在线路的两端有两个TerminalPoint用于线路的相连。
///
/// 支持常规的线路连续绘制,起点吸附,终点吸附。
/// 不支持首尾相连。
/// </code>
/// </summary>
public class DrawTerminalLine2T3_OpSlot : WaitForUserInput_OpSlot
{
#region 字段属性
/// <summary>
/// 上一步的坐标
/// </summary>
private Vector3 _lastPointPosition;
/// <summary>
/// 上一步的对齐轨迹计算器
/// </summary>
private Vector3 _lastPointNormal;
/// <summary>
/// 下一步的坐标
/// </summary>
private Vector3 _helperPosition = Vector3.zero;
/// <summary>
/// 下一步的法向
/// </summary>
private Vector3 _helperNormal = Vector3.zero;
/// <summary>
/// 操作的轨迹线
/// </summary>
private TerminalLine2T3 _line;
/// <summary>
/// 起点
/// </summary>
private TerminalPoint _startPoint;
/// <summary>
/// 操作的点,也是终点
/// </summary>
private TerminalPoint _endPoint;
/// <summary>
/// 在场上找到的其他的点
/// </summary>
private TerminalPoint _otherPoint;
/// <summary>
/// 起点是用上一步的终点替代的
/// </summary>
private bool _isStartPointSubstitute = false;
/// <summary>
/// 绘制时,终点是自由点
/// </summary>
private bool _isFreeEndPoint;
// public SesothoArrangementWiresTool myWiresTool;
// myWiresTool = targetTool as SesothoArrangementWiresTool;
#endregion
#region 引用封装
/// <summary>
/// 创建自己的工具
/// </summary>
private SesothoArrangementWiresTool selfWiresTool => SesothoPeManager.WiresTool;
#endregion
#region 生命周期
protected override void OnStart()
{
base.OnStart();
// 检查抵达此处的流程是否正确
if (!HasLastNode)
{
Debug.LogError(
$"绘制节点行为树顺序错误,必须从其他任意WaitForUserInput_OpSlot中抵达此处");
RemoveThis();
return;
}
if (Last is not WaitForUserInput_OpSlot)
{
Debug.LogError(
$"绘制节点行为树顺序错误,应该是 WaitForUserInput_OpSlot -> {nameof(DrawTerminalLine2T3_OpSlot)},而不是{Last.GetType().Name}");
RemoveThis();
return;
}
// 设置先决条件
InitPrecondition();
}
protected override void OnEnd()
{
base.OnEnd();
}
protected override void Update()
{
// 阻止基类的默认操作
// base.Update();
// 线的绘制计算,包括空间点吸附,链接等
DrawingProcess();
// 计算完毕后执行渲染,这里调用有可能会带来空引用问题
// 但在此之前的阶段已经对此进行过了处理所以没有关系,如果要在其他地方照抄的话需要注意。
_line.UpdateRender();
// 下一步
if (IsReleaseContinueKey())
{
_helperNormal = _line.TrajectoryCalculator.GetEndPointNormal.UpwardPlaneToVector3();
// 起点链接
if (_isStartPointSubstitute)
{
// 在开始时已经做过转换了
// var dtlt_Slot = Last as DrawTerminalLine2T3_OpSlot;
_line.LinkedDataAddPolarity(_startPoint, LinkType.Import);
}
else
{
_line.LinkedDataAddPolarity(_startPoint, LinkType.Import);
selfWiresTool.PersistentElement(_startPoint);
selfWiresTool.AddPeToNeighborGrid(_startPoint);
}
// 终点链接
if (_otherPoint is null) // || _endPoint.gameObject.activeSelf
{
_line.LinkedDataAddPolarity(_endPoint, LinkType.Export);
selfWiresTool.PersistentElement(_endPoint);
selfWiresTool.AddPeToNeighborGrid(_endPoint);
}
// 如果存在吸附目标
else
{
selfWiresTool.DeleteElement(_endPoint);
_line.LinkedDataAddPolarity(_otherPoint, LinkType.Export);
}
// 保存线
_line.ReapplyOrigin();
selfWiresTool.PersistentElement(_line);
selfWiresTool.AddBulkPeToNeighborGrid(_line);
// 下一步
ReplaceThis(new DrawTerminalLine2T3_OpSlot());
}
// 取消
else if (IsReleaseCanelKey())
{
RemoveThis();
EndPrecondition();
}
// todo: 回到上一步
/*
* 操作栈的结构使得操作与对象的更新可以分离,
* 就是撤回的过程可能有点复杂,
* 需要分为工具运行期间撤回和常规撤回。
*/
}
protected override void AsyncBeforeUpdate()
{
base.AsyncBeforeUpdate();
}
protected override void AsyncUpdate()
{
base.AsyncUpdate();
}
protected override void AsyncAfterUpdate()
{
base.AsyncAfterUpdate();
}
#endregion
#region 方法
/// <summary>
/// 设置先决属性
/// </summary>
private void InitPrecondition()
{
switch (Last)
{
// 使用来自前者的元素
case DrawTerminalLine2T3_OpSlot dtlt_Slot:
_isStartPointSubstitute = true;
_startPoint = dtlt_Slot._endPoint;
_lastPointPosition = dtlt_Slot._helperPosition;
_lastPointNormal = dtlt_Slot._helperNormal;
break;
// 新建,或从空间中继承
case WaitForUserInput_OpSlot wfui_Slot:
if (SesothoArrangementWiresTool.GetNearestObjectAsPoint(out var terminalPoint))
{
_isStartPointSubstitute = true;
_startPoint = terminalPoint;
_lastPointPosition = terminalPoint.GetPosition3();
if (SesothoArrangementWiresTool.GetNearestObjectAsLine(terminalPoint, out var terminalLine,
out var normal))
_lastPointNormal = normal;
else
{
Debug.LogError("错误:当前绘制的线路准备吸附的目标并非一个完整的链路,或类型错误,正在退出。");
RemoveThis();
}
}
else
{
_isStartPointSubstitute = false;
selfWiresTool.GetElement(out _startPoint);
_lastPointPosition = SesothoArrangementWiresTool.OpKey_IgnoreNeighborAdsorption.Getkey() ?
