void WindowFunction(int windowID) { GUILayout.BeginScrollView(Vector2.zero); var pa = PlayerAnimControl.instance; var pp = pa.playerParameter; UnityHelper.DrawText("HP", $"{pp.HP}/{pp.MAX_HP}"); UnityHelper.DrawText("MP", $"{pp.MP}/{pp.MAX_MP}"); UnityHelper.DrawText("ATK_MEELE", pp.ATK_MEELE); UnityHelper.DrawText("base_atk_meele", pp.base_atk_meele); UnityHelper.DrawText("equip_atk_meele", pp.EQUIP_ATK_MEELE); UnityHelper.DrawText("近战攻击额外%", pp.BONUS_ATK_MEELE_PERCENT); UnityHelper.DrawText("远程攻击", pp.ATK_BLADEBOLT); UnityHelper.DrawText("防御", pp.DEFENSE); UnityHelper.DrawText("攻击速度", pp.ATTACK_SPEED); UnityHelper.DrawText("移动速度", pp.RUN_SPEED); for (int index = 0; index < pa.buffAction.buffs.Count; ++index) { var text = ""; var cBuff = PlayerAnimControl.instance.buffAction.buffs[index]; if (cBuff.buffOverlap == BuffOverlap.StackedLayer || cBuff.buffOverlap == BuffOverlap.Dot) { text = cBuff.buffName + "-值" + cBuff.value.ToString() + ":剩:" + cBuff.curtimer.ToString("0.0") + "/" + cBuff.excuteTime.ToString() + ":层数:" + cBuff.stackLayer.ToString() + "/" + cBuff.StackedLayerMaxLimit.ToString(); } else { text = cBuff.buffName + "-值" + cBuff.value.ToString() + ":剩:" + cBuff.curtimer.ToString("0.0") + "/" + cBuff.excuteTime.ToString(); } UnityHelper.DrawText(text, fontSize: 12); } GUILayout.EndScrollView(); GUI.DragWindow(new Rect(0, 0, 10000, 10000)); }
/// <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)); }