BITFALL/Assets/Artists/Scripts/Item/WorldItem.cs

133 lines
4.3 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using BITKit;
using System.IO;
using UnityEngine.UIElements;
namespace BITFALL
{
public class WorldItem : MonoBehaviour,IBasicItem,IDescription
{
#region
[Header(Constant.Header.Settings)]
[SerializeField]private AssetableItem asset;
[Header(Constant.Header.Optional)]
[SerializeReference, SubclassSelector] private IProperty[] initialProperties;
#endregion
#region
public int Id { get; private set; } = Guid.NewGuid().GetHashCode();
public string Name => asset.Name;
public string Description => asset.Description;
public ItemQuality Quality => asset.Quality;
public string AddressablePath => asset.AddressablePath;
internal Property property
{
get
{
if (BITAppForUnity.IsPlaying is false || asset?.RuntimeProperties is null)
{
return (initialProperties is null)?
new Property() : new Property(initialProperties);
}
if(_property is not null) return _property;
var list = new List<IProperty>();
if (asset?.RuntimeProperties is not null)
{
list.AddRange(asset.RuntimeProperties);
}
if(initialProperties is not null)
{
list.AddRange(initialProperties);
}
return _property= new Property(list.ToArray());
// return _property ??= (BITAppForUnity.IsPlaying && asset?.RuntimeProperties is not null)
// ? new Property(asset.RuntimeProperties)
// : new Property();
}
set=>_property=value;
}
private Property _property;
public bool Contains<T>() => property.Contains<T>();
public T GetOrAddProperty<T>(Func<T> addFactory) => property.GetOrAddProperty<T>(addFactory);
public T GetOrCreateProperty<T>() => property.GetOrCreateProperty<T>();
public object[] GetProperties() => property.GetProperties();
public bool TryGetProperty<T>(out T value) => property.TryGetProperty<T>(out value);
public bool TryRemoveProperty<T>() => property.TryRemoveProperty<T>();
public bool TrySetProperty<T>(T value) => property.TrySetProperty(value);
public void Read(BinaryReader r)
{
throw new NotImplementedException();
}
public void Write(BinaryWriter w)
{
throw new NotImplementedException();
}
public bool CopyItemsFrom(IBasicItem item)
{
Id=item.Id;
CopyPropertiesFrom(item);
return true;
}
public bool ClearProperties()=>property.ClearProperties();
public bool CopyPropertiesFrom(IPropertable propertable)=>property.CopyPropertiesFrom(propertable);
#endregion
#region
public AssetableItem Assetable => asset;
public ManagedItem Pick()
{
var managedItem = new ManagedItem();
managedItem.CopyItemsFrom(this);
return managedItem;
}
public void Picked()
{
Destroy(gameObject);
}
#endregion
public object Clone()
{
return Pick();
}
}
#if UNITY_EDITOR
[UnityEditor.CustomEditor(typeof(WorldItem))]
public class WorldItemInspector:BITInspector<WorldItem>
{
public override VisualElement CreateInspectorGUI()
{
CreateSubTitle(Constant.Header.Data);
var label = root.Create<Label>();
label.text = agent.Id.ToString();
FillDefaultInspector();
CreateSubTitle(Constant.Header.Debug);
var property = root.Create<Label>();
var stringbuilder = new System.Text.StringBuilder();
foreach (var x in agent.property.GetProperties())
{
stringbuilder.AppendLine(x.ToString());
stringbuilder.AppendLine("--------------");
}
property.text = stringbuilder.ToString();
return root;
}
}
#endif
}