为嵌套的 ScriptableObjects 构建编辑器以在纸牌游戏中组合能力

Building an Editor for nested ScriptableObjects to compose abilities in a card game

我正在制作一款纸牌游戏,我想要一个干净的纸牌能力架构。 我有一个带有卡片属性的 CardData ScriptableObject。我希望将卡牌能力组合在一起来描述卡牌的作用,例如一张名为 DrawAndHealCard 的卡牌,它在使用时抽取 2 张卡牌并恢复 5 点生命值。

我马上意识到这意味着我需要为 CardAbility 的每个变体提供一个具体的资产。所以 DrawAndHealCard 有两个资产的引用:DrawCards2HealPlayer5。这太荒谬了,我希望所有数据都感觉像是在一张 DrawAndHealCard 上。

所以我了解了 AssetDatabase.AddObjectToAsset(),这似乎是个正确的想法,我可以拥有作为 CardData 资产的子资产的能力,而不必处理所有这些单独资产的组织。所以现在我正在尝试构建一个 Editor 来管理它,这很痛苦。

我已经阅读了很多关于 Unity 序列化、SO、编辑器脚本的内容,...严重撞墙,即将降级到架构上感觉不那么优雅的东西。如果有更好的方法,我也愿意接受关于完全不同路线的建议。

下面的代码被精简了,但这是我要弄清楚的要点。 我现在所在的位置 onAddCallback 似乎正确地添加了一个子资产,但 onRemoveCallback 并没有删除它。不过,我的 清除所有能力 按钮确实有效。我找不到关于这些东西的任何好的文档或指南,所以我目前很迷茫。

// CardData.cs
[CreateAssetMenu(fileName = "CardData", menuName = "Card Game/CardData", order = 1)]
public class CardData : ScriptableObject
{
    public Sprite image;
    public string description;

    public CardAbility[] onPlayed;
}

// CardAbility.cs
public class CardAbility : ScriptableObject
{
    public abstract void Resolve();
}

// DrawCards.cs
public class DrawCards : CardAbility
{
    public int numCards = 1;
    public override void Resolve()
    {
        Deck.instance.DrawCards(numCards);
    }
}

// HealPlayer.cs
public class HealPlayer : CardAbility
{
    public int healAmt = 10;
    public override void Resolve()
    {
        Player.instance.Heal(healAmt);
    }
}

// CardDataEditor.cs
[CustomEditor(typeof(CardData))]
public class CardDataEditor : Editor
{
    private ReorderableList abilityList;

    public void OnEnable()
    {
        abilityList = new ReorderableList(
                serializedObject, 
                serializedObject.FindProperty("onPlayed"), 
                draggable: true,
                displayHeader: true,
                displayAddButton: true,
                displayRemoveButton: true);

        abilityList.onRemoveCallback = (ReorderableList l) => {
            l.serializedProperty.serializedObject.Update();
            var obj = l.serializedProperty.GetArrayElementAtIndex(l.index).objectReferenceValue;
            DestroyImmediate(obj, true);
            AssetDatabase.SaveAssets();
            l.serializedProperty.DeleteArrayElementAtIndex(l.index);
            l.serializedProperty.serializedObject.ApplyModifiedProperties();
        };

        abilityList.onAddCallback = (ReorderableList l) => {
            var index = l.serializedProperty.arraySize;
            l.serializedProperty.arraySize++;
            l.index = index;
            var element = l.serializedProperty.GetArrayElementAtIndex(index);

            // Hard coding a specific ability for now
            var cardData = (CardData)target;
            var newAbility = ScriptableObject.CreateInstance<DrawCards>();
            newAbility.name = "test";
            newAbility.numCards = 22;

            element.objectReferenceValue = newAbility;
            AssetDatabase.AddObjectToAsset(newAbility, cardData);
            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh();
            serializedObject.ApplyModifiedProperties();
        };

        // Will use this to provide a menu of abilities to choose from.
        /*
        abilityList.onAddDropdownCallback = (Rect buttonRect, ReorderableList l) => {
            var menu = new GenericMenu();
            var guids = AssetDatabase.FindAssets("", new[]{"Assets/CardAbility"});
            foreach (var guid in guids) {
                var path = AssetDatabase.GUIDToAssetPath(guid);
                menu.AddItem(new GUIContent("Mobs/" + Path.GetFileNameWithoutExtension(path)), false, clickHandler, new WaveCreationParams() {Type = MobWave.WaveType.Mobs, Path = path});
            }
            menu.ShowAsContext();
        };
        */

        // Will use this to render CardAbility properties
        /*
        abilityList.drawElementCallback = (Rect rect, int index, bool isActive, bool isFocused) => {
        };
        */
    }

    public override void OnInspectorGUI()
    {
        serializedObject.Update();
        DrawDefaultInspector();

        abilityList.DoLayoutList();

