refactor():重构编辑系统,不再需要添加额外的脚本作为可编辑的入口了
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@@ -1,45 +0,0 @@
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using UnityEngine;
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using Script.Gameplay.Interface;
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namespace Script.Gameplay.Facility
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{
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[RequireComponent(typeof(Collider))]
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public class ColliderEditableController : MonoBehaviour, IEditableComponent
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{
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[SerializeField] private bool isActive = true;
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public bool IsEditableActive
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{
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get => isActive;
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set
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{
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isActive = value;
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// 具体被编辑的逻辑:开启或关闭碰撞体
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if (_collider != null)
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_collider.enabled = isActive;
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}
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}
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public string ComponentName { get; set; } = "Collider";
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public LockLevel LockLevel { get; } = LockLevel.Red;
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private Collider _collider;
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private void Awake()
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{
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_collider = GetComponent<Collider>();
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// 应用序列化的初始状态
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_collider.enabled = isActive;
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}
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#if UNITY_EDITOR
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private void OnValidate()
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{
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// 在编辑器中即时生效
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_collider = _collider == null ? GetComponent<Collider>() : _collider;
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if (_collider != null)
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_collider.enabled = isActive;
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}
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#endif
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}
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}
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