PlayerDataEditorWindow.cs 13 KB

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  1. #if UNITY_EDITOR
  2. using UnityEditor;
  3. using UnityEngine;
  4. using System.Reflection;
  5. using System.Collections.Generic;
  6. using System;
  7. using System.Collections;
  8. using System.IO;
  9. using Fort23.UTool;
  10. using PlayerData = AccountFileInfo.PlayerData;
  11. public class PlayerDataEditorWindow : EditorWindow
  12. {
  13. private AccountFileInfo.PlayerData playerData;
  14. private Vector2 scrollPos;
  15. private Dictionary<string, bool> foldoutStates = new Dictionary<string, bool>();
  16. private string DataFilePath = "/playerData.txt";
  17. [MenuItem("Tools/PlayerData 编辑器")]
  18. public static void ShowWindow()
  19. {
  20. GetWindow<PlayerDataEditorWindow>("PlayerData 编辑器");
  21. }
  22. private void OnEnable()
  23. {
  24. // 初始化 PlayerData(示例中创建一个新实例,实际中尝试加载)
  25. playerData = new AccountFileInfo.PlayerData();
  26. // 尝试从 persistentDataPath 加载数据
  27. LoadPlayerData();
  28. }
  29. private void OnGUI()
  30. {
  31. GUIStyle headerStyle = new GUIStyle(EditorStyles.boldLabel) { fontSize = 14, padding = new RectOffset(5, 5, 5, 5) };
  32. GUIStyle sectionStyle = new GUIStyle(EditorStyles.helpBox) { margin = new RectOffset(5, 5, 5, 5), padding = new RectOffset(10, 10, 10, 10) };
  33. scrollPos = EditorGUILayout.BeginScrollView(scrollPos);
  34. if (playerData == null)
  35. {
  36. EditorGUILayout.HelpBox("未加载 PlayerData!点击下方创建新数据。", MessageType.Warning);
  37. if (GUILayout.Button("创建新 PlayerData", GUILayout.Height(30)))
  38. {
  39. playerData = new AccountFileInfo.PlayerData();
  40. }
  41. EditorGUILayout.EndScrollView();
  42. return;
  43. }
  44. EditorGUILayout.LabelField("PlayerData 编辑器", headerStyle);
  45. EditorGUILayout.Space();
  46. EditorGUILayout.BeginVertical(sectionStyle);
  47. try
  48. {
  49. DrawFields(playerData, playerData.GetType(), "PlayerData.");
  50. }
  51. catch (Exception ex)
  52. {
  53. EditorGUILayout.HelpBox($"绘制字段时出错: {ex.Message}", MessageType.Error);
  54. }
  55. EditorGUILayout.EndVertical();
  56. EditorGUILayout.Space();
  57. EditorGUILayout.BeginHorizontal();
  58. if (GUILayout.Button("保存 PlayerData", GUILayout.Height(30)))
  59. {
  60. if (EditorUtility.DisplayDialog("保存确认", $"确定要保存到 {Application.persistentDataPath + DataFilePath}?\n现有文件将被覆盖。", "确定", "取消"))
  61. {
  62. SavePlayerData();
  63. }
  64. }
  65. if (GUILayout.Button("加载 PlayerData", GUILayout.Height(30)))
  66. {
  67. if (EditorUtility.DisplayDialog("加载确认", $"确定要从 {Application.persistentDataPath + DataFilePath} 加载数据?\n当前编辑的数据将被覆盖。", "确定", "取消"))
  68. {
  69. LoadPlayerData();
  70. }
  71. }
  72. EditorGUILayout.EndHorizontal();
  73. EditorGUILayout.EndScrollView();
  74. }
  75. private void DrawFields(object obj, Type type, string prefix = "")
  76. {
  77. if (obj == null)
  78. {
  79. EditorGUILayout.LabelField($"{prefix} (空)");
  80. return;
  81. }
  82. FieldInfo[] fields = type.GetFields(BindingFlags.Public | BindingFlags.Instance);
  83. foreach (FieldInfo field in fields)
  84. {
  85. string fieldKey = $"{prefix}{field.Name}";
  86. object value = field.GetValue(obj);
  87. // 初始化折叠状态
  88. if (!foldoutStates.ContainsKey(fieldKey))
  89. foldoutStates[fieldKey] = false;
  90. // 处理基本类型
  91. if (field.FieldType == typeof(int))
  92. {
  93. EditorGUILayout.BeginHorizontal();
  94. EditorGUILayout.LabelField(field.Name, GUILayout.Width(200));
