feat(Rigidbody Collider): 实现可编辑的Rigidbody 和 Collider
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@@ -0,0 +1,44 @@
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using UnityEngine;
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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 IsActive
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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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fileFormatVersion: 2
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guid: 2791e039b8344f45ad6dc86f5188d82d
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timeCreated: 1760758233
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@@ -0,0 +1,42 @@
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using UnityEngine;
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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 IsActive
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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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fileFormatVersion: 2
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guid: 06015834a0da4561ba47d104b73171a4
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timeCreated: 1760757148
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