89 lines
2.8 KiB
C#
89 lines
2.8 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using BITKit;
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using System.IO;
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using UnityEngine.UIElements;
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using UnityEngine.AddressableAssets;
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namespace BITFALL
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{
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public class WorldItem : MonoBehaviour,IBasicItem,IDescription
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{
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#region 本地字段
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[Header(Constant.Header.Settings)]
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[SerializeField]private AssetableItem asset;
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#endregion
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#region 接口实现
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public int Id => GetInstanceID();
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public string Name => asset.name;
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public string Description => asset.Description;
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public ItemQuality Quality => asset.Quality;
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public string AddressablePath => asset.AddressablePath;
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private readonly Property property = new();
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public bool Contains<T>() => property.Contains<T>();
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public T GetOrAddProperty<T>(Func<T> addFactory) => property.GetOrAddProperty<T>(addFactory);
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public T GetOrCreateProperty<T>() => property.GetOrCreateProperty<T>();
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public object[] GetProperties() => property.GetProperties();
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public bool TryGetProperty<T>(out T value) => property.TryGetProperty<T>(out value);
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public bool TryRemoveProperty<T>() => property.TryRemoveProperty<T>();
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public bool TrySetProperty<T>(T value) => property.TrySetProperty(value);
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public void Read(BinaryReader r)
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{
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throw new NotImplementedException();
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}
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public void Write(BinaryWriter w)
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{
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throw new NotImplementedException();
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}
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public bool CopyItemsFrom(IBasicItem item)
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{
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if(item is ManagedItem serializableItem)
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{
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asset = Addressables.LoadAssetAsync<AssetableItem>(item.AddressablePath).WaitForCompletion();
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}
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return true;
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}
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public bool ClearProperties()=>property.ClearProperties();
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public bool CopyPropertiesFrom(IPropertable propertable)=>property.CopyPropertiesFrom(propertable);
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#endregion
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#region 本地方法
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public AssetableItem Assetable => asset;
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public ManagedItem Pick()
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{
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var managedItem = new ManagedItem();
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managedItem.CopyItemsFrom(this);
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return managedItem;
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}
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public void Picked()
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{
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Destroy(gameObject);
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}
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#endregion
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}
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#if UNITY_EDITOR
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[UnityEditor.CustomEditor(typeof(WorldItem))]
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public class WorldItemInspector:BITInspector<WorldItem>
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{
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public override VisualElement CreateInspectorGUI()
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{
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CreateSubTitle(Constant.Header.Data);
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var label = root.Create<Label>();
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label.text = agent.Id.ToString();
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FillDefaultInspector();
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CreateSubTitle(Constant.Header.Debug);
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return root;
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}
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}
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#endif
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} |