コード例 #1
0
    void ShowZhongGuai(string[] FarmingType)
    {
        /*出生到地图上(锁定Y轴)*/
        BornAtMap = EditorGUILayout.Toggle(EditorStringConfig.getString(10017), BornAtMap);
        if (BornAtMap)
        {
            Vector2 bornPos = new Vector2(SceneEditorSettings.BronPostionX, SceneEditorSettings.BronPostionZ);
            /*出生坐标*/
            bornPos = EditorGUILayout.Vector2Field(EditorStringConfig.getString(10018), bornPos);
            SceneEditorSettings.BronPostionX = (int)bornPos.x;
            SceneEditorSettings.BronPostionZ = (int)bornPos.y;
        }
        else
        {
            Vector3 bornPos = new Vector3(SceneEditorSettings.BronPostionX, SceneEditorSettings.BronPostionY, SceneEditorSettings.BronPostionZ);
            /*出生坐标*/
            bornPos = EditorGUILayout.Vector3Field(EditorStringConfig.getString(10018), bornPos);
            SceneEditorSettings.BronPostionX = (int)bornPos.x;
            SceneEditorSettings.BronPostionY = (int)bornPos.y;
            SceneEditorSettings.BronPostionZ = (int)bornPos.z;
        }

        GUILayout.Space(20f);
        GUILayout.BeginHorizontal();
        /*创建*/
        if (GUILayout.Button(EditorStringConfig.getString(10015) + FarmingType[SceneEditorSettings.farmingTypeIndex], GUILayout.Width(150), GUILayout.Height(40)))
        {
            SceneEditorTools.CreatePlant(PlantSourceObject[PlantSourceIndex],
                                         new Vector3(SceneEditorSettings.BronPostionX, SceneEditorSettings.BronPostionY, SceneEditorSettings.BronPostionZ),
                                         Vector3.one,
                                         (SceneElementType)SceneEditorSettings.farmingTypeIndex,
                                         BornAtMap);
        }
        /*保存配置表*/
        if (GUILayout.Button(EditorStringConfig.getString(10019), GUILayout.Width(150), GUILayout.Height(40)))
        {
            SceneEditorTools.AutoGenerateSettingFile();
        }
        /*导出游戏数据*/
        if (GUILayout.Button(EditorStringConfig.getString(10020), GUILayout.Width(150), GUILayout.Height(40)))
        {
            SceneEditorTools.AutoGenerateGameData();
        }
        GUILayout.EndHorizontal();
    }
コード例 #2
0
    void OnGUI()
    {
//		NewDrawTest();
//		return;
        SetFontStyle(Color.gray, 18, FontStyle.Italic, EditorStyles.label);
        GUILayout.BeginHorizontal();

        /*版本:1.0.1*/
        GUILayout.Label(EditorStringConfig.getString(10000), style);

        GUILayout.EndHorizontal();
        DrawLine();
        GUILayout.Space(15);


        GUILayout.BeginHorizontal();
        SetFontStyle(Color.gray, 15, FontStyle.Italic);
        /*正在编辑地图:*/
        GUILayout.Label(EditorStringConfig.getString(10001), style);
        SceneEditorSettings.currMap = EditorGUILayout.ObjectField(SceneEditorSettings.currMap, typeof(GameObject), true) as GameObject;
        /*刷新数据*/
        if (GUILayout.Button(EditorStringConfig.getString(10002, 10003), GUILayout.Width(60), GUILayout.Height(16)))
        {
            RefreshAllData();
        }
        GUILayout.EndHorizontal();

        GameObject currMap   = SceneEditorSettings.currMap;
        bool       isHaveMap = currMap == null;

        if (isHaveMap)
        {
            /*未检测到场景,你可以\n1.创建一个新场景. \n2.导入一个已经保存的场景配置表.\n3.从Hierarchy视图中拖入一个已有的场景*/
            EditorGUILayout.HelpBox(EditorStringConfig.getString(10021), MessageType.Error);
            ShowMapMenu();
        }
        else
        {
            GUILayout.Space(10);
            GUILayout.BeginHorizontal();
            /*销毁地图*/
            if (GUILayout.Button(EditorStringConfig.getString(10022), GUILayout.Width(150), GUILayout.Height(40)))
            {
                /*"友情提示","你确定要销毁地图","确定","取消"*/
                bool result = EditorUtility.DisplayDialog(EditorStringConfig.getString(10023), EditorStringConfig.getString(10024) + currMap.name, EditorStringConfig.getString(10025), EditorStringConfig.getString(10026));
                if (result)
                {
                    GameObject currMapObj = GameObject.Find(currMap.name);
                    DestroyImmediate(currMapObj);
                    currMapId = 0;
                    SceneEditorSettings.currMap = null;
                }
            }

            /*载入配置表*/
            if (GUILayout.Button(EditorStringConfig.getString(10016), GUILayout.Width(150), GUILayout.Height(40)))
            {
                /*"友情提示","是否先保存当前场景?","确定","取消"*/
                bool result = EditorUtility.DisplayDialog(EditorStringConfig.getString(10023), EditorStringConfig.getString(10027), EditorStringConfig.getString(10025), EditorStringConfig.getString(10026));
                if (result)
                {
                    SceneEditorTools.AutoGenerateSettingFile();
                }
                else
                {
                    GameObject currMapObj = GameObject.Find(currMap.name);
                    DestroyImmediate(currMapObj);
                    SceneEditorSettings.currMap = null;
                }
                SceneEditorTools.AutoImportSettingFile();
            }
            GUILayout.EndHorizontal();

            //如果当前创建了地图
            if (currMap != null)
            {
                GUILayout.Space(10);

