コード例 #1
0
ファイル: SceneEditorData.cs プロジェクト: mengtest/home3
    /** 写回 */
    public void write()
    {
        Ctrl.print("保存场景", config.id);

        if (_stream == null)
        {
            _stream = new BytesWriteStream();
        }
        else
        {
            _stream.clear();
        }

        _stream.writeLen(elements.size());

        foreach (int k in elements.getSortedKeyList())
        {
            ScenePlaceElementConfig scenePlaceElementConfig = elements.get(k).config;
            scenePlaceElementConfig.writeBytesSimple(_stream);
        }

        string path = SceneEditorWindow.getScenePlaceFilePath(config.id);

        FileUtils.writeFileForBytesWriteStream(path, _stream);
    }
コード例 #2
0
    //导入阻挡
    static public void Importobstacle(bool idDefault = false)
    {
        string path = "";

        CheckDirectory();
        if (idDefault == true)
        {
            path = ms_sSaveString + "/" + ms_SceneName + m_sObstacleLastName + ".dat";
        }
        else
        {
            path = EditorUtility.OpenFilePanel("导入场景阻挡文件", ms_sSaveString, "dat");
            if (path == "")
            {
                return;
            }
        }
        if (path.IndexOf(m_sObstacleLastName) == -1)
        {
            SceneEditorWindow.DialogReturn("文件选择错误", "文件错误,阻挡文件应该包含  (" + m_sObstacleLastName + ".dat ) ,请重新进行导入操作!", true);
            return;
        }

        //检查文件是否存在, 不存在直接断掉
        if (!File.Exists(path))
        {
            return;
        }
        EditerDataClass._Instance.Importobstacle(path);
    }
コード例 #3
0
 static void Init()
 {
     if (_windowInstance == null)
     {
         _windowInstance               = EditorWindow.GetWindow(typeof(SceneEditorWindow)) as SceneEditorWindow;
         _windowInstance._delegate     = new SceneView.OnSceneFunc(OnSceneFunc);
         SceneView.onSceneGUIDelegate += _windowInstance._delegate;
     }
 }
コード例 #4
0
ファイル: NavMeshExport.cs プロジェクト: shineTeam7/home3
        private static void callNative(NavMeshConfig config, SceneRecastData data, int currentMapID)
        {
            BytesWriteStream stream = new BytesWriteStream();

            stream.setUseBitBoolean(false);

            config.write(stream);

            string cStr   = ShineToolGlobal.mapInfoPath + "/navConfig.bin";
            string dStr   = SceneEditorWindow.getMapFilePathFront(currentMapID) + "_navData.bin";
            string objStr = SceneEditorWindow.getMapFilePathFront(currentMapID) + "_navData.obj";

            FileUtils.writeFileForBytesWriteStream(cStr, stream);

            stream.clear();
            data.write(stream);
            FileUtils.writeFileForBytesWriteStream(dStr, stream);

            if (_needObjFile)
            {
                StringBuilder sb = new StringBuilder();

                foreach (Vector3 vec in data.vertices)
                {
                    sb.Append('v');
                    sb.Append(' ');
                    sb.Append(vec.x);
                    sb.Append(' ');
                    sb.Append(vec.y);
                    sb.Append(' ');
                    sb.Append(vec.z);
                    sb.Append('\n');
                }

                int[] navIndices = data.triangles.getValues();
                int   len        = data.triangles.size() / 3;

                for (int i = 0; i < len; i++)
                {
                    sb.Append('f');
                    sb.Append(' ');
                    sb.Append(navIndices[i * 3] + 1);
                    sb.Append(' ');
                    sb.Append(navIndices[i * 3 + 1] + 1);
                    sb.Append(' ');
                    sb.Append(navIndices[i * 3 + 2] + 1);
                    sb.Append('\n');
                }

                FileUtils.writeFileForUTF(objStr, sb.ToString());
            }

            Ctrl.print("callJar");
            ToolFileUtils.executeServerTool("exportNav", currentMapID.ToString());
            Ctrl.print("OK");
        }
コード例 #5
0
 public static void CreateDungeonEditor()
 {
     if (SceneEditorWindow.instance)
     {
         DestroyImmediate(SceneEditorWindow.instance);
     }
     SceneEditorWindow.instance      = ScriptableObject.CreateInstance <SceneEditorWindow>();
     SceneEditorWindow.instance.name = "Dungeon Editor";
     SceneCache.Init();
     SceneView.FrameLastActiveSceneView();
 }
コード例 #6
0
    void DrawWayPoint(ref int childCount, LinkedList <Vector2> WayPointarray)
    {
        SceneEditorWindow.StartSpace(2, 15);
        childCount = childCount + WayPointarray.Count;
        int index = 1;

