这是第一个 Unity 开放项目的repo,是 Unity 和社区合作创建的一个小型开源游戏演示,第一款游戏是一款名为 Chop Chop 的动作冒险游戏。
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
 
 
 

160 行
4.5 KiB

using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
using UOP1.StateMachine.ScriptableObjects;
namespace UOP1.StateMachine.Editor
{
internal class TransitionTableEditorWindow : EditorWindow
{
private static TransitionTableEditorWindow _window;
private static readonly string _uxmlPath = "Assets/Scripts/StateMachine/Editor/TransitionTableEditorWindow.uxml";
private static readonly string _ussPath = "Assets/Scripts/StateMachine/Editor/TransitionTableEditorWindow.uss";
private bool _doRefresh;
private UnityEditor.Editor _transitionTableEditor;
[MenuItem("Transition Table Editor", menuItem = "ChopChop/Transition Table Editor")]
internal static void Display()
{
if (_window == null)
_window = GetWindow<TransitionTableEditorWindow>("Transition Table Editor");
_window.Show();
}
private void OnEnable()
{
var visualTree = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>(_uxmlPath);
var styleSheet = AssetDatabase.LoadAssetAtPath<StyleSheet>(_ussPath);
rootVisualElement.Add(visualTree.CloneTree());
string labelClass = $"label-{(EditorGUIUtility.isProSkin ? "pro" : "personal")}";
rootVisualElement.Query<Label>().Build().ForEach(label => label.AddToClassList(labelClass));
rootVisualElement.styleSheets.Add(styleSheet);
minSize = new Vector2(480, 360);
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
}
private void OnDisable()
{
EditorApplication.playModeStateChanged -= OnPlayModeStateChanged;
}
private void OnPlayModeStateChanged(PlayModeStateChange obj)
{
if (obj == PlayModeStateChange.EnteredPlayMode)
_doRefresh = true;
}
/// <summary>
/// Update list every time we gain focus
/// </summary>
private void OnFocus()
{
// Calling CreateListView() from here when the window is docked
// throws a NullReferenceException in UnityEditor.DockArea:OnEnable().
if (_doRefresh == false)
_doRefresh = true;
}
private void OnLostFocus()
{
ListView listView = rootVisualElement.Q<ListView>(className: "table-list");
listView.onSelectionChanged -= OnListSelectionChanged;
}
private void Update()
{
if (!_doRefresh)
return;
CreateListView();
_doRefresh = false;
}
private void CreateListView()
{
var assets = FindAssets();
ListView listView = rootVisualElement.Q<ListView>(className: "table-list");
listView.makeItem = null;
listView.bindItem = null;
listView.itemsSource = assets;
listView.itemHeight = 16;
string labelClass = $"label-{(EditorGUIUtility.isProSkin ? "pro" : "personal")}";
listView.makeItem = () =>
{
var label = new Label();
label.AddToClassList(labelClass);
return label;
};
listView.bindItem = (element, i) => ((Label)element).text = assets[i].name;
listView.selectionType = SelectionType.Single;
listView.onSelectionChanged -= OnListSelectionChanged;
listView.onSelectionChanged += OnListSelectionChanged;
if (_transitionTableEditor && _transitionTableEditor.target)
listView.selectedIndex = System.Array.IndexOf(assets, _transitionTableEditor.target);
}
private void OnListSelectionChanged(List<object> list)
{
IMGUIContainer editor = rootVisualElement.Q<IMGUIContainer>(className: "table-editor");
editor.onGUIHandler = null;
if (list.Count == 0)
return;
var table = (TransitionTableSO)list[0];
if (table == null)
return;
if (_transitionTableEditor == null)
_transitionTableEditor = UnityEditor.Editor.CreateEditor(table, typeof(TransitionTableEditor));
else if (_transitionTableEditor.target != table)
UnityEditor.Editor.CreateCachedEditor(table, typeof(TransitionTableEditor), ref _transitionTableEditor);
editor.onGUIHandler = () =>
{
if (!_transitionTableEditor.target)
{
editor.onGUIHandler = null;
return;
}
ListView listView = rootVisualElement.Q<ListView>(className: "table-list");
if ((Object)listView.selectedItem != _transitionTableEditor.target)
{
var i = listView.itemsSource.IndexOf(_transitionTableEditor.target);
listView.selectedIndex = i;
if (i < 0)
{
editor.onGUIHandler = null;
return;
}
}
_transitionTableEditor.OnInspectorGUI();
};
}
private TransitionTableSO[] FindAssets()
{
var guids = AssetDatabase.FindAssets($"t:{nameof(TransitionTableSO)}");
var assets = new TransitionTableSO[guids.Length];
for (int i = 0; i < guids.Length; i++)
assets[i] = AssetDatabase.LoadAssetAtPath<TransitionTableSO>(AssetDatabase.GUIDToAssetPath(guids[i]));
return assets;
}
}
}