365 lines
18 KiB
C#
365 lines
18 KiB
C#
using UnityEngine;
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using UnityEditor;
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using UnityEditor.Animations;
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using UnityEngine.UI;
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using UnityEngine.EventSystems;
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/// <summary>
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/// Инструмент создания полного игрока с опциональным инвентарём.
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/// Tools > Player Builder
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/// </summary>
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public class PlayerBuilderTool : EditorWindow
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{
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// ── Модель ────────────────────────────────────────────────────────────────
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private GameObject characterModel;
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private Transform headBone;
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private Transform handBone;
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// ── Параметры движения ────────────────────────────────────────────────────
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private float walkSpeed = 5f;
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private float runSpeed = 9f;
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private float crouchSpeed = 2.5f;
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private float jumpHeight = 1.5f;
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private float gravity = -9.81f;
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// ── Коллайдер ─────────────────────────────────────────────────────────────
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private float height = 1.8f;
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private float radius = 0.5f;
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private float centerY = 0.9f;
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// ── Камера ────────────────────────────────────────────────────────────────
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private bool addCamera = true;
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private float cameraHeight = 1.7f;
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// ── Инвентарь ─────────────────────────────────────────────────────────────
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private bool includeInventory = true;
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private int inventorySlots = 36;
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private int hotbarSlots = 9;
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// ── Input Actions ─────────────────────────────────────────────────────────
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private UnityEngine.InputSystem.InputActionAsset inputActions;
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// ── Анимации ──────────────────────────────────────────────────────────────
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private AnimationClip idleClip;
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private AnimationClip walkClip;
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private AnimationClip runClip;
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private AnimationClip jumpClip;
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private AnimationClip crouchIdleClip;
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private AnimationClip crouchWalkClip;
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// ── Scroll ────────────────────────────────────────────────────────────────
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private Vector2 _scroll;
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[MenuItem("Tools/Player Builder")]
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public static void ShowWindow()
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{
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GetWindow<PlayerBuilderTool>("Конструктор Персонажа");
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}
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void OnGUI()
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{
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_scroll = EditorGUILayout.BeginScrollView(_scroll);
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GUILayout.Label("Конструктор Персонажа", EditorStyles.boldLabel);
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// ── Секция модели ─────────────────────────────────────────────────────
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GUILayout.Space(6);
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GUILayout.Label("Модель", EditorStyles.miniBoldLabel);
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characterModel = (GameObject)EditorGUILayout.ObjectField("Модель персонажа", characterModel, typeof(GameObject), false);
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headBone = (Transform)EditorGUILayout.ObjectField("Кость головы (Head)", headBone, typeof(Transform), true);
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handBone = (Transform)EditorGUILayout.ObjectField("Кость руки (RightHand)", handBone, typeof(Transform), true);
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if (characterModel != null && GUILayout.Button("Автопоиск костей Head/Hand"))
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AutoFindBones();
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// ── Движение ──────────────────────────────────────────────────────────
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GUILayout.Space(6);
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GUILayout.Label("Движение", EditorStyles.miniBoldLabel);
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walkSpeed = EditorGUILayout.FloatField("Скорость ходьбы", walkSpeed);
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runSpeed = EditorGUILayout.FloatField("Скорость бега", runSpeed);
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crouchSpeed = EditorGUILayout.FloatField("Скорость присядки", crouchSpeed);
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jumpHeight = EditorGUILayout.FloatField("Высота прыжка", jumpHeight);
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gravity = EditorGUILayout.FloatField("Гравитация", gravity);
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// ── Коллайдер ─────────────────────────────────────────────────────────
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GUILayout.Space(6);
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GUILayout.Label("Коллайдер CharacterController", EditorStyles.miniBoldLabel);
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height = EditorGUILayout.FloatField("Высота", height);
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radius = EditorGUILayout.FloatField("Радиус", radius);
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centerY = EditorGUILayout.FloatField("Центр Y", centerY);
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// ── Камера ────────────────────────────────────────────────────────────
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GUILayout.Space(6);
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GUILayout.Label("Камера", EditorStyles.miniBoldLabel);
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addCamera = EditorGUILayout.Toggle("Добавить камеру", addCamera);
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if (addCamera)
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cameraHeight = EditorGUILayout.Slider("Высота камеры", cameraHeight, 1f, 2f);
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// ── Input Actions ─────────────────────────────────────────────────────
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GUILayout.Space(6);
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GUILayout.Label("Input System", EditorStyles.miniBoldLabel);
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inputActions = (UnityEngine.InputSystem.InputActionAsset)EditorGUILayout.ObjectField(
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"PlayerControls.inputactions",
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inputActions,
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typeof(UnityEngine.InputSystem.InputActionAsset),
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false);
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if (inputActions == null)
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EditorGUILayout.HelpBox("Назначьте Assets/Input/PlayerControls.inputactions", MessageType.Warning);
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// ── Инвентарь ─────────────────────────────────────────────────────────
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GUILayout.Space(6);
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GUILayout.Label("Инвентарь", EditorStyles.miniBoldLabel);
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includeInventory = EditorGUILayout.Toggle("Включить инвентарь", includeInventory);