        // XXX: Ultimately don't expect to use these, experimenting with
        //      other ways of adding/deleting.
        
        if (GUILayout.Button("Add Ability")) {
            var cardData = (CardData)target;
            var newAbility = ScriptableObject.CreateInstance<CardAbility>();

            AssetDatabase.AddObjectToAsset(newAbility, cardData);
            AssetDatabase.SaveAssets();
        }

        if (GUILayout.Button("Clear All Abilities")) {
            var path = AssetDatabase.GetAssetPath(target);
            Object[] assets = AssetDatabase.LoadAllAssetRepresentationsAtPath(path);
            for (int i = 0; i < assets.Length; i++) {
                if (assets[i] is CardAbility) {
                    Object.DestroyImmediate(assets[i], true);
                }
            }
            AssetDatabase.SaveAssets();
        }

        serializedObject.ApplyModifiedProperties();
    }
}

不确定,因为如果您面前没有完整的项目,编辑器脚本总是很棘手。

乍一看,我会说您正在将资产添加到资产中,但您没有使用 AssetDatabase.RemoveObjectFromAsset

删除它们

你可能应该做类似的事情

abilityList.onRemoveCallback = (ReorderableList l) =>
{
    // Update should be redundant here since you already call it anyway on beginning of the draw loop

    // Are you also sure the `l.index` is the correct value to use here?
    var obj = l.serializedProperty.GetArrayElementAtIndex(l.index).objectReferenceValue;

    AssetDatabase.RemoveObjectFromAsset(obj);

    DestroyImmediate(obj, true);
    l.serializedProperty.DeleteArrayElementAtIndex(l.index);
    
    // If you do save assets also refresh
    // Not sure if you should even do that though to be honest
    AssetDatabase.SaveAssets();
    // Also refresh here
    AssetDatabase.Refresh();

    // Also ApplyModifiedProperties should be redundant 
};

也如评论所述,我认为您甚至不必使用

AssetDatabase.SaveAssets();

如果没有它,资产将被简单地标记为脏,并在下一次 CTRL+S 按下时与场景一起保存。

但是,afaik,如果你这样做,你应该始终将它与 AssetDatabase.Refresh(); 结合起来,以实际看到所做的更改反映在资产视图中

好的,我终于明白了。我阅读了一百个堆栈溢出和论坛帖子试图理解这一点,所以我正在付出代价,希望这可以帮助其他人解决这个问题。这将生成如下图所示的编辑器,其中 OnPlayed 是一个多态 ScriptableObject 数组。这些 CardAbility SO 作为子资产存储在拥有的 ScriptableObject (CardData) 上。这里还有更多需要清理的地方,它可以变得更通用,但对于其他尝试这样做的人来说应该是一个好的开始。

[+] 按钮生成可添加的所有 CardAbility SO 的列表。 具体 CardAbility 的属性是动态呈现的。

关于这一切最奇怪的事情之一是你不能使用 PropertyField 呈现 objectReferenceValue 的内容,你必须首先像这样构造一个 SerializedObject

SerializedObject nestedObject = new SerializedObject(element.objectReferenceValue);

感谢 Unity: Inspector can't find field of ScriptableObject 的提示。

ReorderableList 的其他一些重要资源:

// CardData.cs
[CreateAssetMenu(fileName = "CardData", menuName = "Card Game/CardData", order = 1)]
public class CardData : ScriptableObject
{
    public enum CardType
    {
        Attack,
        Skill
    }
    public CardType type;
    public Sprite image;
    public string description;

    // XXX: Hidden in inspector because it will be drawn by custom Editor.
    [HideInInspector]
    public CardAbility[] onPlayed;
}

// CardAbility.cs
public abstract class CardAbility : ScriptableObject
{
    public abstract void Resolve();
}

// DrawCards.cs
public class DrawCards : CardAbility
{
    public int numCards = 1;
    public override void Resolve()
    {
        Deck.instance.DrawCards(numCards);
    }
}

// HealPlayer.cs
public class HealPlayer : CardAbility
{
    public int healAmount = 10;
    public override void Resolve()
    {
        Player.instance.Heal(healAmount);
    }
}

// CardDataEditor.cs
[CustomEditor(typeof(CardData))]
[CanEditMultipleObjects]
public class CardDataEditor : Editor
{
    private ReorderableList abilityList;

    private SerializedProperty onPlayedProp;

    private struct AbilityCreationParams {
        public string Path;
    }

    public void OnEnable()
    {
        onPlayedProp = serializedObject.FindProperty("onPlayed");

        abilityList = new ReorderableList(
                serializedObject, 
                onPlayedProp, 
                draggable: true,
                displayHeader: true,
                displayAddButton: true,
                displayRemoveButton: true);

        abilityList.drawHeaderCallback = (Rect rect) => {
            EditorGUI.LabelField(rect, "OnPlayed Abilities");
        };

        abilityList.onRemoveCallback = (ReorderableList l) => {
            var element = l.serializedProperty.GetArrayElementAtIndex(l.index); 
            var obj = element.objectReferenceValue;

