private void drawSectionSelect() //总体的区域选择 { int sectionIndex = -1; EditorGUILayout.BeginHorizontal(); for (int i = 0; i < sectionSelectTip.Length; i++) { GUIStyle style = GUI.skin.button; if (activeSection == sectionSelectSections[i]) { style = GUI.skin.box; } if (GUILayout.Button(new GUIContent(sectionSelectTip[i], sectionSelectTip[i]), style, GUILayout.Height(36), GUILayout.Width(80))) { sectionIndex = i; } } EditorGUILayout.EndHorizontal(); if (sectionIndex != -1) { activeSection = sectionSelectSections[sectionIndex]; for (int i = 0; i < sectionSelectSections.Length; i++) { if (sectionSelectSections[i] != null) { sectionSelectSections[i].isActive = false; } } if (activeSection != null) { activeSection.isActive = true; } } }
void OnEnable() { //terrainCreator = new TerrainSliceCreator(this); //terrainCreator.OnEnable(); //objectSlice = new SceneObjectSlice(this); //objectSlice.OnEnable(); //terrain2Mesh = new Terrain2Mesh(this); //terrain2Mesh.OnEnable(); lightBaker = new BatchLightBaker(this); lightBaker.OnEnable(); //quadTreeTool = new QuadTreeTool(this); //quadTreeTool.OnEnable(); sectionSelectSections = new EditorWindowSection[] { lightBaker }; activeSection = lightBaker; //activeSection = terrainCreator; }