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if (includeInventory)
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{
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inventorySlots = EditorGUILayout.IntField("Слотов инвентаря", inventorySlots);
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hotbarSlots = EditorGUILayout.IntField("Слотов хотбара", hotbarSlots);
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}
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// ── Анимации ──────────────────────────────────────────────────────────
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GUILayout.Space(6);
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GUILayout.Label("Анимации (опционально)", EditorStyles.miniBoldLabel);
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idleClip = (AnimationClip)EditorGUILayout.ObjectField("Idle", idleClip, typeof(AnimationClip), false);
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walkClip = (AnimationClip)EditorGUILayout.ObjectField("Walk", walkClip, typeof(AnimationClip), false);
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runClip = (AnimationClip)EditorGUILayout.ObjectField("Run", runClip, typeof(AnimationClip), false);
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jumpClip = (AnimationClip)EditorGUILayout.ObjectField("Jump", jumpClip, typeof(AnimationClip), false);
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crouchIdleClip = (AnimationClip)EditorGUILayout.ObjectField("Crouch Idle", crouchIdleClip, typeof(AnimationClip), false);
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crouchWalkClip = (AnimationClip)EditorGUILayout.ObjectField("Crouch Walk", crouchWalkClip, typeof(AnimationClip), false);
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GUILayout.Space(20);
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// ── Кнопки ────────────────────────────────────────────────────────────
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GUI.color = Color.green;
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if (GUILayout.Button("Создать игрока" + (includeInventory ? " + Инвентарь" : "")))
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BuildPlayer("Player");
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GUI.color = Color.yellow;
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if (GUILayout.Button("Создать тестового игрока (капсула)"))
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BuildTestPlayer();
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GUI.color = Color.cyan;
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if (GUILayout.Button("Сохранить как префаб"))
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SaveAsPrefab();
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GUI.color = Color.white;
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GUILayout.Space(10);
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EditorGUILayout.HelpBox(
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"1. Назначьте модель персонажа (опционально)\n" +
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"2. Укажите кость головы и кость руки\n" +
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"3. Назначьте PlayerControls.inputactions\n" +
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"4. Нажмите 'Создать игрока'",
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MessageType.Info);
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EditorGUILayout.EndScrollView();
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}
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// ── Автопоиск костей ─────────────────────────────────────────────────────
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void AutoFindBones()
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{
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if (characterModel == null) return;
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headBone = FindChildBone(characterModel.transform, "head") ??
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FindChildBone(characterModel.transform, "Head");
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handBone = FindChildBone(characterModel.transform, "hand_r") ??
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FindChildBone(characterModel.transform, "RightHand") ??
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FindChildBone(characterModel.transform, "Hand_R") ??
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FindChildBone(characterModel.transform, "hand");
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Debug.Log($"[PlayerBuilder] Head: {headBone?.name ?? "не найдена"}, Hand: {handBone?.name ?? "не найдена"}");
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}
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// ── Создание игрока ───────────────────────────────────────────────────────
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GameObject BuildPlayerGO(string playerName)
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{
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var player = new GameObject(playerName);
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// CharacterController
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var cc = player.AddComponent<CharacterController>();
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cc.height = height;
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cc.radius = radius;
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cc.center = new Vector3(0, centerY, 0);
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// Скрипт персонажа
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var character = player.AddComponent<charecter>();
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character.walkSpeed = walkSpeed;
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character.runSpeed = runSpeed;
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character.crouchSpeed = crouchSpeed;
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character.jumpHeight = jumpHeight;
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character.gravity = gravity;
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// Модель
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Transform resolvedHead = headBone;
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Transform resolvedHand = handBone;
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if (characterModel != null)
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{
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var model = (GameObject)PrefabUtility.InstantiatePrefab(characterModel, player.transform);
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model.transform.localPosition = Vector3.zero;
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model.transform.localRotation = Quaternion.identity;
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if (resolvedHead == null)
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resolvedHead = FindChildBone(model.transform, "head") ?? FindChildBone(model.transform, "Head");
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if (resolvedHand == null)
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resolvedHand = FindChildBone(model.transform, "hand_r") ?? FindChildBone(model.transform, "RightHand");
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var modelAnimator = model.GetComponent<Animator>();
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if (modelAnimator != null && modelAnimator.avatar != null)
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{
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var animator = player.AddComponent<Animator>();
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animator.avatar = modelAnimator.avatar;
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}
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}
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// Кость головы (или создаём точку)
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if (resolvedHead == null)
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{
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var headObj = new GameObject("HeadPoint");
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headObj.transform.SetParent(player.transform);
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headObj.transform.localPosition = new Vector3(0, height - 0.2f, 0);
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resolvedHead = headObj.transform;
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}
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character.head = resolvedHead;
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// Камера
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if (addCamera)
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{
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var camObj = new GameObject("PlayerCamera");
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camObj.transform.SetParent(resolvedHead);
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camObj.transform.localPosition = new Vector3(0, 0.1f, 0);
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var cam = camObj.AddComponent<Camera>();
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cam.tag = "MainCamera";
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cam.nearClipPlane = 0.05f;