            AssetDatabase.RemoveObjectFromAsset(obj);

            DestroyImmediate(obj, true);
            l.serializedProperty.DeleteArrayElementAtIndex(l.index);

            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh();
            
            ReorderableList.defaultBehaviours.DoRemoveButton(l);
        };

        abilityList.drawElementCallback = (Rect rect, int index, bool isActive, bool isFocused) => {
            SerializedProperty element = onPlayedProp.GetArrayElementAtIndex(index);

            rect.y += 2;
            rect.width -= 10;
            rect.height = EditorGUIUtility.singleLineHeight;

            if (element.objectReferenceValue == null) {
                return;
            }
            string label = element.objectReferenceValue.name;
            EditorGUI.LabelField(rect, label, EditorStyles.boldLabel);

            // Convert this element's data to a SerializedObject so we can iterate
            // through each SerializedProperty and render a PropertyField.
            SerializedObject nestedObject = new SerializedObject(element.objectReferenceValue);

            // Loop over all properties and render them
            SerializedProperty prop = nestedObject.GetIterator();
            float y = rect.y;
            while (prop.NextVisible(true)) {
                if (prop.name == "m_Script") {
                    continue;
                }

                rect.y += EditorGUIUtility.singleLineHeight;
                EditorGUI.PropertyField(rect, prop);
            }

            nestedObject.ApplyModifiedProperties();

            // Mark edits for saving
            if (GUI.changed) {
                EditorUtility.SetDirty(target);
            }

        };

        abilityList.elementHeightCallback = (int index) => {
            float baseProp = EditorGUI.GetPropertyHeight(
                abilityList.serializedProperty.GetArrayElementAtIndex(index), true);

            float additionalProps = 0;
            SerializedProperty element = onPlayedProp.GetArrayElementAtIndex(index);
            if (element.objectReferenceValue != null) {
                SerializedObject ability = new SerializedObject(element.objectReferenceValue);
                SerializedProperty prop = ability.GetIterator();
                while (prop.NextVisible(true)) {
                    // XXX: This logic stays in sync with loop in drawElementCallback.
                    if (prop.name == "m_Script") {
                        continue;
                    }
                    additionalProps += EditorGUIUtility.singleLineHeight;
                }
            }

            float spacingBetweenElements = EditorGUIUtility.singleLineHeight / 2;

            return baseProp + spacingBetweenElements + additionalProps;
        };

        abilityList.onAddDropdownCallback = (Rect buttonRect, ReorderableList l) => {
            var menu = new GenericMenu();
            var guids = AssetDatabase.FindAssets("", new[]{"Assets/CardAbility"});
            foreach (var guid in guids) {
                var path = AssetDatabase.GUIDToAssetPath(guid);
                var type = AssetDatabase.LoadAssetAtPath(path, typeof(UnityEngine.Object));
                if (type.name == "CardAbility") {
                    continue;
                }

                menu.AddItem(
                    new GUIContent(Path.GetFileNameWithoutExtension(path)),
                    false,
                    addClickHandler,
                    new AbilityCreationParams() {Path = path});
            }
            menu.ShowAsContext();
        };
    }

    private void addClickHandler(object dataObj) {
        // Make room in list
        var data = (AbilityCreationParams)dataObj;
        var index = abilityList.serializedProperty.arraySize;
        abilityList.serializedProperty.arraySize++;
        abilityList.index = index;
        var element = abilityList.serializedProperty.GetArrayElementAtIndex(index);

        // Create the new Ability
        var type = AssetDatabase.LoadAssetAtPath(data.Path, typeof(UnityEngine.Object));
        var newAbility = ScriptableObject.CreateInstance(type.name);
        newAbility.name = type.name;

        // Add it to CardData
        var cardData = (CardData)target;
        AssetDatabase.AddObjectToAsset(newAbility, cardData);
        AssetDatabase.SaveAssets();
        element.objectReferenceValue = newAbility;
        serializedObject.ApplyModifiedProperties();
    }

    public override void OnInspectorGUI()
    {
        serializedObject.Update();

        DrawDefaultInspector();

        abilityList.DoLayoutList();

        if (GUILayout.Button("Delete All Abilities")) {
            var path = AssetDatabase.GetAssetPath(target);
            Object[] assets = AssetDatabase.LoadAllAssetRepresentationsAtPath(path);
            for (int i = 0; i < assets.Length; i++) {
                if (assets[i] is CardAbility) {
                    Object.DestroyImmediate(assets[i], true);
                }
            }
            AssetDatabase.SaveAssets();
        }

        serializedObject.ApplyModifiedProperties();
    }
}