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

This commit is contained in:
2025-10-21 16:40:41 +08:00
parent 1ce3d1a0d8
commit 93b83b3af3
37 changed files with 186 additions and 199 deletions

View File

@@ -1,6 +1,7 @@
using System.Collections.Generic;
using System.Linq;
using Core;
using Script.Gameplay.Edit;
using Script.Gameplay.Interface;
using Script.Gameplay.Player;
using UnityEngine;
@@ -26,13 +27,13 @@ namespace UI
ControllerLocator.Instance.TryGetWait<PlayerEditController>(OnGetPlayerEditController);
}
public void OnBeginEdit(IEditable target)
public void OnBeginEdit(GameObject target)
{
this.gameObject.SetActive(true);
if (target != null)
{
ClearComponentUI();
GenerateComponentUI(GetEditableComponentsFromEditable(target));
GenerateComponentUI(EditableManager.GetEditableComponents(target));
}
else
{
@@ -43,7 +44,7 @@ namespace UI
}
}
public void OnEndEdit(IEditable target)
public void OnEndEdit(GameObject target)
{
this.gameObject.SetActive(false);
@@ -63,19 +64,6 @@ namespace UI
//Debug.Log("PlayerEditViewer obtained PlayerEditController.");
}
private List<IEditableComponent> GetEditableComponentsFromEditable(IEditable target)
{
if (target == null)
{
Debug.Log($"editable is null in {nameof(PlayerEditViewer)}");
return null;
}
return target.GetEditableComponents()
.Where(c => c != null)
.ToList();
}
private void ClearComponentUI()
{
foreach (var viewer in componentViewers)