1、Odin demo 2、rider配置 3、表格编辑器

This commit is contained in:
梦语 2024-10-25 17:38:57 +08:00
parent ba8151d2d3
commit d831924d6e
140 changed files with 6660 additions and 78 deletions

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@ -0,0 +1,13 @@
# 默认忽略的文件
/shelf/
/workspace.xml
# Rider 忽略的文件
/contentModel.xml
/modules.xml
/projectSettingsUpdater.xml
/.idea.client.iml
# 基于编辑器的 HTTP 客户端请求
/httpRequests/
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml

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@ -0,0 +1,6 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="Encoding">
<file url="file://$PROJECT_DIR$/Assets/Test.cs" charset="UTF-8" />
</component>
</project>

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="UserContentModel">
<attachedFolders />
<explicitIncludes />
<explicitExcludes />
</component>
</project>

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@ -0,0 +1,6 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="$PROJECT_DIR$/.." vcs="Git" />
</component>
</project>

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@ -7,7 +7,9 @@
"GUID:002c1bbed08fa44d282ef34fd5edb138",
"GUID:b8e24fd1eb19b4226afebb2810e3c19b",
"GUID:6055be8ebefd69e48b49212b09b47b2f",
"GUID:6546d7765b4165b40850b3667f981c26"
"GUID:6546d7765b4165b40850b3667f981c26",
"GUID:343deaaf83e0cee4ca978e7df0b80d21",
"GUID:2bafac87e7f4b9b418d9448d219b01ab"
],
"includePlatforms": [
"Editor"

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@ -168,55 +168,6 @@ namespace Ether
return code;
}
[MenuItem("Assets/生成FrameBase(=-=)", false, 19)]
private static void CodeGenerate()
{
GameObject selectedPrefab = Selection.activeGameObject;
if (selectedPrefab != null && PrefabUtility.IsPartOfAnyPrefab(selectedPrefab))
{
//string tempPath = AssetDatabase.GetAssetPath(selectedPrefab);
//if (tempPath.StartsWith("Assets"))
//{
// tempPath = tempPath.Replace("Assets/", "");
//}
string prefabPath = AssetDatabase.GetAssetPath(selectedPrefab); //Path.Combine(Application.dataPath, tempPath);
string basePath = "";
Dictionary<string, string> componentTypeDic;
if (FileTools.ReadFileForJson<FrameEditorCfg>(PathTools.FrameEditorCfgPath, out var editorCfg))
{
basePath = editorCfg.frameBaseScriptPath;
componentTypeDic = editorCfg.componentTypeDic;
GenerateFrameBaseCode(prefabPath, basePath, componentTypeDic);
AssetDatabase.Refresh();
}
else
{
Debug.LogError("请先设置界面配置");
}
}
else
{
Debug.LogError("当前没有选中预制体!");
}
}
[MenuItem("Assets/生成FrameBase(=-=)", true, 19)]
public static bool CodeGenerateShow()
{
GameObject selectedPrefab = Selection.activeGameObject;
if (selectedPrefab != null && PrefabUtility.IsPartOfAnyPrefab(selectedPrefab))
{
return true;
}
else
{
return false;
}
}
//=================================== 以下是老代码 =========================================
//public enum ComponentType

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@ -9,11 +9,54 @@ namespace Ether
{
public class FrameEditor
{
//[MenuItem("工具/界面/新建UI界面")]
//public static void CreateFrame()
//{
[MenuItem("Assets/生成FrameBase(=-=)", false, 19)]
private static void CodeGenerate()
{
GameObject selectedPrefab = Selection.activeGameObject;
if (selectedPrefab != null && PrefabUtility.IsPartOfAnyPrefab(selectedPrefab))
{
//string tempPath = AssetDatabase.GetAssetPath(selectedPrefab);
//if (tempPath.StartsWith("Assets"))
//{
// tempPath = tempPath.Replace("Assets/", "");
//}
string prefabPath = AssetDatabase.GetAssetPath(selectedPrefab); //Path.Combine(Application.dataPath, tempPath);
//}
string basePath = "";
Dictionary<string, string> componentTypeDic;
if (FileTools.ReadFileForJson<FrameEditorCfg>(PathTools.FrameEditorCfgPath, out var editorCfg))
{
basePath = editorCfg.frameBaseScriptPath;
componentTypeDic = editorCfg.componentTypeDic;
FrameCodeGenerate.GenerateFrameBaseCode(prefabPath, basePath, componentTypeDic);
AssetDatabase.Refresh();
}
else
{
Debug.LogError("请先设置界面配置");
}
}
else
{
Debug.LogError("当前没有选中预制体!");
}
}
[MenuItem("Assets/生成FrameBase(=-=)", true, 19)]
public static bool CodeGenerateShow()
{
GameObject selectedPrefab = Selection.activeGameObject;
if (selectedPrefab != null && PrefabUtility.IsPartOfAnyPrefab(selectedPrefab))
{
return true;
}
else
{
return false;
}
}
}
}

