Files
daluandou/.codely.packages/cn.tuanjie.codely.bridge@1.0.85-785dea6a/Editor/Bridge/Tools/ManageDialog.cs
T
huadexuan 53d95802e5 ```
feat(gameplay): 更新单位属性和材质配置

- 调整多个单位的基础生命值和攻击力数值平衡
- 修改CoreBattleGround材质的纹理缩放比例
- 更新地砖材质颜色为白色
- 优化纹理资源设置,调整最大纹理尺寸并添加PlayableAds平台支持
- 修复弓箭手技能目标查找逻辑,改用统一的敌人检测方法
- 为水晶矿添加中立阵营设置和光球视觉效果同步
- 调整预制体中的全局缩放参数
- 为狼人和石巨人添加NavMeshAgent组件支持
- 优化水晶矿血条显示位置计算方式
```
2026-09-20 21:52:31 +08:00

51 lines
2.2 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
using System;
using System.Collections.Generic;
using Codely.Newtonsoft.Json.Linq;
using UnityTcp.Editor.Helpers;
namespace UnityTcp.Editor.Tools
{
/// <summary>
/// <c>manage_dialog</c>: clicks a button on a native modal editor dialog.
///
/// Single action:
/// click – Params: button (regex over button labels), optional title (regex over dialog
/// titles). Clicks the first open modal dialog whose title/button match.
///
/// The command runs on the <see cref="BackgroundCommandPump"/> worker thread, which is the
/// point: a native modal dialog holds the editor main thread captive inside its message
/// pump, so this is the only way a client can answer one. The click itself is thread-safe
/// on Windows (Win32 cross-thread post); on macOS <see cref="DialogWatcher"/> marshals
/// it onto the common-modes run-loop probe, which keeps firing on the main thread even
/// during a modal session.
///
/// When such a dialog is detected, <see cref="DialogWatcher"/> detaches every
/// in-flight job with a reason that names the dialog and its buttons and points at this
/// command — the client picks a button, clicks it here, and then collects the detached
/// jobs' results via <c>manage_job.status</c>.
/// </summary>
public static class ManageDialog
{
private static readonly Dictionary<string, Func<JObject, object>> ActionHandlers =
new Dictionary<string, Func<JObject, object>>
{
{ "click", Click },
};
public static object HandleCommand(JObject @params)
=> ActionRouter.Route(@params, ActionHandlers);
private static object Click(JObject @params)
{
string button = @params["button"]?.ToString();
string title = @params["title"]?.ToString();
string failure = DialogWatcher.ClickOpenDialog(title, button,
out string clickedTitle, out string clickedButton);
return failure != null
? Response.Error(failure)
: Response.Success($"Clicked '{clickedButton}' on dialog '{clickedTitle}'.");
}
}
}