wfui_Slot.MouseHelperPosition :
CameraMouseInputHelper.Inst.GetGridAdsorb(wfui_Slot.MouseHelperPosition);
_lastPointNormal = default;
}
break;
default:
break;
}
selfWiresTool.GetElement(out _line);
selfWiresTool.GetElement(out _endPoint);
}
/// <summary>
/// 结束清理属性
/// </summary>
private void EndPrecondition()
{
selfWiresTool.DeleteElement(_line);
// 不能把别人的东西给回收了
if (!_isStartPointSubstitute)
selfWiresTool.DeleteElement(_startPoint);
selfWiresTool.DeleteElement(_endPoint);
}
/// <summary>
/// 线路绘制过程
/// </summary>
private void DrawingProcess()
{
// 获取当前的坐标
_helperPosition = PlaceElementManager.Inst.InputHelper.CurrentGridPosition;
_startPoint.transform.position = _lastPointPosition;
_isFreeEndPoint = true;
// 如果吸附到任意物体,或者用按键忽略这一过程
if (SesothoPeManager.NearestObject is not null &&
SesothoArrangementWiresTool.GetNearestObjectAsPoint(out _otherPoint) &&
!SesothoArrangementWiresTool.OpKey_IgnoreNeighborAdsorption.Getkey())
{
_isFreeEndPoint = false;
if (_endPoint.gameObject.activeSelf)
_endPoint.gameObject.SetActive(false);
_helperPosition = SesothoPeManager.NearestPoint;
_endPoint.transform.position = SesothoPeManager.NearestPoint;
if (SesothoArrangementWiresTool.GetNearestObjectAsLine(_otherPoint, out var terminalLine,
out var normal))
_helperNormal = normal;
}
// 如果吸附到任意切线
// else if (NearestLineTangentObject != null)
// {
// NearestLineTangentPoint
// }
// 否则自由点
if (_isFreeEndPoint)
{
if (!_endPoint.gameObject.activeSelf)
_endPoint.gameObject.SetActive(true);
_otherPoint = null;
_helperNormal = default;
_endPoint.transform.position = _helperPosition;
}
_line.SetLineSegment(
_lastPointPosition, _helperPosition,
_lastPointNormal, _helperNormal
);
// 如果当前线的线计算器是圆弧计算器,那么获取它的角度
// if (_line.NowCalculator is RoundTrajectory2 arc)
// {
// Debug.Log($"角度{arc.Angle} {arc.AngleExact}");
// }
var forceStr = SesothoArrangementWiresTool.OpKey_ForceStr.Getkey();
if (forceStr)
_line.DrawStraightLine();
else
{
var force90Arc = SesothoArrangementWiresTool.OpKey_90Arc.Getkey();
var force180Arc = SesothoArrangementWiresTool.OpKey_180Arc.Getkey();
var forceRevCisoid = SesothoArrangementWiresTool.OpKey_RevCisoid.Getkey();
var angle = -1;
if (force90Arc || force180Arc)
{
angle = 0;
if (force90Arc)
angle += 90;
if (force180Arc)
angle += 180;
}
_line.AutomaticDrawCircularLine(angle, forceRevCisoid);
}
}
/// <summary>
/// 获取光标下的起点
/// </summary>
/// <returns></returns>
private bool GetCurrentObject()
{
// SesothoPeManager.
