update 0.6.3.7
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using System;
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using UnityEngine;
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using XericLibrary.Runtime.UIGraph;
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namespace XericLibrary.Runtime.Blueprint.QuickGraph
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{
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/// <summary>
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/// QuickGraph 连线渲染配置表 —— 控制贝塞尔曲线宽度、箭头形状等全部视觉参数。
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/// 右键 Project 窗口 → Create/Blueprint/QuickGraph/Wire Render Config 创建资产。
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/// 拖入蓝图组件的 ToolConfigAssets 列表即可覆盖默认值。
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/// </summary>
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[CreateAssetMenu(
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fileName = "QuickGraphWireRenderConfig",
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menuName = "Xeric Library/Blueprint/QuickGraph/Wire Render Config",
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order = 2)]
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[BlueprintTheme("QuickGraph")]
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public class QuickGraphWireRenderConfig : BlueprintToolConfigBase
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{
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/// <summary>目标工具类型</summary>
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public override System.Type TargetToolType => typeof(WireCanvasRenderTool);
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[Header("连线")]
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[Tooltip("连线宽度(像素)")]
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[Range(1f, 20f)]
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public float WireWidth = 5f;
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[Tooltip("线条额外点击命中半径(画布单位);实际半径至少为线宽的一半)。")]
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[Range(0f, 40f)]
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public float HitTestRadius = 8f;
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[Header("贝塞尔手柄")]
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[Tooltip("源端手柄从端口伸出的距离(画布单位)。数值越大曲线越平缓。")]
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[Range(10f, 500f)]
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public float SourceHandleLength = 80f;
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[Tooltip("目标端手柄从端口伸出的距离(画布单位)。")]
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[Range(10f, 500f)]
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public float TargetHandleLength = 80f;
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[Header("箭头")]
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[Tooltip("箭头形状")]
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public ArrowShape ArrowShape = ArrowShape.Triangle;
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[Tooltip("箭头是否反向")]
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public bool ArrowReversed = false;
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[Tooltip("箭头在曲线上的位置(0=起点, 1=终点)")]
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[Range(0f, 1f)]
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public float ArrowProgress = 1f;
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[Tooltip("箭头宽度(垂直切线方向,像素)")]
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[Range(4f, 40f)]
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public float ArrowWidth = 12f;
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[Tooltip("箭头高度(沿切线方向,像素)")]
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[Range(4f, 40f)]
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public float ArrowHeight = 10f;
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[Tooltip("深度补偿:-1=尾部对齐曲线点,0=中心对齐,1=头部对齐曲线点")]
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[Range(-1f, 1f)]
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public float ArrowDepthCompensation = -1f;
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[Header("曲线质量")]
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[Tooltip("贝塞尔曲线细分段数")]
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[Range(8, 64)]
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public int TessellationSegments = 32;
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}
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}
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