refactor(Facility): 使用继承让所有机关都拥有了独自的 可交互 可编辑 可连接设定。大面积重构

This commit is contained in:
2025-10-22 17:34:58 +08:00
parent 3cdd41ea49
commit 3a0b202325
61 changed files with 1516 additions and 889 deletions

View File

@@ -6,37 +6,44 @@ namespace Script.Gameplay.Edit
[RequireComponent(typeof(Rigidbody))]
public class RigidbodyEditableController : MonoBehaviour, IEditableComponent
{
[SerializeField] private bool isActive = true;
[SerializeField] private bool isEnableEdit = true;
public bool IsComponentActive
public bool IsEnableEdit
{
get => isActive;
get => isEnableEdit;
set => isEnableEdit = value;
}
[SerializeField] private bool isOpenInEditor = true;
public bool IsOpenInEditor
{
get => isOpenInEditor;
set
{
isActive = value;
//具体被编辑的逻辑
_rigidbody.isKinematic = !isActive;
isOpenInEditor = value;
if (_rigidbody != null)
_rigidbody.isKinematic = !isOpenInEditor;
}
}
public string ComponentName { get; set; } = "Rigidbody";
public LockLevel LockLevel { get; } = LockLevel.Red;
private Rigidbody _rigidbody;
private void Awake()
{
_rigidbody = GetComponent<Rigidbody>();
//应用序列化的初始状态
_rigidbody.isKinematic = !isActive;
_rigidbody.isKinematic = !IsEnableEdit;
}
#if UNITY_EDITOR
private void OnValidate()
{
//在编辑器中即时生效
_rigidbody = _rigidbody == null ? GetComponent<Rigidbody>() : _rigidbody;
if (_rigidbody != null)
_rigidbody.isKinematic = !isActive;
_rigidbody.isKinematic = !IsEnableEdit;
}
#endif
}