return false;
}
#endregion
}
}
@@ -0,0 +1,11 @@
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.Serialization;
namespace SesothoLine
{
/// <summary>
/// 线路绘制编辑器
/// </summary>
[CustomEditor(typeof(SesothoPeManager))]
public class SesothoPeManagerEditor : Editor
{
#region 委托事件
/// <summary>
/// 当前主要的鼠标动作
/// </summary>
private event Action CurrenMouseAction;
#endregion
#region 字段属性
/// <summary>
/// 是编辑绘制模式
/// </summary>
public bool IsDebugDrawMode;
private Vector3 _currentPosition;
private bool OpKey_ForceStr;
private bool OpKey_90Arc;
private bool OpKey_180Arc;
private bool OpKey_RevCisoid;
#endregion
#region 生命周期
// private void OnEnable()
// {
// throw new NotImplementedException();
// }
//
// private void OnDisable()
// {
// throw new NotImplementedException();
// }
private void OnSceneGUI()
{
if (!IsDebugDrawMode) return;
int controlID = GUIUtility.GetControlID(FocusType.Keyboard);
if(GUIUtility.hotControl == 0)
HandleUtility.AddDefaultControl(controlID);
OpKey_ForceStr = false;
OpKey_90Arc = false;
OpKey_180Arc = false;
OpKey_RevCisoid = false;
if (Event.current.GetTypeForControl(controlID) == EventType.KeyDown)
{
switch (Event.current.keyCode)
{
case KeyCode.Escape:
IsDebugDrawMode = false;
break;
case KeyCode.LeftControl:
OpKey_ForceStr = true;
break;
case KeyCode.LeftAlt:
OpKey_90Arc = true;
break;
case KeyCode.LeftShift:
OpKey_180Arc = true;
break;
case KeyCode.R:
OpKey_RevCisoid = true;
break;
default:
break;
}
}
var mousePos = Event.current.mousePosition;
if (Physics.Raycast(HandleUtility.GUIPointToWorldRay(mousePos), out var hit, float.MaxValue, 0xffff))
{
_currentPosition = hit.point;
}
if (Event.current.type == EventType.MouseUp && GUIUtility.hotControl == 0)
{
if (Event.current.button == 0)
{
CurrenMouseAction?.Invoke();
}
}
}
public override void OnInspectorGUI()
{
if (GUILayout.Button(IsDebugDrawMode ? "退出绘制模式" : "进入绘制模式"))
IsDebugDrawMode = !IsDebugDrawMode;
base.OnInspectorGUI();
}
#endregion
#region 画线
private TerminalLine2T3 _line;
private TerminalPoint _startPoint;
private TerminalPoint _endPoint;
private void DarwLine()
{
_endPoint.transform.position = _currentPosition;
// _line.SetLineSegment(
// _lastPointPosition, _currentPosition,
// _lastPointNormal, _helperNormal
// );
if (OpKey_ForceStr)
_line.DrawStraightLine();
else
{
var angle = -1;
if (OpKey_90Arc || OpKey_180Arc)
{
angle = 0;
if (OpKey_90Arc)
angle += 90;
if (OpKey_180Arc)
angle += 180;
}
_line.AutomaticDrawCircularLine(angle, OpKey_RevCisoid);
}
// 计算完毕后执行渲染,这里调用有可能会带来空引用问题
// 但在此之前的阶段已经对此进行过了处理所以没有关系,如果要照抄的话需要进行一些修改。
_line.UpdateRender();
}
#endregion
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace SesothoLine
{
/// <summary>
/// 可链接的对象,表示此成员内包含一个链表的节点,可用于链表跟踪
/// </summary>
public interface ILinkconfident<T>
{
/// <summary>
/// 获取链接点
/// </summary>
/// <param name="node"></param>
/// <returns></returns>
public bool GetLinkedNode(out LinkedListNode<T> node);
/// <summary>
/// 设置连接点
/// </summary>
/// <param name="node"></param>
public void SetLinkedNode(LinkedListNode<T> node);
}
}
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using System.Collections;
using System.Collections.Generic;
using Deconstruction.Element;
using UnityEngine;
namespace SesothoLine
{
/// <summary>
/// 可链接的对象,表示此成员内包含一个链表的节点,可用于链表跟踪
/// </summary>
public interface ILinkconfidentPe : ILinkconfident<PlacementBase>
{ }
}
@@ -0,0 +1,11 @@
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using Deconstruction.Element;
using Deconstruction.Interface;
using Deconstruction.Manager;
using Deconstruction.Tool;
using Deconstruction.Type;
using Deconstruction.Type.DMToolSlot;
using Deconstruction.Type.Linkable;
using SerializerHelper.Type;
using UnityEngine;
using UnityEngine.Pool;
using XericLibrary.Runtime.MacroLibrary;
using XericLibrary.Runtime.Nav;
namespace SesothoLine
{
/// <summary>
/// 线路绘制工具类
/// </summary>
public class SesothoArrangementWiresTool : DecisionMakerToolBase
{
#region 事件委托
/// <summary>
/// 工具中成员变更委托
/// </summary>
public delegate void ToolMemberChange(PlacementBase obj);
/// <summary>
/// 工具中成员添加事件
/// </summary>