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#if UNITY_EDITOR
namespace Sirenix.OdinInspector.Demos.RPGEditor
{
using UnityEngine;
//
// Instead of adding [CreateAssetMenu] attribute, we've created a Scriptable Object Creator using Odin Selectors.
// Characters can then be easily created in the RPG Editor window, which also helps ensure that they get located in the right folder.
//
// By inheriting from SerializedScriptableObject, we can then also utilize the extra serialization power Odin brings.
// In this case, Odin serializes the Inventory which is a two-dimensional array. Everything else is serialized by Unity.
//
public class Character : SerializedScriptableObject
{
[HorizontalGroup("Split", 55, LabelWidth = 70)]
[HideLabel, PreviewField(55, ObjectFieldAlignment.Left)]
public Texture Icon;
[VerticalGroup("Split/Meta")]
public string Name;
[VerticalGroup("Split/Meta")]
public string Surname;
[VerticalGroup("Split/Meta"), Range(0, 100)]
public int Age;
[HorizontalGroup("Split", 290), EnumToggleButtons, HideLabel]
public CharacterAlignment CharacterAlignment;
[TabGroup("Starting Inventory")]
public ItemSlot[,] Inventory = new ItemSlot[12, 6];
[TabGroup("Starting Stats"), HideLabel]
public CharacterStats Skills = new CharacterStats();
[HideLabel]
[TabGroup("Starting Equipment")]
public CharacterEquipment StartingEquipment;
}
}
#endif

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#if UNITY_EDITOR
namespace Sirenix.OdinInspector.Demos.RPGEditor
{
public enum CharacterAlignment
{
LawfulGood,
NeutralGood,
ChaoticGood,
LawfulNeutral,
TrueNeutral,
ChaoticNeutral,
LawfulEvil,
NeutralEvil,
ChaoticEvil,
}
}
#endif

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#if UNITY_EDITOR
namespace Sirenix.OdinInspector.Demos.RPGEditor
{
using System;
[Serializable]
public class CharacterEquipment
{
[ValidateInput("IsMainHand")]
public EquipableItem MainHand;
[ValidateInput("IsOffHand")]
public EquipableItem Offhand;
[ValidateInput("IsHead")]
public EquipableItem Head;
[ValidateInput("IsBody")]
public EquipableItem Body;
#if UNITY_EDITOR
private bool IsBody(EquipableItem value)
{
return value == null || value.Type == ItemTypes.Body;
}
private bool IsHead(EquipableItem value)
{
return value == null || value.Type == ItemTypes.Head;
}
private bool IsMainHand(EquipableItem value)
{
return value == null || value.Type == ItemTypes.MainHand;
}
private bool IsOffHand(EquipableItem value)
{
return value == null || value.Type == ItemTypes.OffHand;
}
#endif
}
}
#endif

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#if UNITY_EDITOR
namespace Sirenix.OdinInspector.Demos.RPGEditor
{
using Sirenix.Utilities;
using System.Linq;
#if UNITY_EDITOR
using UnityEditor;
#endif
//
// This is a scriptable object containing a list of all characters available
// in the Unity project. When a character is added from the RPG editor, the
// list then gets automatically updated via UpdateCharacterOverview.
//
// If you inspect the Character Overview in the inspector, you will also notice, that
// the list is not directly modifiable. Instead, we've customized it so it contains a
// refresh button, that scans the project and automatically populates the list.
//
// CharacterOverview inherits from GlobalConfig which is just a scriptable
// object singleton, used by Odin Inspector for configuration files etc,
// but it could easily just be a simple scriptable object instead.
//
[GlobalConfig("Plugins/Sirenix/Demos/RPG Editor/Characters")]
public class CharacterOverview : GlobalConfig<CharacterOverview>
{
[ReadOnly]
[ListDrawerSettings(Expanded = true)]
public Character[] AllCharacters;
#if UNITY_EDITOR
[Button(ButtonSizes.Medium), PropertyOrder(-1)]
public void UpdateCharacterOverview()
{
// Finds and assigns all scriptable objects of type Character
this.AllCharacters = AssetDatabase.FindAssets("t:Character")
.Select(guid => AssetDatabase.LoadAssetAtPath<Character>(AssetDatabase.GUIDToAssetPath(guid)))
.ToArray();
}
#endif
}
}
#endif

