public void CreatePlayerCutscene() { EditorGUILayout.LabelField("第四步:创建剧情运行配置文本"); EditorGUILayout.BeginHorizontal("box"); // SavePathRect = ; //将上面的框作为文本输入框 _PlayCutsceneFilePath = EditorGUI.TextField(EditorGUILayout.GetControlRect(true, GUILayout.ExpandWidth(true)), _PlayCutsceneFilePath); UtilityTools.DropToTextFiled(SavePathRect, ref _PlayCutsceneFilePath); FileTools.GetFileNameWithoutExtionAndFullPath(_PlayCutsceneFilePath, ref _PlayCutsceneFilePath); if (GUILayout.Button("复制运行文本")) { if (_ActiveDestionScene == null) { _ActiveDestionScene = EditorSceneManager.OpenScene(_DestiionSceneName, OpenSceneMode.Additive); } EditorSceneManager.SetActiveScene(_ActiveDestionScene); GameObject player = GameObject.Find("CutsceneSequencePlayer"); if (player == null) { player = new GameObject("CutsceneSequencePlayer"); } CutsceneSequencePlayer playercutscene = player.GetComponent <CutsceneSequencePlayer>(); if (playercutscene == null) { playercutscene = player.AddComponent <CutsceneSequencePlayer>(); } playercutscene.fileName = _PlayCutsceneFilePath; } EditorGUILayout.EndHorizontal(); }
public void SetSceneSavePath(int i) { EditorGUILayout.BeginHorizontal(EditorStyles.textArea); EditorGUILayout.LabelField("场景配置文件的路径"); //获得一个长300的框 SavePathRect = EditorGUILayout.GetControlRect(true, GUILayout.ExpandWidth(true)); //将上面的框作为文本输入框 string vaule = EditorGUI.TextField(SavePathRect, _SceneSavePathList[i]).ToString(); UtilityTools.DropToTextFiled(SavePathRect, ref vaule); _SceneSavePathList[i] = vaule; if (GUILayout.Button("拼接")) { Debug.Log(_SceneSavePathList[i]); //打开对应场景,进行拼接 SplitJointCutscene.ReplaceArt("CutSceneArt", "CutScene", _SceneSavePathList[i], _DestiionSceneName, null, "CutScene"); SplitJointCutscene.ReplaceArt("PathArt", "Path", _SceneSavePathList[i], _DestiionSceneName, null, "CutScenePath"); } EditorGUILayout.EndHorizontal(); }