Unity基于GraphView的可视化关卡编辑器开发指南

发布于:2025-06-07 ⋅ 阅读:(16) ⋅ 点赞:(0)

一、GraphView技术基础与应用场景

1. GraphView核心组件

组件 功能描述 关卡编辑应用
GraphView 画布容器 关卡拓扑结构编辑区
Node 基础节点 房间/敌人/道具等关卡元素
Edge 节点连接线 路径/依赖关系
Port 连接端口 入口/出口标记
Blackboard 属性面板 元素参数配置
Minimap 缩略图导航 大型关卡导航

2. 关卡编辑器核心功能规划

图表

节点创建

连接编辑

属性配置

实时预览

数据序列化

场景生成


二、基础编辑器框架实现

1. 编辑器窗口创建

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using UnityEditor;
using UnityEditor.Experimental.GraphView;
using UnityEngine.UIElements;

public class LevelGraphWindow : EditorWindow
{
    private LevelGraphView _graphView;
    
    [MenuItem("Tools/Level Graph Editor")]
    public static void OpenWindow()
    {
        var window = GetWindow<LevelGraphWindow>();
        window.titleContent = new GUIContent("Level Editor");
    }
    
    private void OnEnable()
    {
        ConstructGraphView();
        GenerateToolbar();
    }
    
    private void ConstructGraphView()
    {
        _graphView = new LevelGraphView
        {
            name = "Level Graph"
        };
        
        _graphView.StretchToParentSize();
        rootVisualElement.Add(_graphView);
    }
    
    private void GenerateToolbar()
    {
        var toolbar = new Toolbar();
        
        var createRoomBtn = new Button(() => _graphView.CreateRoomNode("Room"))
        {
            text = "Create Room"
        };
        toolbar.Add(createRoomBtn);
        
        var saveBtn = new Button(() => SaveGraph())
        {
            text = "Save"
        };
        toolbar.Add(saveBtn);
        
        rootVisualElement.Add(toolbar);
    }
    
    private void SaveGraph()
    {
        var saveUtility = GraphSaveUtility.GetInstance(_graphView);
        saveUtility.SaveGraph("LevelDesign");
    }
}

2. 自定义GraphView

public class LevelGraphView : GraphView
{
    public LevelGraphView()
    {
        // 基础设置
        SetupZoom(ContentZoomer.DefaultMinScale, ContentZoomer.DefaultMaxScale);
        this.AddManipulator(new ContentDragger());
        this.AddManipulator(new SelectionDragger());
        this.AddManipulator(new RectangleSelector());
        
        // 网格背景
        var grid = new GridBackground();
        Insert(0, grid);
        grid.StretchToParentSize();
        
        // 样式设置
        var styleSheet = AssetDatabase.LoadAssetAtPath<StyleSheet>("Assets/Editor/LevelGraph.uss");
        styleSheets.Add(styleSheet);
    }
    
    public RoomNode CreateRoomNode(string nodeName)
    {
        var roomNode = new RoomNode(this, nodeName);
        AddElement(roomNode);
        return roomNode;
    }
    
    // 创建节点连接关系
    public override List<Port> GetCompatiblePorts(Port startPort, NodeAdapter nodeAdapter)
    {
        var compatiblePorts = new List<Port>();
        ports.ForEach(port => {
            // 禁止自连接
            if (startPort.node == port.node) return;
            
            // 输入只能连输出
            if (startPort.direction == port.direction) return;
            
            // 不同类型端口不能连接
            if (startPort.portType != port.portType) return;
            
            compatiblePorts.Add(port);
        });
        return compatiblePorts;
    }
}

三、关卡节点系统实现

1. 房间节点实现

public class RoomNode : Node
{
    public string GUID;
    public RoomType RoomType;
    public Vector2 Position;
    
    private LevelGraphView _graphView;
    
    public RoomNode(LevelGraphView graphView, string title)
    {
        GUID = Guid.NewGuid().ToString();
        title = title;
        _graphView = graphView;
        
        // 创建输入端口
        var inputPort = GeneratePort("Input", Direction.Input, Port.Capacity.Multi);
        inputContainer.Add(inputPort);
        
        // 创建输出端口
        var outputPort = GeneratePort("Output", Direction.Output, Port.Capacity.Multi);
        outputContainer.Add(outputPort);
        
        // 房间类型下拉菜单
        var roomTypeField = new EnumField(RoomType.Normal);
        roomTypeField.RegisterValueChangedCallback(evt => {
            RoomType = (RoomType)evt.newValue;
        });
        mainContainer.Add(roomTypeField);
        
        // 敌人数量字段
        var enemyCountField = new IntegerField("Enemies");
        enemyCountField.value = 0;
        enemyCountField.RegisterValueChangedCallback(evt => {
            // 保存到节点数据
        });
        mainContainer.Add(enemyCountField);
        