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#if UNITY_EDITOR
namespace Sirenix.OdinInspector.Demos.RPGEditor
{
using System;
using UnityEngine;
//
// CharacterStats is simply a StatList, that expose the relevant stats for a character.
// Also note that the StatList might look like a dictionary, in how it's used,
// but it's actually just a regular list, serialized by Unity. Take a look at the StatList to learn more.
//
[Serializable]
public class CharacterStats
{
[HideInInspector]
public StatList Stats = new StatList();
[ProgressBar(0, 100), ShowInInspector]
public float Shooting
{
get { return this.Stats[StatType.Shooting]; }
set { this.Stats[StatType.Shooting] = value; }
}
[ProgressBar(0, 100), ShowInInspector]
public float Melee
{
get { return this.Stats[StatType.Melee]; }
set { this.Stats[StatType.Melee] = value; }
}
[ProgressBar(0, 100), ShowInInspector]
public float Social
{
get { return this.Stats[StatType.Social]; }
set { this.Stats[StatType.Social] = value; }
}
[ProgressBar(0, 100), ShowInInspector]
public float Animals
{
get { return this.Stats[StatType.Animals]; }
set { this.Stats[StatType.Animals] = value; }
}
[ProgressBar(0, 100), ShowInInspector]
public float Medicine
{
get { return this.Stats[StatType.Medicine]; }
set { this.Stats[StatType.Medicine] = value; }
}
[ProgressBar(0, 100), ShowInInspector]
public float Crafting
{
get { return this.Stats[StatType.Crafting]; }
set { this.Stats[StatType.Crafting] = value; }
}
}
}
#endif

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#if UNITY_EDITOR
namespace Sirenix.OdinInspector.Demos.RPGEditor
{
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using UnityEngine.Serialization;
//
// This class is used by the RPGEditorWindow to render an overview of all characters using the TableList attribute.
// All characters are Unity objects though, so they are rendered in the inspector as single Unity object field,
// which is not exactly what we want in our table. We want to show the members of the unity object.
//
// So in order to render the members of the Unity object, we'll create a class that wraps the Unity object
// and displays the relevant members through properties, which works with the TableList, attribute.
//
public class CharacterTable
{
[FormerlySerializedAs("allCharecters")]
[TableList(IsReadOnly = true, AlwaysExpanded = true), ShowInInspector]
private readonly List<CharacterWrapper> allCharacters;
public Character this[int index]
{
get { return this.allCharacters[index].Character; }
}
public CharacterTable(IEnumerable<Character> characters)
{
this.allCharacters = characters.Select(x => new CharacterWrapper(x)).ToList();
}
private class CharacterWrapper
{
private Character character; // Character is a ScriptableObject and would render a unity object
// field if drawn in the inspector, which is not what we want.
public Character Character
{
get { return this.character; }
}
public CharacterWrapper(Character character)
{
this.character = character;
}
[TableColumnWidth(50, false)]
[ShowInInspector, PreviewField(45, ObjectFieldAlignment.Center)]
public Texture Icon { get { return this.character.Icon; } set { this.character.Icon = value; EditorUtility.SetDirty(this.character); } }
[TableColumnWidth(120)]
[ShowInInspector]
public string Name { get { return this.character.Name; } set { this.character.Name = value; EditorUtility.SetDirty(this.character); } }
[ShowInInspector, ProgressBar(0, 100)]
public float Shooting { get { return this.character.Skills.Shooting; } set { this.character.Skills.Shooting = value; EditorUtility.SetDirty(this.character); } }
[ShowInInspector, ProgressBar(0, 100)]
public float Melee { get { return this.character.Skills.Melee; } set { this.character.Skills.Melee = value; EditorUtility.SetDirty(this.character); } }
[ShowInInspector, ProgressBar(0, 100)]
public float Social { get { return this.character.Skills.Social; } set { this.character.Skills.Social = value; EditorUtility.SetDirty(this.character); } }
[ShowInInspector, ProgressBar(0, 100)]
public float Animals { get { return this.character.Skills.Animals; } set { this.character.Skills.Animals = value; EditorUtility.SetDirty(this.character); } }
[ShowInInspector, ProgressBar(0, 100)]
public float Medicine { get { return this.character.Skills.Medicine; } set { this.character.Skills.Medicine = value; EditorUtility.SetDirty(this.character); } }
[ShowInInspector, ProgressBar(0, 100)]
public float Crafting { get { return this.character.Skills.Crafting; } set { this.character.Skills.Crafting = value; EditorUtility.SetDirty(this.character); } }
}
}
}
#endif

