コード例 #1
0
ファイル: EnemyBlockNode.cs プロジェクト: Recursived/ECSharp
 public override void SetComponent(Component comp)
 {
     if (comp.ClassId == block.ClassId)
     {
         block = (EnemyBlock)comp;
     }
     else
     {
         throw new Exception("You passed a wrong component to the " + GetType().Name + " class");
     }
 }
コード例 #2
0
ファイル: EnemyBlockNode.cs プロジェクト: Recursived/ECSharp
 public override void SetUp()
 {
     block = new EnemyBlock(0, 0, 0, 0);
 }
コード例 #3
0
ファイル: EnemyBlockNode.cs プロジェクト: Recursived/ECSharp
 public override void DisposeNode()
 {
     block = null;
 }
コード例 #4
0
    public override void OnInspectorGUI()
    {
        //不需要base.OnInspectorGUI ();
        EditorGUILayout.BeginVertical();

        bool oldUpperLayer = voxelMap.isUpperLayer;

        voxelMap.isUpperLayer = EditorGUILayout.Toggle("is up layer:", voxelMap.isUpperLayer);
        if (oldUpperLayer != voxelMap.isUpperLayer)
        {
            //ChangeActiveLayer ();
        }

        EditorGUILayout.BeginHorizontal();
        bool oldDispUpeerLayerGizmo = voxelMap.displayUpperGizmo;

        voxelMap.displayUpperGizmo = EditorGUILayout.Toggle("Switch Gizmo Upper / Lower :", voxelMap.displayUpperGizmo);
        if (oldDispUpeerLayerGizmo != voxelMap.displayUpperGizmo)
        {
            //ChangeActiveLayer ();
        }

        EditorGUILayout.EndHorizontal();

        //如果旧的地图尺寸和新的不同,则进行
        Vector2 oldSize = voxelMap.mapSize;

        voxelMap.mapSize = EditorGUILayout.Vector2Field("Voxel Map Size", voxelMap.mapSize);
        if (oldSize != voxelMap.mapSize)
        {
            UpdateCalculations();
        }

        //如果基准方块被改变则重新建立笔刷
        GameObject oldBasicBlock = voxelMap.basicBlock;

        voxelMap.basicBlock = (GameObject)EditorGUILayout.ObjectField("Basic Object:", voxelMap.basicBlock, typeof(GameObject), false);
        if (oldBasicBlock != voxelMap.basicBlock)
        {
            UpdateCalculations();
            voxelMap.blockID = 0;
            CreateBrush();
        }

        //选择需要加入保存的方块类型
        blockType = (BlockType)EditorGUILayout.EnumPopup("Block Type", blockType);
        //输入对于方块合适的名字
        blockName = (string)EditorGUILayout.TextField("New Blcok Name", blockName);
        if (GUILayout.Button("Add New Blcoksd"))
        {
            //必须命名
            if (blockName != "")
            {
                if (blockType != BlockType.None)
                {
                    switch (blockType)
                    {
                    case BlockType.Floor:
                        FloorBlock floorBlock = new FloorBlock(blockName);
                        //为了防止反序列化时没有数据恢复,需要手动赋值一次
                        floorBlock.BlockType = BlockType.Floor;
                        voxelMap.allBlocks.Add(floorBlock);
                        break;

                    case BlockType.Wall:
                        WallBlock wallBlock = new WallBlock(blockName);
                        wallBlock.BlockType = BlockType.Wall;
                        voxelMap.allBlocks.Add(wallBlock);
                        break;

                    case BlockType.Player:
                        PlayerBlock playerBlock = new PlayerBlock(blockName);
                        playerBlock.BlockType = BlockType.Player;
                        voxelMap.allBlocks.Add(playerBlock);
                        break;

                    case BlockType.Enemy:
                        EnemyBlock enemyBlock = new EnemyBlock(blockName);
                        enemyBlock.BlockType = BlockType.Enemy;
                        voxelMap.allBlocks.Add(enemyBlock);
                        break;

                    case BlockType.Door:
                        DoorBlock doorBlock = new DoorBlock(blockName);
                        doorBlock.BlockType = BlockType.Door;
                        voxelMap.allBlocks.Add(doorBlock);
                        break;
                    }

                    blockType = BlockType.None;
                }
            }
        }



        //保存所有的类型进入对应的数组
        //QuickSort (voxelMap.allBlocks, 0, voxelMap.allBlocks.Count);
        //List<BasicBlock> tmp = new List<BasicBlock> ();
        //tmp [1] = new FloorBlock ("hy");
        //tmp [0] = new
        //QuickSorting.QuickSort ();

        //显示现在保存的方块类型
        for (int i = 0; i < voxelMap.allBlocks.Count; i++)
        {
            EditorGUILayout.BeginHorizontal();
            voxelMap.allBlocks [i].m_gameobject = (GameObject)EditorGUILayout.ObjectField(voxelMap.allBlocks [i].m_name + " " + voxelMap.allBlocks [i].GetType(), voxelMap.allBlocks [i].m_gameobject, typeof(GameObject), false);
            //删除预设方块
            if (GUILayout.Button("Delete"))
            {
                Debug.Log("Delete" + i + voxelMap.allBlocks [i].m_name);
                voxelMap.allBlocks.Remove(voxelMap.allBlocks [i]);
            }
            EditorGUILayout.EndHorizontal();
        }

        //refresh brush mesh to new brush,
        UpdateBrush(voxelMap.GetBlockBrush.m_gameobject.GetComponentInChildren <MeshFilter> (),
                    voxelMap.GetBlockBrush.m_gameobject.GetComponentInChildren <MeshRenderer> ());
        if (GUILayout.Button("Clear Blocks"))
        {
            if (EditorUtility.DisplayDialog("Clear map's blocks?", "Are you sure?", "Clear", "Do not clear"))
            {
                ClearMap();
            }
        }

        EditorGUILayout.EndVertical();
    }