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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@@ -1,43 +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(Rigidbody))]
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public class RigidbodyEditableController : 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
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_rigidbody.isKinematic = !isActive;
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}
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}
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public string ComponentName { get; set; } = "Rigidbody";
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public LockLevel LockLevel { get; } = LockLevel.Red;
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private Rigidbody _rigidbody;
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private void Awake()
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{
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_rigidbody = GetComponent<Rigidbody>();
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//应用序列化的初始状态
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_rigidbody.isKinematic = !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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_rigidbody = _rigidbody == null ? GetComponent<Rigidbody>() : _rigidbody;
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if (_rigidbody != null)
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_rigidbody.isKinematic = !isActive;
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}
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#endif
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}
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}
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