public event ToolMemberChange OnAdditional;
/// <summary>
/// 工具中成员移除事件
/// </summary>
public event ToolMemberChange OnDecreasing;
/// <summary>
/// 当任意元素苏醒
/// </summary>
public event ToolMemberChange OnAnyVivification;
/// <summary>
/// 当任意元素休眠
/// </summary>
public event ToolMemberChange OnAnyDormancy;
#endregion
#region 快捷键
/*
* 1 控制强制直线
* 2,3 控制圆弧的角度为90和180度
* R 反转圆弧
* shift+b 忽略对象吸附
* shift+n 忽略网格吸附
*/
/// <summary>
/// 强制直线
/// </summary>
public static KeyPack OpKey_ForceStr = new KeyPack(KeyCode.Alpha1);
/// <summary>
/// 强制90度圆弧
/// </summary>
public static KeyPack OpKey_90Arc = new KeyPack(KeyCode.Alpha2);
/// <summary>
/// 强制180度圆弧
/// </summary>
public static KeyPack OpKey_180Arc = new KeyPack(KeyCode.Alpha3);
/// <summary>
/// 反转顺向,比如单圆弧的方向翻转。
/// 话说shift+alt+r是英伟达的一个快捷键呢,有点冲突
/// </summary>
public static KeyPack OpKey_RevCisoid = new KeyPack(KeyCode.R);
/// <summary>
/// 忽略吸附功能
/// </summary>
public static KeyPack OpKey_IgnoreNeighborAdsorption = new KeyPack(KeyCode.LeftShift, KeyCode.B);
/// <summary>
/// 忽略网格吸附
/// </summary>
public static KeyPack OpKey_IgnoreGridAdsorption = new KeyPack(KeyCode.LeftShift, KeyCode.N);
#endregion
#region 字段属性
private ObjectPool<TerminalLine2T3> _linePool;
private ObjectPool<TerminalPoint> _pointPool;
#endregion
#region 获取转换
/// <summary>
/// 获取光标下最近的对象为点
/// </summary>
/// <param name="point"></param>
/// <returns></returns>
public static bool GetNearestObjectAsPoint(out TerminalPoint point)
{
if (SesothoPeManager.NearestObject is not null &&
SesothoPeManager.NearestObject is TerminalPoint terminalPoint)
{
point = terminalPoint;
return true;
}
point = null;
return false;
}
/// <summary>
/// 获取光标下最近的对象为线
/// </summary>
/// <param name="line"></param>
/// <returns></returns>
public static bool GetNearestObjectAsLine(out TerminalLine2T3 line)
{
if (SesothoPeManager.NearestObject is not null &&
SesothoPeManager.NearestObject is TerminalPoint terminalPoint &&
terminalPoint.LinkedData.GetOpposite(LinkType.Export) is TerminalLine2T3 terminalLine)
{
line = terminalLine;
return true;
}
line = null;
return false;
}
/// <summary>
/// 获取以给定点上与最近的相切线相对
/// </summary>
/// <param name="point"></param>
/// <param name="line"></param>
/// <param name="normal"></param>
/// <returns></returns>
public static bool GetNearestObjectAsLine(TerminalPoint point, out TerminalLine2T3 line, out Vector3 normal)
{
if (point is null)
goto End;
// 检查最近线切线是否有效,是否相连
if (SesothoPeManager.NearestLineTangentObject is TerminalLine2T3 otherLine &&
point.TryGetLinkLineNormal(otherLine, out normal))
{
line = otherLine;
return true;
}
End:
line = null;
normal = default;
return false;
}
#endregion
#region 生命周期
protected override void Awake()
{
base.Awake();
_linePool = new ObjectPool<TerminalLine2T3>(
createFunc: CreatElement<TerminalLine2T3>,
actionOnGet: ElementActive,
actionOnRelease: ElementInactive,
actionOnDestroy: a =>
{ },
collectionCheck: true,
defaultCapacity: 10,
maxSize: 10000);
_pointPool = new ObjectPool<TerminalPoint>(
createFunc: CreatElement<TerminalPoint>,
actionOnGet: ElementActive,
actionOnRelease: ElementInactive,
actionOnDestroy: a =>
{ },
collectionCheck: true,
defaultCapacity: 10,
maxSize: 10000);
}
protected override void OnEnableTool()
{
// 启用时创建一个输入等待行为,随后进入绘制行为
var target = GenerateOperateSlot<WaitForUserInput_OpSlot>();
target.InitializeNextTodo(() => new DrawTerminalLine2T3_OpSlot());
Debug.Log("激活线路绘制工具");
}
protected override void OnDisableTool()
{
}
protected override void OnFinalEnd()
{
base.OnFinalEnd();
EnableTool = false;
}
#endregion
#region 序列化
public override SerializeUnion ToolSerializeDispost()
{
base.ToolSerializeDispost();
foreach (var element in PlaceElementManager.Inst.StructuralLinkedList)
{
var union = element.SerializedOccurs();
// 索引是后面用来标识类的
union.Index = TypeConsignMap.AddMapIndex(element.GetType());
union.RefreshSerializedContext();
SerializeTemp.Add(union);
}
SerializeTemp.RefreshSerializedContext();
return SerializeTemp;
}
public override bool ToolDiserializDispost(SerializeUnion context)
{
if (!base.ToolDiserializDispost(context))
return false;
