This commit is contained in:
xhxy 2025-02-25 21:54:18 +08:00
parent b0b30f8b0b
commit 7343899db6
29 changed files with 4425 additions and 22 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MStudio
{
/// <summary>
/// Details of custom design
/// </summary>
[System.Serializable]
public class ColorDesign
{
[Tooltip("Rename gameObject begin with this keychar")]
public string keyChar;
[Tooltip("Don't forget to change alpha to 255")]
public Color textColor;
[Tooltip("Don't forget to change alpha to 255")]
public Color backgroundColor;
public TextAnchor textAlignment;
public FontStyle fontStyle;
}
/// <summary>
/// ScriptableObject:Save list of ColorDesign
/// </summary>
public class ColorPalette : ScriptableObject
{
public List<ColorDesign> colorDesigns = new List<ColorDesign>();
}
}

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using UnityEditor;
using UnityEngine;
namespace MStudio
{
[InitializeOnLoad]
public class StyleHierarchy
{
static string[] dataArray;//Find ColorPalette GUID
static string path;//Get ColorPalette(ScriptableObject) path
static ColorPalette colorPalette;
static StyleHierarchy()
{
dataArray = AssetDatabase.FindAssets("t:ColorPalette");
if (dataArray.Length >= 1)
{ //We have only one color palette, so we use dataArray[0] to get the path of the file
path = AssetDatabase.GUIDToAssetPath(dataArray[0]);
colorPalette = AssetDatabase.LoadAssetAtPath<ColorPalette>(path);
EditorApplication.hierarchyWindowItemOnGUI += OnHierarchyWindow;
}
}
private static void OnHierarchyWindow(int instanceID, Rect selectionRect)
{
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if (dataArray.Length == 0) return;
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{
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{
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//Check if the name of each gameObject is begin with keyChar in colorDesigns list.
if (instance.name.StartsWith(design.keyChar))
{
//Remove the symbol(keyChar) from the name.
string newName = instance.name.Substring(design.keyChar.Length);
//Draw a rectangle as a background, and set the color.
EditorGUI.DrawRect(selectionRect, design.backgroundColor);
//Create a new GUIStyle to match the desing in colorDesigns list.
GUIStyle newStyle = new GUIStyle
{
alignment = design.textAlignment,
fontStyle = design.fontStyle,
normal = new GUIStyleState()
{
textColor = design.textColor,
}
};
//Draw a label to show the name in upper letters and newStyle.
//If you don't like all capital latter, you can remove ".ToUpper()".
EditorGUI.LabelField(selectionRect, newName.ToUpper(), newStyle);
}
}
}
}
}
}

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@ -14,12 +14,15 @@ public class Character : MonoBehaviour
private float invulnerableCounter;//计数器 private float invulnerableCounter;//计数器
public bool invulnerable;//无敌 public bool invulnerable;//无敌
public UnityEvent<Character> OnhealthChange;
public UnityEvent<Transform> OnTakeDamage;//受伤事件 public UnityEvent<Transform> OnTakeDamage;//受伤事件
public UnityEvent OnDie;//死亡事件 public UnityEvent OnDie;//死亡事件
private void Start() private void Start()
{ {
currentHealth = maxHealth; currentHealth = maxHealth;
OnhealthChange?.Invoke(this);
} }
@ -54,7 +57,7 @@ public class Character : MonoBehaviour
currentHealth = 0;//触发死亡 currentHealth = 0;//触发死亡
OnDie?.Invoke(); OnDie?.Invoke();
} }
OnhealthChange?.Invoke(this);
} }
//触发无敌 //触发无敌

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
[CreateAssetMenu(menuName = "Event/CharacterEventSO")]
public class CharacterEventSO : ScriptableObject
{
public UnityAction<Character> OnEventRaised;
public void RaiseEvent(Character character)
{
OnEventRaised?.Invoke(character);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PlayerStatBar : MonoBehaviour
{
public Image healthImage;
public Image healthDelayImage;//延迟红色图片
public Image powerImage;//
private void Update()
{
if(healthDelayImage.fillAmount > healthImage.fillAmount)
{
healthDelayImage.fillAmount -= Time.deltaTime;
}
}
/// <summary>
/// 血量
/// </summary>
/// <param name="persentage">调整百分比</param>
public void OnHealthChange(float persentage)
{
healthImage.fillAmount = persentage;
}
}

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@ -0,0 +1,27 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UIManager : MonoBehaviour
{
public PlayerStatBar playerStatBar;
[Header("ʼþ¼àÌý")]
public CharacterEventSO healthEvent;
private void OnEnable()
{
healthEvent.OnEventRaised += OnHealthEvent;
}
private void OnDisable()
{
healthEvent.OnEventRaised -= OnHealthEvent;
}
private void OnHealthEvent(Character character)
{
var persentage = character.currentHealth / character.maxHealth;
playerStatBar.OnHealthChange(persentage);
}
}

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