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var oldCam = GameObject.FindWithTag("MainCamera");
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if (oldCam != null && oldCam != camObj)
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DestroyImmediate(oldCam);
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}
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// PlayerInput
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var piGO = new GameObject("PlayerInput");
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var pi = piGO.AddComponent<PlayerInput>();
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if (inputActions != null) pi.actions = inputActions;
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// HandEquipSystem
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if (resolvedHand != null)
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{
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var handEquip = player.AddComponent<HandEquipSystem>();
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handEquip.handBone = resolvedHand;
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}
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else
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{
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Debug.LogWarning("[PlayerBuilder] Кость руки не найдена — HandEquipSystem не добавлен. Назначьте вручную.");
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}
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player.tag = "Player";
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player.transform.position = new Vector3(0, 2, -5);
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// Инвентарь
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if (includeInventory)
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SetupInventoryForPlayer(player);
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return player;
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}
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void BuildPlayer(string name)
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{
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var player = BuildPlayerGO(name);
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Selection.activeGameObject = player;
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Debug.Log($"[PlayerBuilder] Создан: {name}");
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}
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void BuildTestPlayer()
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{
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var savedModel = characterModel;
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characterModel = null;
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var player = BuildPlayerGO("TestPlayer");
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characterModel = savedModel;
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// Визуальная капсула
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var body = GameObject.CreatePrimitive(PrimitiveType.Capsule);
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body.name = "Body";
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body.transform.SetParent(player.transform, false);
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body.transform.localPosition = new Vector3(0, centerY, 0);
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body.transform.localScale = new Vector3(radius * 2, height / 2f, radius * 2);
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DestroyImmediate(body.GetComponent<Collider>());
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Selection.activeGameObject = player;
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Debug.Log("[PlayerBuilder] Создан тестовый игрок (капсула)");
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}
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void SaveAsPrefab()
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{
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string path = EditorUtility.SaveFilePanelInProject("Сохранить префаб", "Player", "prefab", "Выберите место");
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if (string.IsNullOrEmpty(path)) return;
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var temp = BuildPlayerGO("PlayerTemp");
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var prefab = PrefabUtility.SaveAsPrefabAsset(temp, path);
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DestroyImmediate(temp);
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Selection.activeObject = prefab;
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Debug.Log($"[PlayerBuilder] Сохранено: {path}");
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}
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// ── Создание инвентаря ────────────────────────────────────────────────────
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void SetupInventoryForPlayer(GameObject player)
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{
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// EventSystem
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if (FindObjectOfType<EventSystem>() == null)
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{
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var esGO = new GameObject("EventSystem");
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esGO.AddComponent<EventSystem>();
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esGO.AddComponent<StandaloneInputModule>();
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}
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// InventoryEvents
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new GameObject("InventoryEvents").AddComponent<InventoryEvents>();
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// InventoryManager
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var imGO = new GameObject("InventoryManager");
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var im = imGO.AddComponent<InventoryManager>();
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im.inventorySize = inventorySlots;
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// InventoryCanvas — дочерний объект Player
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var canvasGO = new GameObject("InventoryCanvas");
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canvasGO.transform.SetParent(player.transform, false);
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var canvas = canvasGO.AddComponent<Canvas>();
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canvas.renderMode = RenderMode.ScreenSpaceOverlay;
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canvas.sortingOrder = 100;
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canvasGO.AddComponent<UnityEngine.UI.GraphicRaycaster>();
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var uiBuilder = canvasGO.AddComponent<InventoryUIBuilder>();
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uiBuilder.inventoryRows = inventorySlots / 9;
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uiBuilder.hotbarSlots = hotbarSlots;
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// Строим UI сразу до запуска игры
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uiBuilder.BuildInventoryUI();
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// Назначаем ссылки в InventoryManager
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im.slots = uiBuilder.GetInventorySlots();
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im.hotbarSlots = uiBuilder.GetHotbarSlots();
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im.inventoryPanel = uiBuilder.inventoryPanelRect != null ? uiBuilder.inventoryPanelRect.gameObject : null;
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im.inventoryCanvas = canvas;
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if (im.inventoryPanel != null)
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im.inventoryPanel.SetActive(false);
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Debug.Log("[PlayerBuilder] Инвентарь создан и назначен.");
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}
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// ── Утилиты ───────────────────────────────────────────────────────────────
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Transform FindChildBone(Transform parent, string boneName)
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{
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if (parent == null) return null;
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if (parent.name.ToLower().Contains(boneName.ToLower())) return parent;
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foreach (Transform child in parent)
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{
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var result = FindChildBone(child, boneName);
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if (result != null) return result;
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}
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return null;
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}
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}
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