var deserializeList = new List<(PlacementBase, SerializeUnion)>();
var safeCount = ushort.MaxValue;
Debug.Log("反序列化过程开始创建对象");
while (0 <-- safeCount && SerializeTemp.IndexMoveToNext(out var block))
{
var union = SerializeTemp.GetDeserializeObject<SerializeUnion>();
var type = TypeConsignMap.GetMapType(union.Index);
if (GetElement(type, out var obj))
{
deserializeList.Add((obj, union));
union.RefreshDeserializeContext();
union.IndexMoveToStart();
obj.DeserializeOccurs(union);
// switch (obj)
// {
// case TerminalLine2T3 line:
// line.DeserializeOccurs(union);
// break;
// case TerminalPoint point:
// point.DeserializeOccurs(union);
// break;
// }
}
else
Debug.LogError($"无法创建序列化元素,原因是类型不支持{type}");
if (block) break;
}
Debug.Log("反序列化过程开始恢复链接关系");
foreach (var item in deserializeList)
item.Item1.DeserializeHysteresisOccurs(item.Item2);
return true;
}
#endregion
#region 方法
/// <summary>
/// 创建元素
/// </summary>
/// <returns></returns>
private T CreatElement<T>()
where T : PlacementBase, ILinkconfidentPe
{
var obj = CreatPlacementObject<T>();
obj.OnPlancementDestory += a =>
{
if (a is null)
{
Debug.LogError("元素已经被销毁,无法回收链表元素");
return;
}
if (a is T b &&
b.GetLinkedNode(out var node))
SesothoPeManager.Inst.RemoveLinkedTarget(node);
else
Debug.LogError("元素并非工具元素类型,或者其中的链表节点已丢失,导致无法回收链表元素");
};
return obj;
}
/// <summary>
/// 池对象激活
/// </summary>
/// <param name="obj"></param>
/// <typeparam name="T"></typeparam>
private void ElementActive<T>(T obj)
where T : PlacementBase, ILinkconfidentPe
{
obj.gameObject.SetActive(true);
OnAnyVivification?.Invoke(obj);
}
/// <summary>
/// 池对象取消激活
/// </summary>
/// <param name="obj"></param>
/// <typeparam name="T"></typeparam>
private void ElementInactive<T>(T obj)
where T : PlacementBase, ILinkconfidentPe
{
obj.gameObject.SetActive(false);
OnAnyDormancy?.Invoke(obj);
}
/// <summary>
/// 获取元素
/// </summary>
/// <returns></returns>
public bool GetElement<T>(out T obj)
where T : PlacementBase, ILinkconfidentPe
{
var name = typeof(T).Name;
switch (name)
{
case nameof(TerminalLine2T3):
obj = _linePool.Get() as T;
return true;
case nameof(TerminalPoint):
obj = _pointPool.Get() as T;
return true;
default:
Debug.LogError($"给定的元素类型({name})并非预期,这将跳过对象池过程");
break;
}
obj = null;
return false;
}
/// <summary>
/// 获取元素
/// </summary>
/// <param name="type"></param>
/// <param name="obj"></param>
/// <returns></returns>
public bool GetElement(Type type, out PlacementBase obj)
{
var name = type.Name;
switch (name)
{
case nameof(TerminalLine2T3):
obj = _linePool.Get();
return true;
case nameof(TerminalPoint):
obj = _pointPool.Get();
return true;
default:
Debug.LogError($"给定的元素类型({name})并非预期,这将跳过对象池过程");
break;
}
obj = null;
return false;
}
/// <summary>
/// 删除元素
/// </summary>
/// <param name="obj"></param>
/// <typeparam name="T"></typeparam>
public void DeleteElement<T>(T obj)
where T : PlacementBase,
ILinkconfidentPe
{
var name = typeof(T).Name;
switch (name)
{
case nameof(TerminalLine2T3):
_linePool.Release(obj as TerminalLine2T3);
break;
case nameof(TerminalPoint):
_pointPool.Release(obj as TerminalPoint);
break;
default:
Debug.LogError($"给定的元素类型({name})并非预期,这将跳过对象池过程");
break;
}
}
/// <summary>
/// 保存元素链,在创建并常态化元素后都需要执行的操作 (注意不是在创建后立刻保存)
/// <code>
/// 如果这是一个线,那么还应该调用 AddBulkLineToNeighborGrid;
/// 如果这是一个点,那么应该调用 AddPeToNeighborGrid。
/// </code>
/// </summary>
public void PersistentElement<T>(T obj)
where T : PlacementBase,
ILinkconfidentPe
{
// 保存链表结构,反过来也持有这个节点,便于后续查找
var lineNode = SesothoPeManager.Inst.AddLinkedTarget(obj);
obj.SetLinkedNode(lineNode);
}
/// <summary>
/// 移除元素链
/// </summary>
/// <param name="obj"></param>
/// <typeparam name="T"></typeparam>
public void ExcisionElement<T>(T obj)
where T : PlacementBase,
ILinkconfidentPe
{
if (obj.GetLinkedNode(out var node))
SesothoPeManager.Inst.RemoveLinkedTarget(node);
}
/// <summary>
/// 添加小型元素到网格中
/// </summary>
/// <param name="obj"></param>
/// <typeparam name="T"></typeparam>
public void AddPeToNeighborGrid<T>(T obj)
where T : PlacementBase,
ILinkconfidentPe
{
if (obj.NeighborGridIndex != null)
{
Debug.LogError("无法重复插入元素:当前向管理器中插入的的元素,可能已经存在于其他管理器内,请先退出其他管理器后重试。");
