ToolAnimationItem.cs 8.5 KB

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  1. using ChivaXR;
  2. using Sirenix.OdinInspector;
  3. using System;
  4. using System.Collections;
  5. using System.Collections.Generic;
  6. using System.Linq;
  7. using UnityEditor;
  8. using UnityEngine;
  9. [ExecuteAlways]
  10. [ExecuteInEditMode]
  11. public class ToolAnimationItem : SerializedMonoBehaviour
  12. {
  13. #region 模型及工具锚点参数
  14. [FoldoutGroup("模型及锚点", Order = -1)]
  15. [HorizontalGroup("模型及锚点/模型组")]
  16. [LabelText("模型")]
  17. [LabelWidth(30)]
  18. public GameObject model;
  19. [FoldoutGroup("模型及锚点", Order = -1)]
  20. [LabelText("锚点")]
  21. [LabelWidth(30)]
  22. [HorizontalGroup("模型及锚点/模型组")]
  23. public Transform modelAnchor;
  24. [FoldoutGroup("工具及锚点", Order = -1)]
  25. [LabelText("工具")]
  26. [LabelWidth(30)]
  27. [HorizontalGroup("工具及锚点/模型组")]
  28. public GameObject toolObj;
  29. [FoldoutGroup("工具及锚点", Order = -1)]
  30. [LabelText("锚点")]
  31. [LabelWidth(30)]
  32. [HorizontalGroup("工具及锚点/模型组")]
  33. public Transform toolAnchor;
  34. private GameObject toolPrefab;
  35. [FoldoutGroup("工具及锚点", Order = -1)]
  36. [InfoBox("工具预支物路径:Assets/ChivaFramework/Framework/SimulationToolDev/ToolManager/ToolModel")]
  37. [ValueDropdown("GetAllToolModel")]
  38. [ShowInInspector]
  39. [LabelText("加载模型预支物")]
  40. public GameObject ToolPrefab
  41. {
  42. get
  43. {
  44. return toolPrefab;
  45. }
  46. set
  47. {
  48. if (toolPrefab != value)
  49. {
  50. toolPrefab = value;
  51. if (toolObj != null)
  52. {
  53. DestroyImmediate(toolObj);
  54. }
  55. toolObj = GameObject.Instantiate(toolPrefab);
  56. if (modelAnchor != null)
  57. {
  58. if (toolAnchor == null)
  59. {
  60. toolAnchor = new GameObject("工具锚点(该锚点位置会强制刷新,若需调整请调整子级工具预支物相对位置)").transform;
  61. toolAnchor.transform.parent = modelAnchor.transform;
  62. toolAnchor.transform.localPosition = Vector3.zero;
  63. toolAnchor.transform.localRotation = Quaternion.identity;
  64. toolAnchor.transform.localScale = Vector3.one;
  65. }
  66. else
  67. {
  68. toolAnchor.name = "工具锚点(该锚点位置会强制刷新,若需调整请调整子级工具预支物相对位置)";
  69. toolAnchor.transform.parent = modelAnchor.transform;
  70. toolAnchor.transform.localPosition = Vector3.zero;
  71. toolAnchor.transform.localRotation = Quaternion.identity;
  72. toolAnchor.transform.localScale = Vector3.one;
  73. }
  74. toolObj.transform.parent = toolAnchor.transform;
  75. toolObj.transform.localPosition = Vector3.zero;
  76. toolObj.transform.localRotation = Quaternion.identity;
  77. toolObj.transform.localScale = Vector3.one;
  78. }
  79. }
  80. }
  81. }
  82. #if UNITY_EDITOR
  83. private static IEnumerable GetAllToolModel()
  84. {
  85. var root = "Assets/ChivaFramework/Framework/SimulationToolDev/ToolManager/ToolModel";
  86. return UnityEditor.AssetDatabase.GetAllAssetPaths()
  87. .Where(x => x.StartsWith(root))
  88. .Select(x => x.Substring(root.Length))
  89. .Select(x => new ValueDropdownItem(x, UnityEditor.AssetDatabase.LoadAssetAtPath<UnityEngine.GameObject>(root + x)));
  90. }
  91. #endif
  92. public bool ToolActiveState
  93. {
  94. get
  95. {
  96. if (toolAnchor == null)
  97. {
  98. return false;
  99. }
  100. else
  101. {
  102. return toolAnchor.gameObject.activeSelf;
  103. }
  104. }
  105. }
  106. [FoldoutGroup("工具及锚点", Order = -1)]
  107. [Button("$ToolBtnName")]
  108. public void ToolActive()
  109. {
  110. if (toolAnchor != null)
  111. {
  112. toolAnchor.gameObject.SetActive(!toolAnchor.gameObject.activeSelf);
  113. }
  114. }
  115. public string ToolBtnName
  116. {
  117. get
  118. {
  119. if (ToolActiveState)
  120. {
  121. return "隐藏工具";
  122. }
  123. else { return "显示工具"; }
  124. }
  125. }
  126. #endregion
  127. [SerializeField]
  128. [HideInInspector]
  129. private ToolAnimationBase toolAnimationBase;
  130. [BoxGroup("工具动画")]
  131. [HideLabel]
  132. [ShowInInspector]
  133. [TypeFilter("GetFilteredTypeList")]