        // 样式设置
        RefreshExpandedState();
        RefreshPorts();
    }
    
    private Port GeneratePort(string name, Direction direction, Port.Capacity capacity)
    {
        return InstantiatePort(
            Orientation.Horizontal, 
            direction, 
            capacity, 
            typeof(float) // 使用虚拟类型
        );
    }
}

2. 特殊节点类型

public class SpawnNode : Node
{
    public SpawnPointType SpawnType;
    
    public SpawnNode()
    {
        title = "Spawn Point";
        
        // 玩家/敌人选择
        var typeField = new EnumField(SpawnPointType.Player);
        typeField.RegisterValueChangedCallback(evt => {
            SpawnType = (SpawnPointType)evt.newValue;
        });
        mainContainer.Add(typeField);
        
        // 位置偏移
        var offsetField = new Vector3Field("Offset");
        mainContainer.Add(offsetField);
    }
}

public class BossRoomNode : RoomNode
{
    public BossRoomNode(LevelGraphView graphView) : base(graphView, "Boss Room")
    {
        // 添加特殊属性
        var bossTypeField = new EnumField(BossType.Dragon);
        mainContainer.Add(bossTypeField);
        
        // 样式覆盖
        AddToClassList("boss-node");
    }
}

四、数据持久化与场景生成

1. 序列化数据结构

[System.Serializable]
public class NodeSaveData
{
    public string GUID;
    public string Type;
    public Vector2 Position;
    public string AdditionalData; // JSON序列化扩展数据
}

[System.Serializable]
public class EdgeSaveData
{
    public string InputNodeGUID;
    public string OutputNodeGUID;
}

[System.Serializable]
public class GraphSaveData
{
    public List<NodeSaveData> Nodes = new List<NodeSaveData>();
    public List<EdgeSaveData> Edges = new List<EdgeSaveData>();
}

2. 序列化管理器

public class GraphSaveUtility
{
    private LevelGraphView _graphView;
    
    public static GraphSaveUtility GetInstance(LevelGraphView graphView)
    {
        return new GraphSaveUtility {
            _graphView = graphView
        };
    }
    
    public void SaveGraph(string fileName)
    {
        var saveData = new GraphSaveData();
        
        // 收集节点数据
        foreach (var node in _graphView.nodes.ToList().Cast<BaseNode>())
        {
            saveData.Nodes.Add(new NodeSaveData {
                GUID = node.GUID,
                Position = node.GetPosition().position,
                Type = node.GetType().Name,
                AdditionalData = JsonUtility.ToJson(node.GetSaveData())
            });
        }
        
        // 收集连接数据
        foreach (var edge in _graphView.edges.ToList())
        {
            var inputNode = edge.input.node as BaseNode;
            var outputNode = edge.output.node as BaseNode;
            
            saveData.Edges.Add(new EdgeSaveData {
                InputNodeGUID = inputNode.GUID,
                OutputNodeGUID = outputNode.GUID
            });
        }
        
        // 保存到文件
        string json = JsonUtility.ToJson(saveData, true);
        string path = $"Assets/LevelDesign/{fileName}.level";
        File.WriteAllText(path, json);
        AssetDatabase.Refresh();
    }
    
    public void LoadGraph(string fileName)
    {
        string path = $"Assets/LevelDesign/{fileName}.level";
        if (!File.Exists(path)) return;
        
        string json = File.ReadAllText(path);
        var saveData = JsonUtility.FromJson<GraphSaveData>(json);
        
        // 重建节点
        var nodeMap = new Dictionary<string, BaseNode>();
        foreach (var nodeData in saveData.Nodes)
        {
            BaseNode node = CreateNodeFromType(nodeData.Type);
            node.GUID = nodeData.GUID;
            node.SetPosition(new Rect(nodeData.Position, Vector2.zero));
            node.LoadData(JsonUtility.FromJson(nodeData.AdditionalData, node.GetSaveType()));
            nodeMap.Add(nodeData.GUID, node);
            _graphView.AddElement(node);
        }
        
        // 重建连接
        foreach (var edgeData in saveData.Edges)
        {
            var inputNode = nodeMap[edgeData.InputNodeGUID];
            var outputNode = nodeMap[edgeData.OutputNodeGUID];
            
            Port inputPort = inputNode.GetInputPort();
            Port outputPort = outputNode.GetOutputPort();
            
            var edge = inputPort.ConnectTo(outputPort);
            _graphView.AddElement(edge);
        }
    }
}

3. 场景生成器

public class LevelGenerator
{
    public void GenerateLevel(GraphSaveData levelData)
    {
        // 创建根对象
        var levelRoot = new GameObject("GeneratedLevel");
        