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#if UNITY_EDITOR
namespace Sirenix.OdinInspector.Demos.RPGEditor
{
using Sirenix.OdinInspector.Editor;
using Sirenix.Utilities;
using Sirenix.Utilities.Editor;
using UnityEditor;
using UnityEngine;
//
// All items are scriptable objects, but we don't want to draw them with the boring scriptable object icon.
// Here we create a custom drawer for all Item types, that renders a preview-field using the item icon followed
// by the name of the item.
//
public class ItemDrawer<TItem> : OdinValueDrawer<TItem>
where TItem : Item
{
protected override void DrawPropertyLayout(GUIContent label)
{
var rect = EditorGUILayout.GetControlRect(label != null, 45);
if (label != null)
{
rect.xMin = EditorGUI.PrefixLabel(rect.AlignCenterY(15), label).xMin;
}
else
{
rect = EditorGUI.IndentedRect(rect);
}
Item item = this.ValueEntry.SmartValue;
Texture texture = null;
if (item)
{
texture = GUIHelper.GetAssetThumbnail(item.Icon, typeof(TItem), true);
GUI.Label(rect.AddXMin(50).AlignMiddle(16), EditorGUI.showMixedValue ? "-" : item.Name);
}
this.ValueEntry.WeakSmartValue = SirenixEditorFields.UnityPreviewObjectField(rect.AlignLeft(45), item, texture, this.ValueEntry.BaseValueType);
}
}
}
#endif

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#if UNITY_EDITOR
namespace Sirenix.OdinInspector.Demos.RPGEditor
{
using UnityEngine;
using Sirenix.OdinInspector.Editor;
using Sirenix.OdinInspector.Editor.Drawers;
using Sirenix.Utilities.Editor;
using Sirenix.Utilities;
using UnityEditor;
//
// In Character.cs we have a two dimention array of ItemSlots which is our inventory.
// And instead of using the the TableMatrix attribute to customize it there, we in this case
// instead create a custom drawer that will work for all two-dimentional ItemSlot arrays,
// so we don't have to make the same CustomDrawer via the TableMatrix attribute again and again.
//
internal sealed class ItemSlotCellDrawer<TArray> : TwoDimensionalArrayDrawer<TArray, ItemSlot>
where TArray : System.Collections.IList
{
protected override TableMatrixAttribute GetDefaultTableMatrixAttributeSettings()
{
return new TableMatrixAttribute()
{
SquareCells = true,
HideColumnIndices = true,
HideRowIndices = true,
ResizableColumns = false
};
}
protected override ItemSlot DrawElement(Rect rect, ItemSlot value)
{
var id = DragAndDropUtilities.GetDragAndDropId(rect);
DragAndDropUtilities.DrawDropZone(rect, value.Item ? value.Item.Icon : null, null, id); // Draws the drop-zone using the items icon.
if (value.Item != null)
{
// Item count
var countRect = rect.Padding(2).AlignBottom(16);
value.ItemCount = EditorGUI.IntField(countRect, Mathf.Max(1, value.ItemCount));
GUI.Label(countRect, "/ " + value.Item.ItemStackSize, SirenixGUIStyles.RightAlignedGreyMiniLabel);
}
value = DragAndDropUtilities.DropZone(rect, value); // Drop zone for ItemSlot structs.
value.Item = DragAndDropUtilities.DropZone<Item>(rect, value.Item); // Drop zone for Item types.
value = DragAndDropUtilities.DragZone(rect, value, true, true); // Enables dragging of the ItemSlot
return value;
}
protected override void DrawPropertyLayout(GUIContent label)
{
base.DrawPropertyLayout(label);
// Draws a drop-zone where we can destroy items.
var rect = GUILayoutUtility.GetRect(0, 40).Padding(2);
var id = DragAndDropUtilities.GetDragAndDropId(rect);
DragAndDropUtilities.DrawDropZone(rect, null as UnityEngine.Object, null, id);
DragAndDropUtilities.DropZone<ItemSlot>(rect, new ItemSlot(), false, id);
}
}
}
#endif

