This commit is contained in:
2024-10-16 00:03:41 +08:00
commit 897058435c
5033 changed files with 1009728 additions and 0 deletions

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using System;
using System.Collections.Generic;
using System.Reflection;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace XFFSM
{
/// <summary>
/// 程序集工具
/// </summary>
public class AssemblyTools
{
private static Dictionary<string, Type> typeCaches = new Dictionary<string, Type>();
/// <summary>
/// 根据名称来获取类型
/// </summary>
/// <param name="classFullName">类名(含命名空间)</param>
/// <returns></returns>
internal static Type GetType(string classFullName)
{
if (string.IsNullOrEmpty(classFullName)) return null;
if (typeCaches.ContainsKey(classFullName) && typeCaches[classFullName] != null) return typeCaches[classFullName];
typeCaches.Remove(classFullName);
Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies();
for (int i = 0; i < assemblies.Length; i++)
{
Assembly assembly = assemblies[i];
Type type = assembly.GetType(classFullName);
if (type != null)
{
typeCaches.Add(classFullName, type);
break;
}
}
if (typeCaches.ContainsKey(classFullName))
return typeCaches[classFullName];
return null;
}
#if UNITY_EDITOR
/// <summary>
/// 获取所有状态脚本(仅编辑器有效)
/// </summary>
/// <returns></returns>
public static List<MonoScript> GetAllStatesType()
{
List<MonoScript> states = new List<MonoScript>();
string[] scripts = AssetDatabase.FindAssets("t:Script");
foreach (var item in scripts)
{
string path = AssetDatabase.GUIDToAssetPath(item);
MonoScript script = AssetDatabase.LoadAssetAtPath<MonoScript>(path);
if (script == null) continue;
Type type = script.GetClass();
if (type == null) continue;
if(type.IsSubclassOf(typeof(FSMState)))
states.Add(script);
//if (IsBaseByClass(type, typeof(FSMState)))
//{
// states.Add(script);
//}
}
return states;
}
/// <summary>
/// 根据状态脚本全名称获取脚本guid(仅编辑器有效)
/// </summary>
/// <returns></returns>
public static string GetGUIDByStateClassFullName(string fullName)
{
List<MonoScript> scripts = GetAllStatesType();
foreach (var item in scripts)
{
if (item.GetClass() != null && item.GetClass().FullName.Equals(fullName))
{
return AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(item));
}
}
return string.Empty;
}
#endif
}
}

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fileFormatVersion: 2
guid: 8d8545ba550f54945b8667f6e2af42fe
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
namespace XFFSM
{
/// <summary>
/// EditorApplication工具
/// </summary>
internal class EditorApplicationTool
{
// Fix编码
/// <summary>
/// 默认是运行中
/// </summary>
private static bool _isPlaying = true;
/// <summary>
/// 判断当前编辑器是否处于运行状态(UnityEngine.Application.isPlaying在停止运行编辑器时触发OnDestroy时仍返回true)
/// </summary>
public static bool isPlaying
{
get
{
return _isPlaying;
}
}
[RuntimeInitializeOnLoadMethod]
static void Init()
{
#if UNITY_EDITOR
EditorApplication.playModeStateChanged += EditorApplication_playModeStateChanged;
#endif
}
#if UNITY_EDITOR
private static void EditorApplication_playModeStateChanged(PlayModeStateChange obj)
{
switch (obj)
{
case PlayModeStateChange.ExitingPlayMode:
_isPlaying = false;
break;
case PlayModeStateChange.ExitingEditMode:
_isPlaying = true;
break;
case PlayModeStateChange.EnteredEditMode:
_isPlaying = false;
break;
case PlayModeStateChange.EnteredPlayMode:
_isPlaying = true;
break;
}
}
#endif
}
}

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fileFormatVersion: 2
guid: 3ba0470d919012b4fa362e8d0f38d23f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant: