一款基于卡牌的塔防游戏,类似于 Supercell 的《皇室战争》的游戏玩法(简化形式), 可以与“非智能”AI 进行比赛。
您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 
 

152 行
5.7 KiB

using System;
using System.Globalization;
using System.Linq;
using System.Reflection;
using UnityEngine;
using UnityEditor.UIElements;
using UnityEngine.UIElements;
namespace UnityEditor.ShaderGraph.Drawing.Controls
{
[AttributeUsage(AttributeTargets.Property)]
class MultiFloatControlAttribute : Attribute, IControlAttribute
{
string m_Label;
string m_SubLabel1;
string m_SubLabel2;
string m_SubLabel3;
string m_SubLabel4;
public MultiFloatControlAttribute(string label = null, string subLabel1 = "X", string subLabel2 = "Y", string subLabel3 = "Z", string subLabel4 = "W")
{
m_SubLabel1 = subLabel1;
m_SubLabel2 = subLabel2;
m_SubLabel3 = subLabel3;
m_SubLabel4 = subLabel4;
m_Label = label;
}
public VisualElement InstantiateControl(AbstractMaterialNode node, PropertyInfo propertyInfo)
{
if (!MultiFloatControlView.validTypes.Contains(propertyInfo.PropertyType))
return null;
return new MultiFloatControlView(m_Label, m_SubLabel1, m_SubLabel2, m_SubLabel3, m_SubLabel4, node, propertyInfo);
}
}
class MultiFloatControlView : VisualElement
{
public static Type[] validTypes = { typeof(float), typeof(Vector2), typeof(Vector3), typeof(Vector4) };
AbstractMaterialNode m_Node;
PropertyInfo m_PropertyInfo;
Vector4 m_Value;
int m_UndoGroup = -1;
public MultiFloatControlView(string label, string subLabel1, string subLabel2, string subLabel3, string subLabel4, AbstractMaterialNode node, PropertyInfo propertyInfo)
{
var components = Array.IndexOf(validTypes, propertyInfo.PropertyType) + 1;
if (components == -1)
throw new ArgumentException("Property must be of type float, Vector2, Vector3 or Vector4.", "propertyInfo");
styleSheets.Add(Resources.Load<StyleSheet>("Styles/Controls/MultiFloatControlView"));
m_Node = node;
m_PropertyInfo = propertyInfo;
label = label ?? ObjectNames.NicifyVariableName(propertyInfo.Name);
if (!string.IsNullOrEmpty(label))
Add(new Label(label));
m_Value = GetValue();
AddField(0, subLabel1);
if (components > 1)
AddField(1, subLabel2);
if (components > 2)
AddField(2, subLabel3);
if (components > 3)
AddField(3, subLabel4);
}
void AddField(int index, string subLabel)
{
var dummy = new VisualElement { name = "dummy" };
var label = new Label(subLabel);
dummy.Add(label);
Add(dummy);
var field = new FloatField { userData = index, value = m_Value[index] };
var dragger = new FieldMouseDragger<double>(field);
dragger.SetDragZone(label);
field.RegisterCallback<MouseDownEvent>(Repaint);
field.RegisterCallback<MouseMoveEvent>(Repaint);
field.RegisterValueChangedCallback(evt =>
{
var value = GetValue();
value[index] = (float)evt.newValue;
SetValue(value);
m_UndoGroup = -1;
this.MarkDirtyRepaint();
});
field.Q("unity-text-input").RegisterCallback<InputEvent>(evt =>
{
if (m_UndoGroup == -1)
{
m_UndoGroup = Undo.GetCurrentGroup();
m_Node.owner.owner.RegisterCompleteObjectUndo("Change " + m_Node.name);
}
float newValue;
if (!float.TryParse(evt.newData, NumberStyles.Float, CultureInfo.InvariantCulture.NumberFormat, out newValue))
newValue = 0f;
var value = GetValue();
value[index] = newValue;
SetValue(value);
this.MarkDirtyRepaint();
});
field.Q("unity-text-input").RegisterCallback<KeyDownEvent>(evt =>
{
if (evt.keyCode == KeyCode.Escape && m_UndoGroup > -1)
{
Undo.RevertAllDownToGroup(m_UndoGroup);
m_UndoGroup = -1;
m_Value = GetValue();
evt.StopPropagation();
}
this.MarkDirtyRepaint();
});
Add(field);
}
object ValueToPropertyType(Vector4 value)
{
if (m_PropertyInfo.PropertyType == typeof(float))
return value.x;
if (m_PropertyInfo.PropertyType == typeof(Vector2))
return (Vector2)value;
if (m_PropertyInfo.PropertyType == typeof(Vector3))
return (Vector3)value;
return value;
}
Vector4 GetValue()
{
var value = m_PropertyInfo.GetValue(m_Node, null);
if (m_PropertyInfo.PropertyType == typeof(float))
return new Vector4((float)value, 0f, 0f, 0f);
if (m_PropertyInfo.PropertyType == typeof(Vector2))
return (Vector2)value;
if (m_PropertyInfo.PropertyType == typeof(Vector3))
return (Vector3)value;
return (Vector4)value;
}
void SetValue(Vector4 value)
{
m_PropertyInfo.SetValue(m_Node, ValueToPropertyType(value), null);
}
void Repaint<T>(MouseEventBase<T> evt) where T : MouseEventBase<T>, new()
{
evt.StopPropagation();
this.MarkDirtyRepaint();
}
}
}