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#if UNITY_EDITOR
namespace Sirenix.OdinInspector.Demos.RPGEditor
{
using Sirenix.OdinInspector.Editor;
using Sirenix.Utilities;
using Sirenix.Utilities.Editor;
using UnityEditor;
using UnityEngine;
using System.Linq;
//
// This is the main RPG editor that which exposes everything included in this sample project.
//
// This editor window lets users edit and create characters and items. To achieve this, we inherit from OdinMenuEditorWindow
// which quickly lets us add menu items for various objects. Each of these objects are then customized with Odin attributes to make
// the editor user friendly.
//
// In order to let the user create items and characters, we don't actually make use of the [CreateAssetMenu] attribute
// for any of our scriptable objects, instead we've made a custom ScriptableObjectCreator, which we make use of in the
// in the custom toolbar drawn in OnBeginDrawEditors method below.
//
// Go on an adventure in various classes to see how things are achived.
//
public class RPGEditorWindow : OdinMenuEditorWindow
{
[MenuItem("Tools/Odin/Demos/RPG Editor")]
private static void Open()
{
var window = GetWindow<RPGEditorWindow>();
window.position = GUIHelper.GetEditorWindowRect().AlignCenter(800, 500);
}
protected override OdinMenuTree BuildMenuTree()
{
var tree = new OdinMenuTree(true);
tree.DefaultMenuStyle.IconSize = 28.00f;
tree.Config.DrawSearchToolbar = true;
// Adds the character overview table.
CharacterOverview.Instance.UpdateCharacterOverview();
tree.Add("Characters", new CharacterTable(CharacterOverview.Instance.AllCharacters));
// Adds all characters.
tree.AddAllAssetsAtPath("Characters", "Assets/Plugins/Sirenix", typeof(Character), true, true);
// Add all scriptable object items.
tree.AddAllAssetsAtPath("", "Assets/Plugins/Sirenix/Demos/SAMPLE - RPG Editor/Items", typeof(Item), true)
.ForEach(this.AddDragHandles);
// Add drag handles to items, so they can be easily dragged into the inventory if characters etc...
tree.EnumerateTree().Where(x => x.Value as Item).ForEach(AddDragHandles);
// Add icons to characters and items.
tree.EnumerateTree().AddIcons<Character>(x => x.Icon);
tree.EnumerateTree().AddIcons<Item>(x => x.Icon);
return tree;
}
private void AddDragHandles(OdinMenuItem menuItem)
{
menuItem.OnDrawItem += x => DragAndDropUtilities.DragZone(menuItem.Rect, menuItem.Value, false, false);
}
protected override void OnBeginDrawEditors()
{
var selected = this.MenuTree.Selection.FirstOrDefault();
var toolbarHeight = this.MenuTree.Config.SearchToolbarHeight;
// Draws a toolbar with the name of the currently selected menu item.
SirenixEditorGUI.BeginHorizontalToolbar(toolbarHeight);
{
if (selected != null)
{
GUILayout.Label(selected.Name);
}
if (SirenixEditorGUI.ToolbarButton(new GUIContent("Create Item")))
{
ScriptableObjectCreator.ShowDialog<Item>("Assets/Plugins/Sirenix/Demos/Sample - RPG Editor/Items", obj =>
{
obj.Name = obj.name;
base.TrySelectMenuItemWithObject(obj); // Selects the newly created item in the editor
});
}
if (SirenixEditorGUI.ToolbarButton(new GUIContent("Create Character")))
{
ScriptableObjectCreator.ShowDialog<Character>("Assets/Plugins/Sirenix/Demos/Sample - RPG Editor/Character", obj =>
{
obj.Name = obj.name;
base.TrySelectMenuItemWithObject(obj); // Selects the newly created item in the editor
});
}
}
SirenixEditorGUI.EndHorizontalToolbar();
}
}
}
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#if UNITY_EDITOR
namespace Sirenix.OdinInspector.Demos.RPGEditor
{
using Sirenix.OdinInspector.Editor;
using Sirenix.Utilities;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEngine;
//
// With our custom RPG Editor window, this ScriptableObjectCreator is a replacement for the [CreateAssetMenu] attribute Unity provides.
//
// For instance, if we call ScriptableObjectCreator.ShowDialog<Item>(..., ...), it will automatically find all
// ScriptableObjects in your project that inherits from Item and prompts the user with a popup where he
// can choose the type of item he wants to create. We then also provide the ShowDialog with a default path,
// to help the user create it in a specific directory.
//
public static class ScriptableObjectCreator
{
public static void ShowDialog<T>(string defaultDestinationPath, Action<T> onScritpableObjectCreated = null)
where T : ScriptableObject
{
var selector = new ScriptableObjectSelector<T>(defaultDestinationPath, onScritpableObjectCreated);
if (selector.SelectionTree.EnumerateTree().Count() == 1)
{
// If there is only one scriptable object to choose from in the selector, then
// we'll automatically select it and confirm the selection.
selector.SelectionTree.EnumerateTree().First().Select();
selector.SelectionTree.Selection.ConfirmSelection();
}
else
{
// Else, we'll open up the selector in a popup and let the user choose.
selector.ShowInPopup(200);
}
}
// Here is the actual ScriptableObjectSelector which inherits from OdinSelector.
// You can learn more about those in the documentation: http://sirenix.net/odininspector/documentation/sirenix/odininspector/editor/odinselector(t)
// This one builds a menu-tree of all types that inherit from T, and when the selection is confirmed, it then prompts the user
// with a dialog to save the newly created scriptable object.
private class ScriptableObjectSelector<T> : OdinSelector<Type> where T : ScriptableObject
{
private Action<T> onScritpableObjectCreated;
private string defaultDestinationPath;
public ScriptableObjectSelector(string defaultDestinationPath, Action<T> onScritpableObjectCreated = null)
{
this.onScritpableObjectCreated = onScritpableObjectCreated;
this.defaultDestinationPath = defaultDestinationPath;
this.SelectionConfirmed += this.ShowSaveFileDialog;
}
protected override void BuildSelectionTree(OdinMenuTree tree)
{
var scriptableObjectTypes = AssemblyUtilities.GetTypes(AssemblyTypeFlags.CustomTypes)
.Where(x => x.IsClass && !x.IsAbstract && x.InheritsFrom(typeof(T)));
tree.Selection.SupportsMultiSelect = false;
tree.Config.DrawSearchToolbar = true;
tree.AddRange(scriptableObjectTypes, x => x.GetNiceName())
.AddThumbnailIcons();
}
private void ShowSaveFileDialog(IEnumerable<Type> selection)
{
var obj = ScriptableObject.CreateInstance(selection.FirstOrDefault()) as T;
string dest = this.defaultDestinationPath.TrimEnd('/');
if (!Directory.Exists(dest))
{
Directory.CreateDirectory(dest);
AssetDatabase.Refresh();
}
dest = EditorUtility.SaveFilePanel("Save object as", dest, "New " + typeof(T).GetNiceName(), "asset");
if (!string.IsNullOrEmpty(dest) && PathUtilities.TryMakeRelative(Path.GetDirectoryName(Application.dataPath), dest, out dest))
{
AssetDatabase.CreateAsset(obj, dest);
AssetDatabase.Refresh();
if (this.onScritpableObjectCreated != null)
{
this.onScritpableObjectCreated(obj);
}
}
else
{
UnityEngine.Object.DestroyImmediate(obj);
}
}
}
}
}
#endif