  95. int newValue = EditorGUILayout.IntField(value != null ? (int)value : 0);
  96. field.SetValue(obj, newValue);
  97. EditorGUILayout.EndHorizontal();
  98. }
  99. else if (field.FieldType == typeof(long))
  100. {
  101. EditorGUILayout.BeginHorizontal();
  102. EditorGUILayout.LabelField(field.Name, GUILayout.Width(200));
  103. long newValue = EditorGUILayout.LongField(value != null ? (long)value : 0);
  104. field.SetValue(obj, newValue);
  105. EditorGUILayout.EndHorizontal();
  106. }
  107. else if (field.FieldType == typeof(bool))
  108. {
  109. EditorGUILayout.BeginHorizontal();
  110. EditorGUILayout.LabelField(field.Name, GUILayout.Width(200));
  111. bool newValue = EditorGUILayout.Toggle(value != null ? (bool)value : false);
  112. field.SetValue(obj, newValue);
  113. EditorGUILayout.EndHorizontal();
  114. }
  115. else if (field.FieldType == typeof(float))
  116. {
  117. EditorGUILayout.BeginHorizontal();
  118. EditorGUILayout.LabelField(field.Name, GUILayout.Width(200));
  119. float newValue = EditorGUILayout.FloatField(value != null ? (float)value : 0f);
  120. field.SetValue(obj, newValue);
  121. EditorGUILayout.EndHorizontal();
  122. }
  123. else if (field.FieldType == typeof(string))
  124. {
  125. EditorGUILayout.BeginHorizontal();
  126. EditorGUILayout.LabelField(field.Name, GUILayout.Width(200));
  127. string newValue = EditorGUILayout.TextField(value != null ? (string)value : "");
  128. field.SetValue(obj, newValue);
  129. EditorGUILayout.EndHorizontal();
  130. }
  131. // 处理列表类型
  132. else if (field.FieldType.IsGenericType && field.FieldType.GetGenericTypeDefinition() == typeof(List<>))
  133. {
  134. Type itemType = field.FieldType.GetGenericArguments()[0];
  135. IList list = (IList)(value ?? Activator.CreateInstance(field.FieldType));
  136. EditorGUILayout.BeginHorizontal();
  137. foldoutStates[fieldKey] = EditorGUILayout.Foldout(foldoutStates[fieldKey], $"{field.Name} (列表, {list.Count} 项)", true);
  138. EditorGUILayout.EndHorizontal();
  139. if (foldoutStates[fieldKey])
  140. {
  141. EditorGUI.indentLevel++;
  142. EditorGUILayout.BeginHorizontal();
  143. EditorGUILayout.LabelField("大小", GUILayout.Width(200));
  144. int newSize = EditorGUILayout.IntField(list.Count);
  145. try
  146. {
  147. while (newSize > list.Count)
  148. {
  149. object newItem = Activator.CreateInstance(itemType);
  150. list.Add(newItem);
  151. }
  152. while (newSize < list.Count)
  153. {
  154. list.RemoveAt(list.Count - 1);
  155. }
  156. }
  157. catch (Exception ex)
  158. {
  159. EditorGUILayout.HelpBox($"修改列表大小时出错: {ex.Message}", MessageType.Error);
  160. }
  161. EditorGUILayout.EndHorizontal();
  162. for (int i = 0; i < list.Count; i++)
  163. {
  164. string itemKey = $"{fieldKey}[{i}]";
  165. if (!foldoutStates.ContainsKey(itemKey))
  166. foldoutStates[itemKey] = false;
  167. EditorGUILayout.BeginHorizontal();
  168. foldoutStates[itemKey] = EditorGUILayout.Foldout(foldoutStates[itemKey], $"{field.Name}[{i}]", true);
  169. if (GUILayout.Button("删除", GUILayout.Width(60)))
  170. {
  171. list.RemoveAt(i);
  172. foldoutStates.Remove(itemKey);
  173. break;
  174. }
  175. EditorGUILayout.EndHorizontal();
  176. if (foldoutStates[itemKey])
  177. {
  178. EditorGUI.indentLevel++;
  179. EditorGUILayout.BeginVertical(EditorStyles.helpBox);
  180. try
  181. {
  182. DrawFields(list[i], itemType, $"{prefix}{field.Name}[{i}].");
