Esempio n. 1
0
        /// <summary>
        /// 获取所有的Map路径
        /// </summary>
        /// <returns></returns>
        public static List <string> GetMapScenePath()
        {
            List <string>    mapPaths     = new List <string>();
            string           mapScenePath = "";
            MapEditorSetting mapSetting   = MapEditorUtility.GetMapEditorSetting();

            if (mapSetting != null)
            {
                mapScenePath = mapSetting.m_MapSavePath;
            }
            string[] mapPathArray = AssetDatabase.FindAssets("t:Scene", new string[] { mapScenePath });
            if (mapPathArray != null && mapPathArray.Length > 0)
            {
                for (int iMap = 0; iMap < mapPathArray.Length; iMap++)
                {
                    string   assetPath = AssetDatabase.GUIDToAssetPath(mapPathArray[iMap]);
                    string[] pathSplit = assetPath.Split('/');
                    if (pathSplit != null && pathSplit.Length > 0)
                    {
                        if (pathSplit[pathSplit.Length - 1].Contains("Map_"))
                        {
                            mapPaths.Add(assetPath);
                        }
                    }
                }
            }
            return(mapPaths);
        }
Esempio n. 2
0
        protected override IEnumerator DoExport()
        {
            if (m_IsCleanAll)
            {
                //TODO:导出前先清除所有的unit
                MapEditorSetting mapEditorSetting = MapEditorUtility.GetMapEditorSetting();
                string           exportAssetPath  = string.Format("{0}/{1}"
                                                                  , mapEditorSetting.AssetExportDirectory
                                                                  , Constants.UNIT_PREFAB_EXPORT_DIRECTORY);
                exportAssetPath = MapEditorUtility.GetFullPath(exportAssetPath);

                string[] unitFiles = Directory.GetFiles(exportAssetPath, "*.prefab", SearchOption.AllDirectories);

                if (unitFiles != null && unitFiles.Length > 0)
                {
                    UTF8Encoding utf8 = new UTF8Encoding(false);
                    for (int iFile = 0; iFile < unitFiles.Length; iFile++)
                    {
                        EditorUtility.DisplayProgressBar("删除所有unit", unitFiles[iFile], iFile * 1.0f / unitFiles.Length);
                        File.Delete(unitFiles[iFile]);
                        yield return(null);
                    }
                }
                EditorUtility.ClearProgressBar();
                AssetDatabase.Refresh();
            }
            yield return(null);

            if (m_MapPaths != null && m_MapPaths.Count > 0)
            {
                for (int iMap = 0; iMap < m_MapPaths.Count; iMap++)
                {
                    string       mapPath         = m_MapPaths[iMap];
                    Scene        iterScene       = EditorSceneManager.OpenScene(mapPath, OpenSceneMode.Single);
                    GameObject[] rootGameObjects = iterScene.GetRootGameObjects();
                    for (int iRootGameObject = 0; iRootGameObject < rootGameObjects.Length; iRootGameObject++)
                    {
                        GameObject iterGameObject = rootGameObjects[iRootGameObject];
                        Map        iterMap        = iterGameObject.GetComponent <Map>();
                        if (iterMap)
                        {
                            ExporterHandle handle = iterMap.ExportMap();
                            while (!handle.IsDone)
                            {
                                yield return(null);
                            }
                        }
                    }
                }
            }
            yield return(null);

            ///导出所有结束后 把公用unit放到单独目录下
            IEnumerator findCommonUnitsEnumerator = new Exporter().FindCommonUnits();

            while (findCommonUnitsEnumerator.MoveNext())
            {
                yield return(null);
            }
        }
Esempio n. 3
0
 private void OnEnable()
 {
     m_MapSetting              = MapEditorUtility.GetMapEditorSetting();
     m_MapTempletePath         = m_MapSetting.m_MapTempletePath;
     m_MapSavePath             = m_MapSetting.m_MapSavePath;
     m_AreaSpawnerTempletePath = m_MapSetting.m_AreaSpawnerTempletePath;
 }
        private void OnEnable()
        {
            m_SelectTypeIndex = 0;
            if (m_RelationSceneList == null)
            {
                m_RelationSceneList = new List <string>();
            }
            m_RelationSceneList.Clear();
            string           mapScenePath = "";
            MapEditorSetting mapSetting   = MapEditorUtility.GetMapEditorSetting();