return;
}
SesothoPeManager.Inst.InsertNeighbor(obj, out var index);
obj.NeighborGridIndex = index;
// 回调事件
OnAdditional?.Invoke(obj);
}
/// <summary>
/// 添加大型元素到网格中
/// </summary>
public void AddBulkPeToNeighborGrid<T>(T obj)
where T : PlacementBase,
ILinkconfidentPe,
IPossessorTrajectory2
{
if (obj.NeighborGridIndex != null)
{
Debug.LogError("无法重复插入元素:当前向管理器中插入的的元素,可能已经存在于其他管理器内,请先退出其他管理器后重试。");
return;
}
SesothoPeManager.Inst.InsertGiantNeighbor<T>(obj, out var index);
obj.NeighborGridIndex = index;
// 回调事件
OnAdditional?.Invoke(obj);
}
/// <summary>
/// 移除这个小元素
/// </summary>
/// <param name="obj"></param>
/// <typeparam name="T"></typeparam>
public void RemovePeToNeighborGrid<T>(T obj)
where T : PlacementBase,
ILinkconfidentPe
{
if (obj.NeighborGridIndex != null &&
obj.NeighborGridIndex.GetAsIndex(out var index))
SesothoPeManager.Inst.RemoveNeighbor(index);
else
SesothoPeManager.Inst.RemoveNeighbor(obj);
ExcisionElement(obj);
// 回调事件
OnDecreasing?.Invoke(obj);
}
/// <summary>
/// 移除这个大型元素
/// </summary>
public void RemoveBulkPeFormNeighborGrid<T>(T obj)
where T : PlacementBase,
ILinkconfidentPe,
IPossessorTrajectory2
{
if (obj.NeighborGridIndex != null &&
obj.NeighborGridIndex.GetAsMappingIndex(out var index))
SesothoPeManager.Inst.RemoveGiantNeighbor(index);
else
SesothoPeManager.Inst.RemoveGiantNeighbor<T>(obj);
ExcisionElement(obj);
// 回调事件
OnDecreasing?.Invoke(obj);
}
#endregion
#region 绘制寻路
/*
* 没写完,如果不嫌麻烦可以看看Astart类,或者自己实现。
*
* 主要提供绘制线路时的多段线拟合,障碍物避让
*/
/// <summary>
/// 获取一个可以通过的路径
/// <code>
/// 这是一个只在向上的二维平面上有效的路径。
/// 寻路的规则是仅避开建筑物,贪婪算法。
/// </code>
/// </summary>
/// <param name="startPoint">起点</param>
/// <param name="endPoint">终点</param>
/// <param name="avoidRadius">避让半径,在遭遇碰撞时将沿法向退回这个距离</param>
public DrawWayPoints GetPassThroughRouteShortcut(Vector3 startPoint, Vector3 endPoint, float avoidRadius)
{
var result = new DrawWayPoints();
Debug.LogError("此方法未完成");
return result;
}
/// <summary>
/// 获取一个可以通过的路径的迭代器;
/// </summary>
/// <param name="startPoint">起点</param>
/// <param name="endPoint">终点</param>
/// <param name="avoidRadius">避让半径,在遭遇障碍时将沿法向退回这个距离</param>
/// <param name="layer">检查碰撞对象的层</param>
/// <returns></returns>
protected IEnumerable<Vector3> GetPassThroughRoute(Vector3 startPoint, Vector3 endPoint, float avoidRadius, LayerMask layer)
{
yield return Vector3.zero;
}
/// <summary>
/// 使用给定的路径创建一段工具拟合的路径
/// </summary>
/// <param name="wayPoints">一段路径</param>
public void BuildPaths(DrawWayPoints wayPoints)
{
new AStart2();
}
#endregion
}
}
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#define _DEBUG_
// #undef _DEBUG_
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Deconstruction.Element;
using UnityEngine;
using Deconstruction.Manager;
using Deconstruction.Tool;
using Deconstruction.Type.Area;
using Deconstruction.Type.Serialize;
using Newtonsoft.Json;
using SerializerHelper.Type;
using UnityEngine.UI;
using XericLibrary.Runtime.Debuger;
using XericLibrary.Runtime.MacroLibrary;
namespace SesothoLine
{
/// <summary>
/// 主要管理器
/// <code>
/// 不建议继续封装管理器类
/// </code>
/// </summary>
public sealed class SesothoPeManager : PlaceElementManager
{
#region 静态成员
/// <summary>
/// 此处提供的单例与父类单例是独立的
/// </summary>
public new static SesothoPeManager Inst => _inst;
private static SesothoPeManager _inst;
/// <summary>
/// 线路绘制工具
/// </summary>
public static SesothoArrangementWiresTool WiresTool => _wiresTool;
private static SesothoArrangementWiresTool _wiresTool;
/// <summary>
/// 光标下最近的线上交点
/// </summary>
public static Vector3 NearestLineTangentPoint => _lineTangentTraceTool.NearsetPoint;
/// <summary>
/// 光标下最近的线
/// </summary>
public static PlacementBase NearestLineTangentObject => _lineTangentTraceTool.NearsetObject;
/// <summary>
/// 光标下最近的对象原点
/// </summary>
public static Vector3 NearestPoint => TrackingTool.TrackingCurrentPosition;
/// <summary>
/// 光标下最近的对象
/// </summary>
public static PlacementBase NearestObject => TrackingTool.TrackingCurrentTarget;
private static TrajectoryTrackingTool.TrackPersistentCommunicate _lineTangentTraceTool;
#endregion
#region 调试功能