  183. }
  184. catch (Exception ex)
  185. {
  186. EditorGUILayout.HelpBox($"绘制 {itemKey} 时出错: {ex.Message}", MessageType.Error);
  187. }
  188. EditorGUILayout.EndVertical();
  189. EditorGUI.indentLevel--;
  190. }
  191. }
  192. if (GUILayout.Button($"添加新 {itemType.Name}", GUILayout.Height(25)))
  193. {
  194. try
  195. {
  196. object newItem = Activator.CreateInstance(itemType);
  197. list.Add(newItem);
  198. }
  199. catch (Exception ex)
  200. {
  201. EditorGUILayout.HelpBox($"添加新 {itemType.Name} 时出错: {ex.Message}", MessageType.Error);
  202. }
  203. }
  204. field.SetValue(obj, list);
  205. EditorGUI.indentLevel--;
  206. }
  207. }
  208. // 处理自定义类
  209. else if (field.FieldType.IsClass)
  210. {
  211. EditorGUILayout.BeginHorizontal();
  212. foldoutStates[fieldKey] = EditorGUILayout.Foldout(foldoutStates[fieldKey], $"{field.Name} ({field.FieldType.Name})", true);
  213. if (value == null && GUILayout.Button("创建", GUILayout.Width(60)))
  214. {
  215. value = Activator.CreateInstance(field.FieldType);
  216. field.SetValue(obj, value);
  217. }
  218. EditorGUILayout.EndHorizontal();
  219. if (foldoutStates[fieldKey] && value != null)
  220. {
  221. EditorGUI.indentLevel++;
  222. EditorGUILayout.BeginVertical(EditorStyles.helpBox);
  223. try
  224. {
  225. DrawFields(value, field.FieldType, $"{prefix}{field.Name}.");
  226. }
  227. catch (Exception ex)
  228. {
  229. EditorGUILayout.HelpBox($"绘制 {fieldKey} 时出错: {ex.Message}", MessageType.Error);
  230. }
  231. EditorGUILayout.EndVertical();
  232. EditorGUI.indentLevel--;
  233. }
  234. }
  235. else
  236. {
  237. EditorGUILayout.LabelField($"{field.Name} ({field.FieldType.Name})", "不支持的类型");
  238. }
  239. }
  240. }
  241. private void SavePlayerData()
  242. {
  243. try
  244. {
  245. string json = JsonUtility.ToJson(playerData, true);
  246. string path = Application.persistentDataPath + DataFilePath;
  247. File.WriteAllText(path, json);
  248. Debug.Log($"PlayerData 已保存至 {path}");
  249. EditorUtility.DisplayDialog("保存成功", $"PlayerData 已保存至 {path}", "确定");
  250. }
  251. catch (Exception ex)
  252. {
  253. EditorGUILayout.HelpBox($"保存 PlayerData 时出错: {ex.Message}", MessageType.Error);
  254. EditorUtility.DisplayDialog("保存失败", $"保存 PlayerData 时出错: {ex.Message}", "确定");
  255. }
  256. }
  257. private void LoadPlayerData()
  258. {
  259. try
  260. {
  261. string path = Application.persistentDataPath + DataFilePath;
  262. if (File.Exists(path))
  263. {
  264. string json = File.ReadAllText(path);
  265. // StreamReader sr = File.OpenText(persistentDataPath);
  266. // string data = sr.ReadToEnd();
  267. // sr.Close();
  268. // playerData = new PlayerData();
  269. JsonUtility.FromJsonOverwrite(json, playerData);
  270. // playerData = JsonUtility.FromJson<AccountFileInfo.PlayerData>(json);
  271. // foldoutStates.Clear();
  272. // Debug.Log($"PlayerData 已从 {path} 加载");
  273. // EditorUtility.DisplayDialog("加载成功", $"PlayerData 已从 {path} 加载", "确定");
  274. }
  275. else
  276. {
  277. EditorGUILayout.HelpBox($"未找到文件: {path}", MessageType.Warning);
  278. EditorUtility.DisplayDialog("加载失败", $"未找到文件: {path}", "确定");
  279. }
  280. }
  281. catch (Exception ex)
  282. {
  283. EditorGUILayout.HelpBox($"加载 PlayerData 时出错: {ex.Message}", MessageType.Error);
  284. EditorUtility.DisplayDialog("加载失败", $"加载 PlayerData 时出错: {ex.Message}", "确定");
  285. }
  286. }
  287. }
  288. #endif