            if (mapSetting != null)
            {
                mapScenePath = mapSetting.m_MapSavePath;
            }
            string[] mapPathArray = AssetDatabase.FindAssets("t:Scene", new string[] { mapScenePath });
            if (mapPathArray != null && mapPathArray.Length > 0)
            {
                for (int iMap = 0; iMap < mapPathArray.Length; iMap++)
                {
                    string   assetPath = AssetDatabase.GUIDToAssetPath(mapPathArray[iMap]);
                    string[] pathSplit = assetPath.Split('/');
                    if (pathSplit != null && pathSplit.Length > 0)
                    {
                        if (pathSplit[pathSplit.Length - 1].Contains("Map_"))
                        {
                            m_RelationSceneList.Add(assetPath);
                        }
                    }
                }
            }
        }
Esempio n. 5
0
            public void InitMapUids()
            {
                _MapUids = new List <uint>();

                MapEditorSetting mapEditorSetting = MapEditorUtility.GetMapEditorSetting();

                string[] mapPathArray = AssetDatabase.FindAssets("t:Scene", new string[] { mapEditorSetting != null ? mapEditorSetting.m_MapSavePath : "" });
                if (mapPathArray == null)
                {
                    return;
                }

                for (int iMap = 0; iMap < mapPathArray.Length; iMap++)
                {
                    string   assetPath      = AssetDatabase.GUIDToAssetPath(mapPathArray[iMap]);
                    string[] pathSplitArray = assetPath.Split('/');
                    if (pathSplitArray.Length == 0)
                    {
                        continue;
                    }

                    string pathSplit = pathSplitArray[pathSplitArray.Length - 1];
                    if (!pathSplit.Contains("Map_"))
                    {
                        continue;
                    }
                    pathSplit = pathSplit.Replace(".unity", "");

                    string[] splitPath = pathSplit.Split('/');
                    if (splitPath.Length == 0)
                    {
                        continue;
                    }

                    string showPath = splitPath[splitPath.Length - 1];
                    if (string.IsNullOrEmpty(showPath))
                    {
                        continue;
                    }

                    string[] showPathArray = showPath.Split('_');
                    if (showPathArray.Length != 2)
                    {
                        continue;
                    }

                    if (uint.TryParse(showPathArray[1], out uint result) &&
                        result > 0)
                    {
                        _MapUids.Add(result);
                    }
                }
            }
Esempio n. 6
0
        private string GetMapScenePath()
        {
            string           sceneName  = "";
            MapEditorSetting mapSetting = MapEditorUtility.GetMapEditorSetting();

            if (mapSetting != null)
            {
                sceneName = mapSetting.m_MapSavePath;
            }
            string scenePath = string.Format("{0}\\Map_{1}.unity"
                                             , sceneName
                                             , this.m_MapId);

            scenePath = scenePath.Replace("\\", "/");
            return(scenePath);
        }
Esempio n. 7
0
		/// <summary>
		/// 初始化
		/// </summary>
		public void Init()
		{
            m_GamingSetting = GamingMapEditorUtility.GetGamingMapEditorSetting();
            m_MapSetting = MapEditorUtility.GetMapEditorSetting();
            m_SelectIndex = -1;
			m_GuiStyle = new GUIStyle();
			m_GuiStyle.fontSize = 20;
			m_GuiStyle.fontStyle = FontStyle.BoldAndItalic;
			m_GuiContentArray = new GUIContent[] { new GUIContent("创建地图配置"), new GUIContent("打开地图配置列表"),new GUIContent("创建地图") };

			m_GamingMapPath = m_GamingSetting.m_GamingMapPath;
			m_GamingMapTemplete = m_GamingSetting.m_GamingMapTemplete;
			m_GamingAreaTemplete = m_GamingSetting.m_GamingAreaTemplete;
			m_ConfigPath = m_GamingSetting.m_ConfigPath;
			m_JsonPath = m_GamingSetting.m_JsonPath;
			m_CreatureTempletePath = m_GamingSetting.m_CreatureTempletePath;
			m_LocationTempletePath = m_GamingSetting.m_LocationTempletePath;
            m_LeapTempletePath = m_GamingSetting.m_LeapTempletePath;
            m_TriggerTempletePath = m_GamingSetting.m_TriggerTempletePath;
            m_MaxShipPath = m_GamingSetting.m_MaxShipPath;
            m_StarMapPath = m_GamingSetting.m_StarMapPath;
            m_SpacecraftPropertyPath = m_GamingSetting.m_SpacecraftPropertyPath;