#if UNITY_EDITOR
public bool EnableGridDebugDraw = false;
public void DebugFunc()
{
if (EnableGridDebugDraw)
{
PlacementNeighbor.DebugDrawGrid();
}
}
#endif
#endregion
#region 生命周期
protected override void Awake()
{
base.Awake();
_inst = this;
if (LineMaterial == null)
Debug.LogError("需要给管理器提供一个线段材质");
if (PointMaterial == null)
Debug.LogError("需要给管理器提供一个点材质");
// 初始化画线工具
_wiresTool = new SesothoArrangementWiresTool();
_wiresTool.InitializeParent(transform);
_lineTangentTraceTool = TrackingTool.InstantiationTrackCaculate(PlaceholdersAreaType.LinearContinuity);
// 手动开启代理更新
EnableUpdate = true;
}
protected override void Start()
{
base.Start();
}
private NeighborGrid<PlacementBase>.NeighborGridIndex index;
protected override void Update()
{
base.Update();
#if UNITY_EDITOR
DebugFunc();
#endif
if (Input.GetMouseButtonDown(2))
{
index = PlacementNeighbor.GetNeighborIndex(null);
index.SetDrivenAsWorld(InputHelper.CurrentPosition);
Debug.Log($"{index.GetDrivenAsLinear()} => {index.GetNeighbor().FirstOrDefault()}");
}
// new SerializeUnion();
}
private string serializeContext = null;
protected override void LateUpdate()
{
base.LateUpdate();
// if (DecisionMakerToolBase.ActiveDecisionMaker == null ||
// !DecisionMakerToolBase.ActiveDecisionMaker.EnableTool)
#if !UNITY_EDITOR || !_DEBUG_
return;
#endif
// 工具功能测试
if (Input.GetKeyDown(KeyCode.L))
{
_wiresTool.EnableTool = !_wiresTool.EnableTool;
Debug.Log($"{(_wiresTool.EnableTool ? "绘制工具已激活" : "工具已取消激活")}");
}
// 存档功能测试
if (Input.GetKeyDown(KeyCode.S))
{
var obj = _wiresTool.ToolSerializeDispost();
serializeContext = JsonConvert.SerializeObject(obj);
Debug.Log(obj.ToString());
}
if (Input.GetKeyDown(KeyCode.D))
{
if (serializeContext == null)
{
Debug.Log("反序列化内容为空");
return;
}
var obj = JsonConvert.DeserializeObject<SerializeUnion>(serializeContext);
_wiresTool.ToolDiserializDispost(obj);
}
if (Input.GetKeyDown(KeyCode.A))
{
_wiresTool.EnableCompress = !_wiresTool.EnableCompress;
if (_wiresTool.EnableCompress )
Debug.Log("开启压缩");
else
Debug.Log("关闭压缩");
}
// 绘制一下吸附的目标位置
if (TrackingTool.EnableTool || TrackingTool._enableAuxiliaryTool)
{
MacroDebugDraw.DrawDownArrow(NearestPoint, Quaternion.identity, Color.magenta);
MacroDebugDraw.DrawDownArrow(NearestLineTangentPoint, Quaternion.identity, Color.green);
}
}
#endregion
}
}
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using System;
using System.Collections.Generic;
using System.IO;
using System.Runtime.Serialization;
using System.Runtime.Serialization.Formatters.Binary;
using System.Text;
using Deconstruction.Element;
using Deconstruction.Interface;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
using UnityEngine.Serialization;
using XericLibrary.Runtime.Debuger;
using XericLibrary.Runtime.MacroLibrary;
using XericLibrary.Runtime.Type;
namespace SesothoLine
{
using LineSegment2 = Deconstruction.Element.PromptLine2.LineSegment2;
/// <summary>
/// 线终端执行脚本,使用二维线计算器,驱动三维线渲染器。
/// </summary>
public class TerminalLine2T3 : PromptLine2,
ILinkconfidentPe // 链表跟踪
{
#region 字段属性
private LinkedListNode<PlacementBase> _linkNode;
/// <summary>
/// 本地缓存
/// </summary>
private LineSegment2 _lineSegment = new LineSegment2();
public bool DebugDrawGrid = false;
#endregion
#region 生命周期
protected override void Start()
{
base.Start();
InitPromptLine<LineRendererUnbodied>();
}
protected override void OnEnable()
{
base.OnEnable();
SesothoPeManager.Inst.AddEmbedded(this);
}
protected override void OnDisable()
{
base.OnDisable();
SesothoPeManager.Inst.RemoveEmbedded(this);
}
protected virtual void OnDestroy()
{
}
protected override void AgencyOnEnable()
{
base.AgencyOnEnable();
}
protected override void AgencyOnDisable()
{
base.AgencyOnDisable();
}
protected override void AgencyMainUpdate()
{
base.AgencyMainUpdate();
// 绘制线路本身在网格中的索引位置
if (DebugDrawGrid &&
NeighborGridIndex.SafeGetAsMappingIndex(out var indexs))
{
foreach (var index in indexs.Indexs)
{
MacroDebugDraw.DrawDownArrow(
index.GetCellWorldIndexPosition() + MacroMath.RandomVector3(0.1f, Identifier), Quaternion.identity,
Color.red);
}
}
}
protected override void AgencyAsyncBeforeUpdate()
