コード例 #1
0
    private void ShowEffectComponent(EffectsComponent effectsComponent)
    {
        GameObject gameClip = EditorGUILayout.ObjectField(effectsComponent.gameClip, typeof(GameObject), false) as GameObject;

        if (effectsComponent.gameClip != gameClip)
        {
            effectsComponent.SetGameClip(gameClip);
        }
    }
コード例 #2
0
ファイル: Player.cs プロジェクト: 1479136868/SkillEditor
    private void LoadAllSkill()
    {
        string path = "Assets/" + gameObject.name + ".txt";

        if (File.Exists(path))
        {
            string str = File.ReadAllText(path);

            List <SkillJson> skills = JsonConvert.DeserializeObject <List <SkillJson> >(str);
            //遍历解析出来的Json列表
            foreach (var item in skills)
            {
                //根据item的技能名字来加上技能列表
                skillsList.Add(item.name, new List <ComponentBase>());
                //遍历对应名字的技能列表
                foreach (var ite in item.skills)
                {
                    //遍历每个技能的属性
                    foreach (var it in ite.Value)
                    {
                        if (ite.Key.Equals("动画"))
                        {
                            AnimationClip clip = AssetDatabase.LoadAssetAtPath <AnimationClip>("Assets/GameDate/Anim/" + it + ".anim");
                            print("++++++++" + "Assets/GameDate/Anim/" + it + ".anim");
                            AnimComponent _anim = new AnimComponent(this);
                            _anim.SetAnimClip(clip);
                            print(clip);
                            skillsList[item.name].Add(_anim);
                        }
                        else if (ite.Key.Equals("音效"))
                        {
                            AudioClip clip = AssetDatabase.LoadAssetAtPath <AudioClip>("Assets/GameDate/Audio/" + it + ".mp3");

                            AudioComponent _audio = new AudioComponent(this);

                            _audio.SetAudioClip(clip);
                            skillsList[item.name].Add(_audio);
                        }
                        else if (ite.Key.Equals("特效"))
                        {
                            GameObject       clip    = AssetDatabase.LoadAssetAtPath <GameObject>("Assets/GameDate/Effect/Skill/" + it + ".prefab");
                            EffectsComponent _effect = new EffectsComponent(this);
                            _effect.SetGameClip(clip);
                            skillsList[item.name].Add(_effect);
                        }
                    }
                }
            }
        }
    }