            m_MapTempletePath = m_MapSetting.m_MapTempletePath;
            m_TreasurePrefabSavePath = m_MapSetting.m_TreasurePrefabSavePath;
            m_MapSavePath = m_MapSetting.m_MapSavePath;
			m_AreaSpawnerTempletePath = m_MapSetting.m_AreaSpawnerTempletePath;
            m_ColliderSavePath = m_MapSetting.m_ColliderSavePath;
            m_ColliderSavePathCopy = m_MapSetting.m_ColliderSavePathCopy;
            m_MineralPrefabSavePath = m_MapSetting.m_MineralPrefabSavePath;
            /*m_GamingMapPath = PlayerPrefsUtility.GetString(Constants.GAMINGMAP_SAVE_PATH);
			m_GamingMapTemplete = PlayerPrefsUtility.GetString(Constants.GAMINGMAP_TEMPLETE_PATH);
			m_GamingAreaTemplete = PlayerPrefsUtility.GetString(Constants.GAMINGAREA_TEMPLETE_PATH);
			m_ConfigPath = PlayerPrefsUtility.GetString(Constants.CONFIG_PATH);
			m_JsonPath = PlayerPrefsUtility.GetString(Constants.SAVEJSON_PATH);

			m_CreatureTempletePath = PlayerPrefsUtility.GetString(Constants.CREATURE_TEMPLETE_PATH);
			m_LocationTempletePath = PlayerPrefsUtility.GetString(Constants.LOCATION_TEMPLETE_PATH);

			m_MapTempletePath = PlayerPrefsUtility.GetString(Constants.MAP_TEMPLETE_PATH);
			m_MapSavePath = PlayerPrefsUtility.GetString(Constants.MAP_SAVE_PATH);
			m_AreaSpawnerTempletePath = PlayerPrefsUtility.GetString(Constants.AREASPAWNER_TEMPLETE_PATH);*/
        }
Esempio n. 8
0
		private void OnGUI()
		{
            m_GamingSetting = GamingMapEditorUtility.GetGamingMapEditorSetting();
            m_MapSetting = MapEditorUtility.GetMapEditorSetting();
            GUILayout.BeginVertical();
			m_SelectIndex = GUILayout.SelectionGrid(m_SelectIndex, m_GuiContentArray,2,GUILayout.Height(100));
			OnClickGrid(m_SelectIndex);
			GUILayout.BeginVertical("box");
			EditorGUILayout.LabelField("GamingMap设置:", m_GuiStyle);
			GUILayout.Space(5);
			GUILayout.BeginHorizontal("box");
			
			EditorGUILayout.LabelField("GamingMap保存路径:", m_GamingMapPath);
			//GUILayout.FlexibleSpace();
			if (GUILayout.Button("选择"))
			{
				m_GamingMapPath = MapEditorUtility.OpenFloderPanel();
				m_GamingMapPath = MapEditorUtility.GetRelativePath(m_GamingMapPath);
				m_GamingSetting.m_GamingMapPath = m_GamingMapPath;
				//PlayerPrefsUtility.SetString(Constants.GAMINGMAP_SAVE_PATH, m_GamingMapPath);
			}
			GUILayout.EndHorizontal();
			GUILayout.BeginHorizontal("box");
			EditorGUILayout.LabelField("GamingMap模板:", m_GamingMapTemplete);
			if (GUILayout.Button("选择"))
			{
				m_GamingMapTemplete = MapEditorUtility.OpenFilePanel("", "unity");
				m_GamingMapTemplete = MapEditorUtility.GetRelativePath(m_GamingMapTemplete);
				m_GamingSetting.m_GamingMapTemplete = m_GamingMapTemplete;
				//PlayerPrefsUtility.SetString(Constants.GAMINGMAP_TEMPLETE_PATH, m_GamingMapTemplete);
			}
			GUILayout.EndHorizontal();
			GUILayout.BeginHorizontal("box");
			EditorGUILayout.LabelField("GamingMapArea模板",m_GamingAreaTemplete);
			if(GUILayout.Button("选择"))
			{
				m_GamingAreaTemplete = MapEditorUtility.OpenFilePanel("", "prefab");
				m_GamingAreaTemplete = MapEditorUtility.GetRelativePath(m_GamingAreaTemplete);
				m_GamingSetting.m_GamingAreaTemplete = m_GamingAreaTemplete;
				//PlayerPrefsUtility.SetString(Constants.GAMINGAREA_TEMPLETE_PATH, m_GamingAreaTemplete);
			}
			GUILayout.EndHorizontal();

