AxibugEmuOnline/AxibugEmuOnline.Client.Switch/Assets/AxiProjectTools/Editors/AxiStatisticsCache.cs
2025-08-20 10:25:32 +08:00

73 lines
1.6 KiB
C#

#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public class AxiStatisticsCache : ScriptableObject
{
public List<AxiStatisticsDatas> caches = new List<AxiStatisticsDatas>();
}
[Serializable]
public class AxiStatisticsDatas
{
/// <summary>
/// [0]Sence [1]Prefab
/// </summary>
public int type;
public string FullPath;
public List<AxiStatistics_Node> nodes = new List<AxiStatistics_Node>();
}
[Serializable]
public class AxiStatistics_Node
{
public string Name;
public List<AxiStatistics_Node_Link> link = new List<AxiStatistics_Node_Link>();
public int LinkHash;
public string LinkFullStr;
//public string NodeFullPath;
// /// <summary>
// /// 表示相同路径只有一个
// /// </summary>
// public bool NodeIdxOnlyOne;
/// <summary>
/// 表示相同路径是第几个下标
/// </summary>
//public int NodeIdx;
public List<AxiStatistics_Node_Component> components = new List<AxiStatistics_Node_Component>();
}
[Serializable]
public class AxiStatistics_Node_Link
{
public string Name;
public bool OnlyOne;
public int Idx;
public int NodeHash;
}
[Serializable]
public class AxiStatistics_Node_Component
{
public string type;
/// <summary>
/// 表示相同组件只有一个
/// </summary>
public bool ComTypeOnlyOne;
/// <summary>
/// 表示相同组件是第几个下标
/// </summary>
public int ComIdxNum;
//Rigboody
public bool simulated;
public float gravityScale;
public bool isKinematic;
//BoxCollider2D
public Vector2 center;
public Vector2 size;
}
#endif