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 ```
42 lines
1.7 KiB
C#
42 lines
1.7 KiB
C#
using System.Linq;
|
|
using Codely.Microsoft.CodeAnalysis;
|
|
using Codely.Microsoft.CodeAnalysis.CSharp;
|
|
using Codely.Microsoft.CodeAnalysis.CSharp.Syntax;
|
|
using Codely.Microsoft.CodeAnalysis.Text;
|
|
using SyntaxTree = Codely.Microsoft.CodeAnalysis.SyntaxTree;
|
|
|
|
namespace UnityTcp.Editor.Tools
|
|
{
|
|
internal static class ScriptSyntaxUtils
|
|
{
|
|
internal static SyntaxTree InsertTextAtLocation(this SyntaxTree tree, Location location, string text)
|
|
{
|
|
var lineSpan = location.GetLineSpan().Span;
|
|
var sourceText = SourceText.From(tree.ToString());
|
|
var position = sourceText.Lines.GetPosition(lineSpan.Start);
|
|
var newSource = tree.ToString().Insert(position, text);
|
|
return SyntaxFactory.ParseSyntaxTree(newSource);
|
|
}
|
|
|
|
internal static SyntaxTree AddUsingAliasDirective(this SyntaxTree tree, string namespaceName, string aliasName)
|
|
{
|
|
if (!(tree.GetRoot() is CompilationUnitSyntax root))
|
|
return tree;
|
|
|
|
bool exists = root.Usings.Any(u =>
|
|
u.Name.ToString() == namespaceName && u.Alias?.Name.ToString() == aliasName);
|
|
if (exists)
|
|
return tree;
|
|
|
|
var usingDirective = SyntaxFactory
|
|
.UsingDirective(SyntaxFactory.ParseName(namespaceName))
|
|
.WithAlias(SyntaxFactory.NameEquals(SyntaxFactory.IdentifierName(aliasName)))
|
|
.NormalizeWhitespace()
|
|
.WithTrailingTrivia(SyntaxFactory.CarriageReturnLineFeed);
|
|
|
|
var newRoot = root.AddUsings(usingDirective).NormalizeWhitespace();
|
|
return CSharpSyntaxTree.Create(newRoot);
|
|
}
|
|
}
|
|
}
|