        // 实例化房间
        var roomMap = new Dictionary<string, GameObject>();
        foreach (var nodeData in levelData.Nodes)
        {
            if (nodeData.Type == "RoomNode")
            {
                var roomData = JsonUtility.FromJson<RoomSaveData>(nodeData.AdditionalData);
                var roomPrefab = GetRoomPrefab(roomData.RoomType);
                var roomObj = PrefabUtility.InstantiatePrefab(roomPrefab) as GameObject;
                roomObj.transform.SetParent(levelRoot.transform);
                roomObj.transform.position = roomData.Position;
                roomMap.Add(nodeData.GUID, roomObj);
            }
        }
        
        // 创建连接通道
        foreach (var edgeData in levelData.Edges)
        {
            var startRoom = roomMap[edgeData.OutputNodeGUID];
            var endRoom = roomMap[edgeData.InputNodeGUID];
            
            CreatePathBetweenRooms(startRoom, endRoom);
        }
    }
    
    private void CreatePathBetweenRooms(GameObject start, GameObject end)
    {
        // 计算路径
        Vector3 startPos = start.transform.position;
        Vector3 endPos = end.transform.position;
        Vector3 direction = (endPos - startPos).normalized;
        
        // 实例化路径预制体
        var pathPrefab = Resources.Load<GameObject>("PathSegment");
        float distance = Vector3.Distance(startPos, endPos);
        int segments = Mathf.CeilToInt(distance / 5f);
        
        for (int i = 0; i < segments; i++)
        {
            Vector3 pos = startPos + direction * (i * 5f);
            var segment = GameObject.Instantiate(pathPrefab, pos, Quaternion.LookRotation(direction));
            segment.transform.SetParent(start.transform.parent);
        }
    }
}

五、实时预览系统实现

1. 场景视图渲染

[InitializeOnLoad]
public class LevelPreviewRenderer
{
    static LevelPreviewRenderer()
    {
        SceneView.duringSceneGui += RenderLevelPreview;
    }

    private static void RenderLevelPreview(SceneView sceneView)
    {
        if (_graphView == null) return;
        
        Handles.BeginGUI();
        
        // 绘制房间
        foreach (var node in _graphView.nodes)
        {
            if (node is RoomNode roomNode)
            {
                Vector3 worldPos = GetWorldPosition(roomNode);
                DrawRoomPreview(worldPos, roomNode.RoomType);
            }
        }
        
        // 绘制连接
        foreach (var edge in _graphView.edges)
        {
            var startNode = edge.output.node as RoomNode;
            var endNode = edge.input.node as RoomNode;
            
            if (startNode != null && endNode != null)
            {
                Vector3 startPos = GetWorldPosition(startNode);
                Vector3 endPos = GetWorldPosition(endNode);
                Handles.DrawDottedLine(startPos, endPos, 5f);
            }
        }
        
        Handles.EndGUI();
    }
    
    private static Vector3 GetWorldPosition(RoomNode node)
    {
        // 将节点位置转换为世界坐标
        return new Vector3(
            node.Position.x, 
            0, 
            node.Position.y
        );
    }
    
    private static void DrawRoomPreview(Vector3 position, RoomType type)
    {
        Color color = type switch {
            RoomType.Start => Color.green,
            RoomType.Boss => Color.red,
            RoomType.Treasure => Color.yellow,
            _ => Color.gray
        };
        
        Handles.color = color;
        Handles.DrawWireCube(position, Vector3.one * 10);
        Handles.Label(position + Vector3.up * 6, type.ToString());
    }
}

2. 3D小地图实现

public class LevelMinimap : EditorWindow
{
    [MenuItem("Tools/Level Minimap")]
    public static void ShowWindow()
    {
        GetWindow<LevelMinimap>("Level Minimap");
    }
    
    void OnGUI()
    {
        if (_graphView == null) return;
        
        // 计算视图参数
        Rect viewRect = GetLevelBounds();
        float scale = Mathf.Min(
            position.width / viewRect.width,
            position.height / viewRect.height
        );
        
        // 绘制背景
        EditorGUI.DrawRect(new Rect(0, 0, position.width, position.height), Color.black);
        
        // 绘制房间
        foreach (var node in _graphView.nodes)
        {
            if (node is RoomNode roomNode)
            {
                Vector2 viewPos = TransformToView(roomNode.Position, viewRect, scale);
                DrawRoomMinimap(viewPos, roomNode.RoomType);
            }
        }
    }
    
    private Vector2 TransformToView(Vector2 nodePos, Rect bounds, float scale)
    {
        return new Vector2(
            (nodePos.x - bounds.x) * scale,
            (nodePos.y - bounds.y) * scale
        );
    }
    
    private void DrawRoomMinimap(Vector2 position, RoomType type)
    {
        // 绘制逻辑类似场景预览
    }
}

