/// <summary> /// 武器编辑窗口 /// </summary> /// <param name="windowID"></param> void WeaponWindowFunc(int windowID) { InitWeaponGroups(); var weapon = MagicSwordControl.instance.curMagicSword; var info = TextControl.instance.MagicSwordInfo(weapon); UnityHelper.DrawText("名称", info[0]); UnityHelper.DrawText(info[1]); UnityHelper.DrawText("--词条--"); if (weapon.magicSwordName != MagicSwordName.None) { //词条 for (var i = 0; i < weapon.magicSwordEntrys.Count; i++) { int entryIdx = i; var entry = weapon.magicSwordEntrys[i]; var selectName = entry.magicSwordEntryName as System.Object; GUILayout.BeginHorizontal(); if (UnityHelper.DrawPopupToggleGroup(ref selectName, $"词条{i + 1}", weaponGroups, inline: true)) { LogF($"{i} {entry.magicSwordEntryName} 选择了 {selectName}"); ChangeWeapon(i, (MagicSwordEntryName)selectName, entry.values * 100); // entry.magicSwordEntryName = (MagicSwordEntryName)selectName; } // GUILayout.Label($"{entry.values}"); var entryVal = (int)(entry.values * 100); if (UnityHelper.DrawField(ref entryVal)) { LogF($"{i} {entry.magicSwordEntryName} 选择了 {entryVal}"); ChangeWeapon(i, entry.magicSwordEntryName, entryVal); } GUILayout.EndHorizontal(); } } GUI.DragWindow(new Rect(0, 0, 10000, 10000)); }