{
base.AgencyAsyncBeforeUpdate();
}
protected override void AgencyAsyncUpdate()
{
base.AgencyAsyncUpdate();
}
protected override void AgencyAsyncAfterUpdate()
{
base.AgencyAsyncAfterUpdate();
}
#endregion
#region 线路构建
/// <summary>
/// 创建合理坐标空间
/// </summary>
/// <param name="a"></param>
/// <param name="b"></param>
/// <param name="ah"></param>
/// <param name="bh"></param>
/// <returns></returns>
public LineSegment2 SetLineSegment(Vector3 a, Vector3 b, Vector3 ah = default, Vector3 bh = default)
{
_lineSegment.SetValue(
a.UpwardPlaneToVector2(),
b.UpwardPlaneToVector2(),
ah.UpwardPlaneToVector2(),
bh.UpwardPlaneToVector2());
// ah?.GetEndPointNormal ?? default,
// bh?.GetStartPointNormal ?? default);
return _lineSegment;
}
public void AutomaticDrawCircularLine(float constraintAngle = -1, bool fullArc = false)
{
AutomaticDrawCircularLine(_lineSegment, constraintAngle, fullArc);
}
private LineSegment2 straightLine = new LineSegment2();
public void DrawStraightLine()
{
straightLine.SetValue(_lineSegment.pointA, _lineSegment.pointB);
AutomaticDrawCircularLine(straightLine);
}
/// <summary>
/// 重新计算原点
/// <code>
/// 如果此轨迹的原点在零点,那么通过此方法可以将原点设置到起点和终点之间。
/// 注意:使用前需要将轨迹设为本地坐标
/// </code>
/// </summary>
public void ReapplyOrigin()
{
if (TrajectoryRenderer == null || TrajectoryCalculator == null)
{
Debug.LogError("当前轨迹或线渲染器无效,无法计算原点");
return;
}
// 假定其中的轨迹是本地坐标的
// 期望的本地零点
var center = ((TrajectoryCalculator.GetStartPointPosition + TrajectoryCalculator.GetEndPointPosition) / 2).UpwardPlaneToVector3();
// 本地原点
var local = TrajectoryCalculator.Origin.UpwardPlaneToVector3();
// 期望偏移
var offset = local - center;
TrajectoryCalculator.Origin = offset.UpwardPlaneToVector2();
transform.position += center;
// 更新
UpdateRender();
}
#endregion
#region 实现 - ILinkconfidentPe
public bool GetLinkedNode(out LinkedListNode<PlacementBase> node)
{
if (_linkNode == null)
{
node = null;
return false;
}
node = _linkNode;
return true;
}
public void SetLinkedNode(LinkedListNode<PlacementBase> node)
{
_linkNode = node;
}
#endregion
#region 重写 - ISerializablePost
public override SerializerHelper.Type.SerializeUnion SerializedOccurs()
{
return base.SerializedOccurs();
}
public override bool CheckDeserializeUnion(SerializerHelper.Type.SerializeUnion context)
{
return base.CheckDeserializeUnion(context);
}
public override void DeserializeOccurs(SerializerHelper.Type.SerializeUnion context)
{
base.DeserializeOccurs(context);
}
public override void DeserializeHysteresisOccurs(SerializerHelper.Type.SerializeUnion context)
{
base.DeserializeHysteresisOccurs(context);
}
#endregion
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using Deconstruction.Element;
using UnityEngine;
using XericLibrary.Runtime.Debuger;
using XericLibrary.Runtime.MacroLibrary;
using Random = System.Random;
namespace SesothoLine
{
/// <summary>
/// 点,承担连接的责任
/// </summary>
public class TerminalPoint : Deconstruction.Element.ContactPoint,
ILinkconfidentPe // 链表跟踪
{
private LinkedListNode<PlacementBase> _linkNode;
#region 生命周期
// 调试绘制一下位置
// private void Update()
// {
// MacroDebugDraw.DrawDownArrow(transform.position + MacroMath.RandomVector3(0.1f, Identifier), Color.green);
// }
#endregion
#region 实现 - ILinkconfidentPe
public bool GetLinkedNode(out LinkedListNode<PlacementBase> node)
{
if (_linkNode == null)
{
node = null;
return false;
}
node = _linkNode;
return true;
}
public void SetLinkedNode(LinkedListNode<PlacementBase> node)
{
_linkNode = node;
}
#endregion
#region 重写 - ISerializablePost
public override SerializerHelper.Type.SerializeUnion SerializedOccurs()
{
return base.SerializedOccurs();
}
public override bool CheckDeserializeUnion(SerializerHelper.Type.SerializeUnion context)
{
return base.CheckDeserializeUnion(context);
}
public override void DeserializeOccurs(SerializerHelper.Type.SerializeUnion context)
{
base.DeserializeOccurs(context);
}
public override void DeserializeHysteresisOccurs(SerializerHelper.Type.SerializeUnion context)
{
base.DeserializeHysteresisOccurs(context);
}
#endregion
}
}
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