using UnityEngine; using Script.Gameplay.Interface; namespace Script.Gameplay.Edit { [RequireComponent(typeof(Collider))] public class ColliderEditableController : MonoBehaviour, IEditableComponent { [SerializeField] private bool isEnableEdit = true; public bool IsEnableEdit { get => isEnableEdit; set => isEnableEdit = value; } [SerializeField] private bool isOpenInEditor = true; public bool IsOpenInEditor { get => isOpenInEditor; set { isOpenInEditor = value; if (_collider != null) _collider.enabled = isOpenInEditor; } } public string ComponentName { get; set; } = "Collider"; private Collider _collider; private void Awake() { _collider = GetComponent(); // 应用序列化的初始状态 _collider.enabled = IsOpenInEditor; } #if UNITY_EDITOR private void OnValidate() { // 在编辑器中即时生效 _collider = _collider == null ? GetComponent() : _collider; if (_collider != null) _collider.enabled = IsOpenInEditor; } #endif } }