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
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@@ -6,22 +6,28 @@ namespace Script.Gameplay.Edit
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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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[SerializeField] private bool isEnableEdit = true;
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public bool IsComponentActive
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public bool IsEnableEdit
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{
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get => isActive;
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get => isEnableEdit;
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set => isEnableEdit = value;
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}
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[SerializeField] private bool isOpenInEditor = true;
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public bool IsOpenInEditor
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{
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get => isOpenInEditor;
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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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isOpenInEditor = value;
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if (_collider != null)
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_collider.enabled = isActive;
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_collider.enabled = isOpenInEditor;
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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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@@ -29,7 +35,7 @@ namespace Script.Gameplay.Edit
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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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_collider.enabled = IsOpenInEditor;
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}
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#if UNITY_EDITOR
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@@ -38,7 +44,7 @@ namespace Script.Gameplay.Edit
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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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_collider.enabled = IsOpenInEditor;
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}
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#endif
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}
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