  134. public ToolAnimationBase ToolAnimationBase
  135. {
  136. get
  137. {
  138. return toolAnimationBase;
  139. }
  140. set
  141. {
  142. if (toolAnimationBase != value)
  143. {
  144. toolAnimationBase = value;
  145. }
  146. }
  147. }
  148. public IEnumerable<Type> GetFilteredTypeList()
  149. {
  150. var q = typeof(ToolAnimationBase).Assembly.GetTypes()
  151. .Where(x => !x.IsAbstract)
  152. .Where(x => !x.IsGenericTypeDefinition)
  153. .Where(x => typeof(ToolAnimationBase).IsAssignableFrom(x));
  154. return q;
  155. }
  156. public void SetInitState(bool reverse)
  157. {
  158. isPlaying = false;
  159. if (toolAnimationBase != null)
  160. {
  161. toolAnimationBase.InitState(this,reverse);
  162. }
  163. }
  164. public void SetFinishedState(bool reverse)
  165. {
  166. isPlaying = false;
  167. if (toolAnimationBase != null)
  168. {
  169. toolAnimationBase.FinishedState(this, reverse);
  170. }
  171. }
  172. public bool PlayToolAnimation(bool reverse)
  173. {
  174. if (toolAnimationBase != null)
  175. {
  176. toolAnimationBase.PlayUpdate(this, reverse);
  177. }
  178. return isPlaying;
  179. }
  180. void Awake()
  181. {
  182. if (toolAnchor.gameObject.activeSelf)
  183. {
  184. toolAnchor.gameObject.SetActive(false);
  185. }
  186. }
  187. public bool editorReverse = false;
  188. [Button("$PlayBtnName")]
  189. public void Play()
  190. {
  191. if (!isPlaying)
  192. {
  193. isPlaying = true;
  194. if (toolAnimationBase != null)
  195. {
  196. toolAnimationBase.PlayTrigger(this, editorReverse);
  197. }
  198. }
  199. else
  200. {
  201. isPlaying = false;
  202. if (toolAnimationBase != null)
  203. {
  204. toolAnimationBase.StopPlay(this, editorReverse);
  205. }
  206. }
  207. }
  208. public string PlayBtnName
  209. {
  210. get
  211. {
  212. if (isPlaying)
  213. {
  214. return "停止";
  215. }
  216. else
  217. {
  218. return "播放";
  219. }
  220. }
  221. }
  222. [HideInInspector]
  223. public bool isPlaying;
  224. public void Destroy(GameObject obj)
  225. {
  226. if (obj != null)
  227. {
  228. DestroyImmediate(obj);
  229. }
  230. }
  231. #if UNITY_EDITOR
  232. [FoldoutGroup("模型及锚点", Order = -1)]
  233. [Button("重置模型")]
  234. public void AddSelectObj()
  235. {
  236. if (Selection.gameObjects.Length == 0) return;
  237. model = Selection.activeGameObject;
  238. if (modelAnchor != null)
  239. {
  240. //DestroyImmediate(modelAnchor.gameObject);
  241. modelAnchor.name = "锚点_" + model.gameObject.name;
  242. modelAnchor.transform.parent = transform;
  243. modelAnchor.transform.position = model.transform.position;
  244. modelAnchor.transform.rotation = model.transform.rotation;
  245. }
  246. else
  247. {
  248. GameObject tmpItem = new GameObject("锚点_" + model.gameObject.name);
  249. tmpItem.transform.parent = transform;
  250. tmpItem.transform.position = model.transform.position;
  251. tmpItem.transform.rotation = model.transform.rotation;
  252. modelAnchor = tmpItem.transform;
  253. }
  254. }
  255. private void OnDrawGizmos()
  256. {
  257. if (ToolAnimationBase != null)
  258. {
  259. ToolAnimationBase.OnDrawGizmos(this);
  260. }
  261. }
  262. /// <summary>
  263. /// 销毁所有子级信息
  264. /// </summary>
  265. /// <param name="item"></param>
  266. private void DestroyChild(Transform item)
  267. {
  268. if (item.childCount == 0) return;
  269. for (int i = item.childCount - 1; i >= 0; i--)
  270. {
  271. DestroyImmediate(item.GetChild(i).gameObject);
  272. }
  273. }
  274. private void OnEnable()
  275. {
  276. EditorApplication.update += EditorUpdate;
  277. }
  278. private void OnDisable()
  279. {
  280. EditorApplication.update -= EditorUpdate;
  281. }
  282. private float timer = 0;
  283. void EditorUpdate()
  284. {
  285. if (!isPlaying|| Application.isPlaying) return;
  286. toolAnimationBase.EditorPlayUpdate(this, editorReverse);
  287. }
  288. #endif
  289. }