			GUILayout.BeginHorizontal("box");
			EditorGUILayout.LabelField("配置表路径", m_ConfigPath);
			if (GUILayout.Button("选择"))
			{
				m_ConfigPath = MapEditorUtility.OpenFloderPanel("");
				m_ConfigPath = MapEditorUtility.GetRelativePath(m_ConfigPath);
				m_GamingSetting.m_ConfigPath = m_ConfigPath;
				//PlayerPrefsUtility.SetString(Constants.CONFIG_PATH, m_ConfigPath);
			}
			GUILayout.EndHorizontal();

			GUILayout.BeginHorizontal("box");
			EditorGUILayout.LabelField("Json保存路径", m_JsonPath);
			if (GUILayout.Button("选择"))
			{
				m_JsonPath = MapEditorUtility.OpenFloderPanel("");
				m_JsonPath = MapEditorUtility.GetRelativePath(m_JsonPath);
				m_GamingSetting.m_JsonPath = m_JsonPath;
				//PlayerPrefsUtility.SetString(Constants.SAVEJSON_PATH, m_JsonPath);
			}
			GUILayout.EndHorizontal();

			GUILayout.BeginHorizontal("box");
			EditorGUILayout.LabelField("Creature模板", m_CreatureTempletePath);
			if (GUILayout.Button("选择"))
			{
				m_CreatureTempletePath = MapEditorUtility.OpenFilePanel("","prefab");
				m_CreatureTempletePath = MapEditorUtility.GetRelativePath(m_CreatureTempletePath);
				m_GamingSetting.m_CreatureTempletePath = m_CreatureTempletePath;
				//PlayerPrefsUtility.SetString(Constants.CREATURE_TEMPLETE_PATH, m_CreatureTempletePath);
			}
			GUILayout.EndHorizontal();


			GUILayout.BeginHorizontal("box");
			EditorGUILayout.LabelField("Location模板", m_LocationTempletePath);
			if (GUILayout.Button("选择"))
			{
				m_LocationTempletePath = MapEditorUtility.OpenFilePanel("", "prefab");
				m_LocationTempletePath = MapEditorUtility.GetRelativePath(m_LocationTempletePath);
				m_GamingSetting.m_LocationTempletePath = m_LocationTempletePath;
			}
			GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal("box");
            EditorGUILayout.LabelField("Leap模板", m_LeapTempletePath);
            if (GUILayout.Button("选择"))
            {
                m_LeapTempletePath = MapEditorUtility.OpenFilePanel("", "prefab");
                m_LeapTempletePath = MapEditorUtility.GetRelativePath(m_LeapTempletePath);
                m_GamingSetting.m_LeapTempletePath = m_LeapTempletePath;
            }
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal("box");
            EditorGUILayout.LabelField("Trigger模板", m_TriggerTempletePath);
            if (GUILayout.Button("选择"))
            {
                m_TriggerTempletePath = MapEditorUtility.OpenFilePanel("", "prefab");
                m_TriggerTempletePath = MapEditorUtility.GetRelativePath(m_TriggerTempletePath);
                m_GamingSetting.m_TriggerTempletePath = m_TriggerTempletePath;
            }
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal("box");
            EditorGUILayout.LabelField("最大战舰", m_MaxShipPath);
            if (GUILayout.Button("选择"))
            {
                m_MaxShipPath = MapEditorUtility.OpenFilePanel("", "prefab");
                m_MaxShipPath = MapEditorUtility.GetRelativePath(m_MaxShipPath);
                m_GamingSetting.m_MaxShipPath = m_MaxShipPath;
            }
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal("box");
            EditorGUILayout.LabelField("星图保存路径", m_StarMapPath);
            if (GUILayout.Button("选择"))
            {
                m_StarMapPath = MapEditorUtility.OpenFloderPanel("");
                m_StarMapPath = MapEditorUtility.GetRelativePath(m_StarMapPath);
                m_GamingSetting.m_StarMapPath = m_StarMapPath;
            }
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal("box");
            EditorGUILayout.LabelField("战舰属性保存路径", m_SpacecraftPropertyPath);
            if (GUILayout.Button("选择"))
            {
                m_SpacecraftPropertyPath = MapEditorUtility.OpenFloderPanel("");
                m_SpacecraftPropertyPath = MapEditorUtility.GetRelativePath(m_SpacecraftPropertyPath);
                m_GamingSetting.m_SpacecraftPropertyPath = m_SpacecraftPropertyPath;
            }
            GUILayout.EndHorizontal();

