public ED_ActorCom CreateActor(ActorCnf actorData) { ED_MapAreaCom areaCom = GetArea(); if (areaCom == null) { Debug.LogError("创建地图失败,没有区域!!!!"); return(null); } if (startUid > endUid) { Debug.LogError("此地图Uid已用完!!!!"); return(null); } ED_ActorCom actorCom = MapEditorDef.CreateActorGo(); actorCom.Init(CalcActorUid(), actorData.id, actorData.name, actorData.isPlayer, this); //预制体 if (actorData.prefab != null) { GameObject actorPrefab = (GameObject)PrefabUtility.InstantiatePrefab(actorData.prefab.GetObj()); MapEditorHelper.SetParent(actorPrefab.gameObject, actorCom.gameObject); } areaCom.AddActor(actorCom); return(actorCom); }
private void OnGUI() { if (!ContextDataCache.TryGetContextData <GUIStyle>("BigLabel", out var bigLabel)) { bigLabel.value = new GUIStyle(GUI.skin.label); bigLabel.value.fontSize = 18; bigLabel.value.fontStyle = FontStyle.Bold; bigLabel.value.alignment = TextAnchor.MiddleLeft; bigLabel.value.stretchWidth = true; } //工具栏 GUILayoutExtension.HorizontalGroup(() => { string selMap = currSelMap == null ? "Null" : currSelMap.mapId.ToString(); GUILayout.Label($"当前地图:{selMap}", bigLabel.value); if (GUILayout.Button("加载地图", GUILayout.Width(BtnWidth), GUILayout.Height(BtnHeight))) { List <string> mapNames = new List <string>(); for (int i = 0; i < maps.Count; i++) { mapNames.Add(maps[i].mapId.ToString()); } MiscHelper.Menu(mapNames, (string selMap) => { ED_MapCom mapAsset = GetMap(int.Parse(selMap)); GameObject mapGo = (GameObject)PrefabUtility.InstantiatePrefab(mapAsset.gameObject); OnChangeMap(mapGo.GetComponent <ED_MapCom>()); }); } if (currSelMap != null) { if (GUILayout.Button("保存地图", GUILayout.Width(BtnWidth), GUILayout.Height(BtnHeight))) { SaveMap(currSelMap); Refresh(); } } if (GUILayout.Button("新建地图", GUILayout.Width(BtnWidth), GUILayout.Height(BtnHeight))) { MiscHelper.Input("输入地图Id", (string x) => { if (GetMap(int.Parse(x)) != null) { Debug.LogError($"地图Id重复>>>>{x}"); return; } SaveMap(currSelMap); ED_MapCom mapCom = MapEditorDef.CreateMapGo(x); mapCom.SetUid(GetMapStartUid()); OnChangeMap(mapCom); }); } if (GUILayout.Button("导出所有配置", GUILayout.Width(BtnWidth), GUILayout.Height(BtnHeight))) { ED_MapCom.ActorCnfs = MapEditorWindow.ActorCnfs; List <ED_MapCom> maps = MapSetting.GetAllMaps(); for (int i = 0; i < maps.Count; i++) { GameObject mapGo = GameObject.Instantiate(maps[i].gameObject); ED_MapCom eD_MapCom = mapGo.GetComponent <ED_MapCom>(); MapModel model = eD_MapCom.ExportData(); string filePath = MapSetting.GetMapModelSavePath(model.mapId.ToString()); IOHelper.WriteText(JsonMapper.ToJson(model), filePath); DestroyImmediate(eD_MapCom.gameObject); Debug.Log($"地图配置生成成功>>>>{filePath}"); } AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); } }, GUILayout.Height(50)); GUILayoutExtension.HorizontalGroup(() => { //演员分组列表 GUILayoutExtension.VerticalGroup(() => { GUILayout.Label("演员列表", bigLabel.value); for (int i = 0; i < ActorCnfs.Count; i++) { if (GUILayout.Button($"{ActorCnfs[i].name}-{ActorCnfs[i].id}", GUILayout.Width(100), GUILayout.Height(BtnHeight))) { ED_ActorCom actorCom = currSelMap.CreateActor(ActorCnfs[i]); Selection.activeObject = actorCom; } } }, GUILayout.Width(50)); }); }