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#if UNITY_EDITOR
namespace Sirenix.OdinInspector.Demos.RPGEditor
{
public class Armor : EquipableItem
{
[BoxGroup(STATS_BOX_GROUP)]
public float BaseArmor;
[BoxGroup(STATS_BOX_GROUP)]
public float MovementSpeed;
public override ItemTypes[] SupportedItemTypes
{
get
{
return new ItemTypes[]
{
ItemTypes.Body,
ItemTypes.Head,
ItemTypes.Boots,
ItemTypes.OffHand
};
}
}
}
}
#endif

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#if UNITY_EDITOR
namespace Sirenix.OdinInspector.Demos.RPGEditor
{
public class ConsumableItem : Item
{
[SuffixLabel("seconds ", true)]
[BoxGroup(STATS_BOX_GROUP)]
public float Cooldown;
[HorizontalGroup(STATS_BOX_GROUP + "/Dur")]
public bool ConsumeOverTime;
[HideLabel]
[HorizontalGroup(STATS_BOX_GROUP + "/Dur")]
[SuffixLabel("seconds ", true), EnableIf("ConsumeOverTime")]
[LabelWidth(20)]
public float Duration;
[VerticalGroup(LEFT_VERTICAL_GROUP)]
public StatList Modifiers;
public override ItemTypes[] SupportedItemTypes
{
get
{
return new ItemTypes[]
{
ItemTypes.Consumable,
ItemTypes.Flask
};
}
}
}
}
#endif

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