Example #1
0
    // 重写Inspector检视面板
    public override void OnInspectorGUI()
    {
        np.StartInit       = EditorGUILayout.Toggle("运行显示", np.StartInit);
        np.StartDataConfig = EditorGUILayout.Toggle("启用数据", np.StartDataConfig);
        if (!string.IsNullOrEmpty(np.mDataConfig))
        {
            if (GUILayout.Button("删除数据文件"))
            {
                np.mDataConfig = null;
            }
        }
        //数据序列化
        if (np.StartDataConfig)
        {
            if (!string.IsNullOrEmpty(np.mDataConfig))
            {
                GUILayout.Label("---------------------------------------------------");
                GUILayout.Label("数据解析:" + np.mDataConfig);
                GUILayout.Label("---------------------------------------------------");
            }
            if (np.mUnitObject != null)
            {
                MyEdior.DrawConverter.DrawObject(np.mUnitObject, null);
                if (GUILayout.Button("保存数据"))
                {
                    np.mDataConfig = StringSerialize.Serialize(np.mUnitObject);
                }
            }
        }

        string tempName = np.StartConfig ? "保存配置" : "Delete";

        mSelectPrefab.InitGUI();
        np.nTypeKey = mSelectPrefab.getSelectKey();

        if (mCurSelectName != np.nTypeKey)
        {
            mCurSelectName = np.nTypeKey;
        }
        if (np.mUnitObject == null)
        {
            GUILayout.Space(10);
            if (GUILayout.Button("Create"))
            {
                np.SetActive(true);
            }
        }
        else
        {
            GUILayout.Space(10);
            if (GUILayout.Button(tempName))
            {
                GameObject.DestroyImmediate(np.mUnitObject.gameObject);
            }
        }

        MyEdior.KeepScene();
    }
Example #2
0
    // 重写Inspector检视面板
    public override void OnInspectorGUI()
    {
        KeyStr = np.mKey;
        EditorGUILayout.LabelField("带有 " + KeyStr + " 的物体将会自动保存");
        nChangeKey = EditorGUILayout.Toggle("打开Key修改按钮", nChangeKey);

        if (nChangeKey)
        {
            GUILayout.Label("输入要保存的Key:");
            np.mKey = GUILayout.TextField(np.mKey);
            if (np.mKey == null || np.mKey == "")
            {
                np.mKey = "F_";
            }
        }

        nOpenCreate = EditorGUILayout.Toggle("打开创建按钮", nOpenCreate);
        if (nOpenCreate)
        {
            mSelectPrefab.InitGUI();
            GUILayout.Space(10);
            if (GUILayout.Button("Create"))
            {
                SceneManager.instance.Create(mSelectPrefab.getSelectKey(), np.gameObject);
            }
        }
        else
        {
            GUILayout.Space(10);
            if (isUpdateShow)
            {
                EditorGUILayout.LabelField("有更新,请点击Apply进行更新");
            }
            if (GUILayout.Button("Apply"))
            {
                applyData();
            }
        }
        MyEdior.KeepScene();
    }