            GUILayout.EndVertical();
			GUILayout.Space(20);
			//Map的相关配置
			GUILayout.BeginVertical("box");
			EditorGUILayout.LabelField("Map设置:", m_GuiStyle);
			GUILayout.Space(5);
			GUILayout.BeginHorizontal("box");
			EditorGUILayout.LabelField("地图模板路径", m_MapTempletePath);
			if (GUILayout.Button("选择"))
			{
				m_MapTempletePath = MapEditorUtility.OpenFilePanel("", "unity");
				m_MapTempletePath = MapEditorUtility.GetRelativePath(m_MapTempletePath);
				m_MapSetting.m_MapTempletePath = m_MapTempletePath;
				//PlayerPrefsUtility.SetString(Constants.MAP_TEMPLETE_PATH, m_MapTempletePath);
			}
			GUILayout.EndHorizontal();

			GUILayout.BeginHorizontal("box");
			EditorGUILayout.LabelField("地图保存路径:", m_MapSavePath);
			if (GUILayout.Button("选择"))
			{
				m_MapSavePath = MapEditorUtility.OpenFloderPanel();
				m_MapSavePath = MapEditorUtility.GetRelativePath(m_MapSavePath);
				m_MapSetting.m_MapSavePath = m_MapSavePath;
				//PlayerPrefsUtility.SetString(Constants.MAP_SAVE_PATH, m_MapSavePath);
			}
			GUILayout.EndHorizontal();

			GUILayout.BeginHorizontal("box");
			EditorGUILayout.LabelField("AreaSpawner模板路径:", m_AreaSpawnerTempletePath);
			if (GUILayout.Button("选择"))
			{
				m_AreaSpawnerTempletePath = MapEditorUtility.OpenFilePanel("", "prefab");
				m_AreaSpawnerTempletePath = MapEditorUtility.GetRelativePath(m_AreaSpawnerTempletePath);
				m_MapSetting.m_AreaSpawnerTempletePath = m_AreaSpawnerTempletePath;
			}
			GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal("box");
            EditorGUILayout.LabelField("碰撞体保存路径:", m_ColliderSavePath);
            if (GUILayout.Button("选择"))
            {
                m_ColliderSavePath = MapEditorUtility.OpenFloderPanel("");
                m_ColliderSavePath = MapEditorUtility.GetRelativePath(m_ColliderSavePath);
                m_MapSetting.m_ColliderSavePath = m_ColliderSavePath;
            }
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal("box");
            EditorGUILayout.LabelField("碰撞体备份保存路径:", m_ColliderSavePathCopy);
            if (GUILayout.Button("选择"))
            {
                m_ColliderSavePathCopy = MapEditorUtility.OpenFloderPanel("");
                m_ColliderSavePathCopy = MapEditorUtility.GetRelativePath(m_ColliderSavePathCopy);
                m_MapSetting.m_ColliderSavePathCopy = m_ColliderSavePathCopy;
            }
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal("box");
            EditorGUILayout.LabelField("寻宝预设保存路径:", m_TreasurePrefabSavePath);
            if (GUILayout.Button("选择"))
            {
                m_TreasurePrefabSavePath = MapEditorUtility.OpenFloderPanel("");
                m_TreasurePrefabSavePath = MapEditorUtility.GetRelativePath(m_TreasurePrefabSavePath);
                m_MapSetting.m_TreasurePrefabSavePath = m_TreasurePrefabSavePath;
            }
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal("box");
            EditorGUILayout.LabelField("挖矿预设保存路径:", m_MineralPrefabSavePath);
            if (GUILayout.Button("选择"))
            {
                m_MineralPrefabSavePath = MapEditorUtility.OpenFloderPanel("");
                m_MineralPrefabSavePath = MapEditorUtility.GetRelativePath(m_MineralPrefabSavePath);
                m_MapSetting.m_MineralPrefabSavePath = m_MineralPrefabSavePath;
            }
            GUILayout.EndHorizontal();

            GUILayout.EndVertical();
			GUILayout.EndVertical();
            EditorUtility.SetDirty(m_MapSetting);
            EditorUtility.SetDirty(m_GamingSetting);
        }