add:添加任务列表ui及数据

pull/1/head
zxl 2024-11-04 17:02:42 +08:00
parent 6fbee9adad
commit e2a0db671b
16 changed files with 1067 additions and 1 deletions

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using System.Collections.Generic;
using System.IO;
using Newtonsoft.Json;
using Sirenix.OdinInspector;
using Sirenix.OdinInspector.Editor;
using UnityEditor;
using UnityEngine;
using UnityEngine.Serialization;
using ZC;
namespace ZEditor
{
public class TaskListEditor : OdinEditorWindow
{
[MenuItem("Tool/任务编辑面板")]
private static void OpenWindow()
{
GetWindow<TaskListEditor>().Show();
}
[FolderPath] public string savePath = "Assets/DemoGame/GameRes/Config";
public string saveName = "TaskListData";
string filePath => $"{Application.dataPath}/DemoGame/GameRes/Config/{saveName}.json";
public List<TaskListData> Datas = new List<TaskListData>();
[Button("加载")]
void LoadData(string fileName = "TaskListData")
{
var json = File.ReadAllText(filePath);
var loadAssetAtPath = JsonConvert.DeserializeObject<TaskListDatas>(json);
Datas = loadAssetAtPath.ChildData;
}
[Button("保存")]
void SaveData()
{
if (string.IsNullOrEmpty(savePath))
{
Debug.LogError("请填入正确路径!");
return;
}
if (string.IsNullOrEmpty(saveName))
{
Debug.LogError("请填入正确文件名!");
return;
}
TaskListDatas datas = new TaskListDatas();
datas.ChildData = Datas;
var json = JsonConvert.SerializeObject(datas);
File.WriteAllText(filePath, json);
AssetDatabase.Refresh();
}
}
}

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using System;
using System.Collections.Generic;
using Sirenix.OdinInspector;
using UnityEngine;
namespace ZC
{
[System.Serializable]
public enum TaskListType
{
,
,
,
,
}
[System.Serializable]
public class TaskListData
{
public string Title;
[LabelText("类型")] public TaskListType Type;
[LabelText("父节点")] public TaskListData parent;
public List<TaskListData> ChildData = new List<TaskListData>();
}
[System.Serializable]
public class TaskListDatas
{
public List<TaskListData> ChildData = new List<TaskListData>();
// public Action<List<TaskListData>> callback;
public void Init()
{
SetParent(ChildData);
}
void SetParent(List<TaskListData> data, TaskListData parent = null)
{
for (var i = 0; i < data.Count; i++)
{
data[i].parent = parent;
if (data[i].ChildData.Count > 0)
{
SetParent(data[i].ChildData, data[i]);
}
}
}
public void SetState(string title, TaskListType type)
{
TaskListData trueData = null;
Check(ChildData, title, ref trueData);
List<TaskListData> listDatas = new List<TaskListData>();
ReData(trueData, ref listDatas);
listDatas.Reverse();
switch (type)
{
case TaskListType.:
trueData.Type = TaskListType.;
break;
case TaskListType.:
for (var i = 0; i < listDatas.Count; i++)
{
if (i == listDatas.Count - 1)
listDatas[i].Type = TaskListType.;
else
listDatas[i].Type = TaskListType.;
}
break;
case TaskListType.:
trueData.Type = TaskListType.;
break;
case TaskListType.:
for (var i = 0; i < listDatas.Count; i++)
{
listDatas[i].Type = TaskListType.;
}
break;
default:
throw new ArgumentOutOfRangeException(nameof(type), type, null);
}
// callback?.Invoke(listDatas);
}
private void Check(List<TaskListData> data, string title, ref TaskListData trueData)
{
for (var i = 0; i < data.Count; i++)
{
if (data[i].Title == title)
{
trueData = data[i];
return;
}
if (data[i].ChildData.Count > 0)
Check(data[i].ChildData, title, ref trueData);
}
}
private void ReData(TaskListData data, ref List<TaskListData> datas)
{
datas.Add(data);
if (data.parent != null)
{
ReData(data.parent, ref datas);
}
}
}
}

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using System;
using System.Collections;
using UnityEngine;
namespace ZC
{
/// <summary>
/// 动画辅助类
/// </summary>
public static class AnimatorHelper
{
/// <summary>
/// 动画播放结束后执行方法
/// </summary>
/// <param name="animator">状态机</param>
/// <param name="action">播放完毕执行的方法</param>
/// <returns></returns>
public static IEnumerator AnimatorOver(this Animator animator, Action action)
{
yield return new WaitForFixedUpdate(); //需要延时一帧,否则获取到的动画片段还没开始播放,就可能被判断为已经播放完成了
yield return new WaitUntil(() => animator.PlayIsOver());
action?.Invoke();
}
/// <summary>
/// 根据名字播放对应动画片段,并在动画播放结束后执行指定方法
/// </summary>
/// <param name="animator">状态机</param>
/// <param name="animatorClipName">播放的动画名字</param>
/// <param name="action">播放完毕执行的方法</param>
/// <returns></returns>
public static IEnumerator AnimatorOver(this Animator animator, string animatorClipName, Action action)
{
animator.Play(animatorClipName);
//yield return new WaitForFixedUpdate();//需要延时一帧,否则获取到的动画片段还没开始播放,就可能被判断为已经播放完成了(可能需要)
yield return new WaitUntil(() => animator.PlayIsOver());
Debug.Log(PlayIsOver(animator));
action?.Invoke();
}
/// <summary>
/// 判断动画是否播放完毕
/// </summary>
/// <param name="animator">状态机</param>
/// <returns></returns>
public static bool PlayIsOver(this Animator animator)
{
var info = animator.GetCurrentAnimatorStateInfo(0);
if (info.normalizedTime >= 1.0f)
{
return true;
}
return false;
}
}
}

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timeCreated: 1730703865

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using System.IO;
using Newtonsoft.Json;
using UnityEngine;
namespace ZC
{
internal class TaskListManager : ManagerBase<TaskListManager>
{
private TaskListDatas _datas;
public TaskListDatas Datas => _datas;
public override void OnInit()
{
base.OnInit();
// string filePath = $"{Application.dataPath}/DemoGame/GameRes/Config/TaskListData.json";
var textAsset =
ResourcesLocalComponent.Instance.LoadAssetSync<TextAsset>(AssetConst
.Assets_DemoGame_GameRes_UIPanel_UIBattle_prefab);
// var json = File.ReadAllText(textAsset.text);
var datas = JsonConvert.DeserializeObject<TaskListDatas>(textAsset.text);
_datas = datas;
_datas.Init();
}
public void SetState(string title, TaskListType type)
{
_datas.SetState(title, type);
}
}
}

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using System;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace ZC
{
[UIType(UIType.TaskListUI)]
public class TaskListUI : UIBase
{
private Toggle tog_Item;
private TaskListDatas ListDatas;
public override void Init()
{
base.Init();
this.tog_Item = self.transform.FindChildDeep<Toggle>("tog_Item");
// TODO:
// ListDatas = ZCGame
for (var i = 0; i < ListDatas.ChildData.Count; i++)
{
}
}
}
}

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timeCreated: 1730687036

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AnswerUI, AnswerUI,
AnalysisReportUI, AnalysisReportUI,
IntroduceUI, IntroduceUI,
MinTipsUI MinTipsUI,
TaskListUI
} }
public enum UILayer public enum UILayer