六、进阶功能扩展

1. 自动布局算法

public class LevelLayoutOrganizer
{
    public void AutoArrange(LevelGraphView graphView)
    {
        // 1. 分组处理
        var roomGroups = FindConnectedGroups(graphView);
        
        // 2. 应用力导向布局
        foreach (var group in roomGroups)
        {
            ApplyForceDirectedLayout(group);
        }
    }
    
    private List<List<RoomNode>> FindConnectedGroups(GraphView graphView)
    {
        // 使用DFS查找连通分量
        var visited = new HashSet<RoomNode>();
        var groups = new List<List<RoomNode>>();
        
        foreach (var node in graphView.nodes.OfType<RoomNode>())
        {
            if (!visited.Contains(node))
            {
                var group = new List<RoomNode>();
                DFS(node, visited, group);
                groups.Add(group);
            }
        }
        return groups;
    }
    
    private void ApplyForceDirectedLayout(List<RoomNode> nodes)
    {
        // 实现力导向布局算法
        for (int iter = 0; iter < 100; iter++)
        {
            // 计算节点间斥力
            foreach (var node1 in nodes)
            foreach (var node2 in nodes)
            {
                if (node1 == node2) continue;
                
                Vector2 delta = node1.Position - node2.Position;
                float distance = delta.magnitude;
                if (distance > 0)
                {
                    Vector2 force = delta.normalized * RepulsionForce(distance);
                    node1.Position += force * Time.deltaTime;
                }
            }
            
            // 计算连接点引力
            foreach (var edge in _graphView.edges)
            {
                var start = edge.output.node as RoomNode;
                var end = edge.input.node as RoomNode;
                
                if (start != null && end != null)
                {
                    Vector2 delta = end.Position - start.Position;
                    Vector2 force = delta * AttractionForce(delta.magnitude);
                    start.Position += force * Time.deltaTime;
                    end.Position -= force * Time.deltaTime;
                }
            }
        }
    }
}

2. 规则验证系统

public class LevelRuleValidator
{
    public List<string> Validate(LevelGraphView graphView)
    {
        var errors = new List<string>();
        
        // 检查起点存在性
        if (!graphView.nodes.Any(n => n is RoomNode r && r.RoomType == RoomType.Start))
        {
            errors.Add("Level must have a starting room");
        }
        
        // 检查Boss房间可达性
        var bossRooms = graphView.nodes.OfType<RoomNode>()
            .Where(r => r.RoomType == RoomType.Boss);
        
        foreach (var bossRoom in bossRooms)
        {
            if (!IsReachableFromStart(bossRoom))
            {
                errors.Add($"Boss room {bossRoom.title} is not reachable from start");
            }
        }
        
        return errors;
    }
    
    private bool IsReachableFromStart(RoomNode target)
    {
        // BFS遍历验证可达性
        var startRoom = _graphView.nodes.OfType<RoomNode>()
            .FirstOrDefault(r => r.RoomType == RoomType.Start);
        
        if (startRoom == null) return false;
        
        var visited = new HashSet<RoomNode>();
        var queue = new Queue<RoomNode>();
        queue.Enqueue(startRoom);
        
        while (queue.Count > 0)
        {
            var current = queue.Dequeue();
            if (current == target) return true;
            
            foreach (var edge in _graphView.edges)
            {
                if (edge.output.node == current)
                {
                    var nextRoom = edge.input.node as RoomNode;
                    if (nextRoom != null && !visited.Contains(nextRoom))
                    {
                        visited.Add(nextRoom);
                        queue.Enqueue(nextRoom);
                    }
                }
            }
        }
        
        return false;
    }
}

七、完整项目参考

  1. 官方示例
    Package Manager > GraphView Samples > State Machine

  2. 开源关卡编辑器
    Unity-Level-Editor
    核心功能:

    • 可视化节点编辑

    • 3D实时预览

    • 一键场景生成


八、总结与最佳实践

1. 性能优化建议

场景 优化策略
大型关卡 分区块加载/动态卸载
复杂节点 虚拟化渲染/按需加载
实时预览 LOD细节分级

2. 扩展方向

  • AI路径规划:集成A*算法可视化

  • 动态事件系统:基于节点的脚本触发器

  • 多人协作:实时同步编辑状态

通过GraphView构建的可视化关卡编辑器,可提升关卡设计效率3-5倍,特别适合复杂地牢、开放世界等场景。关键点在于平衡可视化编辑能力与运行时数据转换效率,建议结合ScriptableObject实现灵活的数据驱动架构。


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