                DrawLine();

                SetFontStyle(Color.gray, 12, FontStyle.Italic, EditorStyles.foldout);
                /*地图编辑*/
                SceneEditorSettings.isEditorMapGrid = EditorGUILayout.Foldout(SceneEditorSettings.isEditorMapGrid, EditorStringConfig.getString(10004), style);
                if (SceneEditorSettings.isEditorMapGrid)
                {
                    ++EditorGUI.indentLevel;
                    GameObject map   = SceneEditorSettings.currMap;
                    UISceneMap uimap = map.GetComponent <UISceneMap>();
                    if (uimap != null)
                    {
                        bool oldShowMap = uimap.isShowMap;
                        /*显示网格*/
                        uimap.isShowMap = EditorGUILayout.Toggle(EditorStringConfig.getString(10005), uimap.isShowMap);
                        if (oldShowMap != uimap.isShowMap)
                        {
                            SceneView.RepaintAll();
                        }

                        float   gridwidth   = uimap.renderTo.x - uimap.renderFrom.x;
                        float   gridheight  = uimap.renderTo.y - uimap.renderFrom.y;
                        Vector2 gridSize    = new Vector3(gridwidth, gridheight);
                        Vector2 oldgridSize = gridSize;
                        /*网格大小*/
                        gridSize         = EditorGUILayout.Vector2Field(EditorStringConfig.getString(10006), gridSize);
                        uimap.renderFrom = new Vector3(-gridSize.x / 2f, -gridSize.y / 2f, 0);
                        uimap.renderTo   = new Vector3(gridSize.x / 2f, gridSize.y / 2f, 0);
                        if (oldgridSize != gridSize)
                        {
                            SceneView.RepaintAll();
                        }

                        Color oldaxisColors = uimap.axisColors;
                        /*网络颜色*/
                        uimap.axisColors = EditorGUILayout.ColorField(EditorStringConfig.getString(10007), uimap.axisColors);
                        if (oldaxisColors != uimap.axisColors)
                        {
                            SceneView.RepaintAll();
                        }
                    }

                    --EditorGUI.indentLevel;
                }



                //显示网络编辑模块
                GUILayout.Space(10);
                DrawLine();

                string[] FarmingType = System.Enum.GetNames(typeof(SceneElementType));
                /*请选择*/
                FarmingType[0] = EditorStringConfig.getString(10008);

                SetFontStyle(Color.gray, 12, FontStyle.Italic, EditorStyles.foldout);
                /*地图种怪编辑*/
                SceneEditorSettings.isOpenFarming = EditorGUILayout.Foldout(SceneEditorSettings.isOpenFarming, EditorStringConfig.getString(10009), style);


                if (SceneEditorSettings.isOpenFarming)
                {
                    ++EditorGUI.indentLevel;
                    EditorGUILayout.BeginHorizontal();
                    /*种植类型*/
                    SceneEditorSettings.farmingTypeIndex = EditorGUILayout.Popup(EditorStringConfig.getString(10010), SceneEditorSettings.farmingTypeIndex, FarmingType);
                    /*编辑*/
                    if (GUILayout.Button(EditorStringConfig.getString(10011), GUILayout.Width(50), GUILayout.Height(16)))
                    {
                        SceneEditorGridWindow window = (SceneEditorGridWindow)EditorWindow.GetWindow(typeof(SceneEditorGridWindow));
                        window.Init();
                    }
                    EditorGUILayout.EndHorizontal();

                    GUILayout.Space(5);
                    //如果用户选择了一种类型
                    if (SceneEditorSettings.farmingTypeIndex > 0)
                    {
                        Object PlantSource = SceneEditorSettings.GetPlantFileObject((SceneElementType)SceneEditorSettings.farmingTypeIndex);
                        EditorGUILayout.BeginHorizontal();
                        /*资源来源*/
                        Object currPlantSource = EditorGUILayout.ObjectField(EditorStringConfig.getString(10012), PlantSource, typeof(Object));
                        //资源文件夹是否发生了改变
                        bool isChanged = PlantSource != currPlantSource;

                        SceneEditorSettings.SetPlantFileObject((SceneElementType)SceneEditorSettings.farmingTypeIndex, currPlantSource);

                        /*刷新*/
                        if (GUILayout.Button(EditorStringConfig.getString(10002), GUILayout.Width(50), GUILayout.Height(16)))
                        {
                            if (currPlantSource != null)
                            {
                                GetGameObjectsNameInFolder(currPlantSource);
                            }
                        }
                        EditorGUILayout.EndHorizontal();

                        if (PlantSource != null)
                        {
                            if (isChanged)
                            {
                                GetGameObjectsNameInFolder(currPlantSource);
                            }

                            GUILayout.Space(5);
                            PlantSourceIndex = EditorGUILayout.Popup(FarmingType[SceneEditorSettings.farmingTypeIndex] + "名称:", PlantSourceIndex, PlantSourceName.ToArray());
                        }
                        GUILayout.Space(5);

                        GUILayout.BeginHorizontal();
                        GUILayout.Space(this.position.width - 100);

                        /*更新地图分类*/
                        if (GUILayout.Button(EditorStringConfig.getString(10013), GUILayout.Width(100), GUILayout.Height(40)))
                        {
                            SceneEditorSettings.currMap.GetComponent <UISceneMap>().RefreshClassification();
                        }
                        GUILayout.EndHorizontal();

                        GUILayout.Space(5);
                        ShowZhongGuai(FarmingType);
                    }

                    --EditorGUI.indentLevel;
                }
            }
        }

        GUILayout.Space(5);
        DrawLine();
    }