        foreach (var item in WayPointarray)
        {
            GUILayout.Label("路径点: " + (index++).ToString() + "  X: " + item.x.ToString() + "  Y: " + item.y.ToString());
        }
        SceneEditorWindow.EndSpace();
    }
コード例 #7
0
 private static bool OpenAsset(int instanceid, int line)
 {
     UnityEngine.Object @object = EditorUtility.InstanceIDToObject(instanceid);
     if (@object is SceneCache && EditorUtility.DisplayDialog("", string.Format("用副本编辑器打开 {0}?", @object.name), "Hm", "Cancle"))
     {
         SceneCache.LoadAsset(AssetDatabase.GetAssetPath(@object));
         SceneUtils.OpenScene();
         SceneEditorWindow.CreateDungeonEditor();
         return true;
     }
     return false;
 }
コード例 #8
0
    void DrawTotalInfo()
    {
        mb_TotalInfo = EditorGUILayout.Foldout(mb_TotalInfo, "统计信息");
        if (mb_TotalInfo)
        {
            SceneEditorWindow.StartSpace(1, 15);
            mb_MonsterTotalInfo = EditorGUILayout.Foldout(mb_MonsterTotalInfo, "场景点统计信息");
            if (mb_MonsterTotalInfo)
            {
                SceneEditorWindow.StartSpace(1, 20);
                GUILayout.Space(2);
                //DrawTotalMonsterBorn(InteractionTool.GetBornParent());
                SceneEditorWindow.EndSpace();
            }

            mb_FixMonsterTotalInfo = EditorGUILayout.Foldout(mb_FixMonsterTotalInfo, "定点统计信息");
            if (mb_FixMonsterTotalInfo)
            {
                SceneEditorWindow.StartSpace(1, 15);
                EditorGUILayout.BeginHorizontal();
                DrawId("I  D", 50, 0);
                DrawName("名  字", 90, -5);
                DrawLv("数  量", 55, -5);
                EditorGUILayout.EndHorizontal();
                GUILayout.Space(2);
                DrawTotalBorn(InteractionTool.GetDCBornTotalNumber());
                SceneEditorWindow.EndSpace();
            }


            mb_OBjTotalInfo = EditorGUILayout.Foldout(mb_OBjTotalInfo, "OBJ统计信息");
            if (mb_OBjTotalInfo)
            {
                SceneEditorWindow.StartSpace(1, 15);
                EditorGUILayout.BeginHorizontal();
                DrawId("I  D", 50, 0);
                DrawName("名  字", 90, -5);
                DrawLv("数  量", 55, -5);
                EditorGUILayout.EndHorizontal();
                GUILayout.Space(2);
                DrawTotalBorn(InteractionTool.GetDCObjTotalNumber());
                SceneEditorWindow.EndSpace();
            }

            GUILayout.Label("场景所有对象总数:" + " " + (InteractionTool.GetRegionParent().childCount + InteractionTool.GetPointParent().childCount).ToString());
            SceneEditorWindow.EndSpace();
        }
    }
コード例 #9
0
    private void OnGUI()
    {
        GUILayout.BeginArea(new Rect(0f, base.position.height / 3f, base.position.width, base.position.height / 3f));
        GUILayout.BeginHorizontal(new GUILayoutOption[0]);
        GUILayout.FlexibleSpace();




        if (GUILayout.Button(new GUIContent("New Dungeon"), new GUILayoutOption[]
        {
            GUILayout.Width(100f),
            GUILayout.Height(60f)
        }))
        {
            string text = EditorUtility.OpenFilePanel("New Dungeon", "Assets/Scene/Test", "unity");
            if (!string.IsNullOrEmpty(text) && SceneUtils.CheckScene(text))
            {
                text = text.Replace(Application.dataPath, "Assets");
                string text2 = EditorUtility.SaveFilePanel("Save New Dungeon", "Assets", "NewDungeon", "asset");
                if (!string.IsNullOrEmpty(text2) && !text2.Contains(Application.dataPath))
                {
                    string contents = File.ReadAllText(text2);
                    string arg = text2.Split(new char[]
                    {
                        '/'
                    }).Last<string>();
                    text2 = string.Format("{0}/DungeonTmp/{1}", Application.dataPath, arg);
                    Debug.Log(text2);    
                    File.WriteAllText(text2, contents);    
                }
                text2 = text2.Replace(Application.dataPath, "Assets");
                SceneCache.LoadDungeon(text2, text);
                SceneUtils.OpenScene();
                SceneEditorWindow.CreateDungeonEditor();
                this.Destroy();                                                  
            }
            else
            {
                base.ShowNotification(new GUIContent("Choose .unity"));
            }
        }
        GUILayout.FlexibleSpace();
        GUILayout.EndHorizontal();
        GUILayout.EndArea();
    }
コード例 #10
0
 static void OpenWindow()
 {
     if (Application.isPlaying)
     {
         if (_windowInstance == null)
         {
             _windowInstance = EditorWindow.GetWindow(typeof(SceneEditorWindow)) as SceneEditorWindow;
             _windowInstance.Init();
         }
         else
         {
             _windowInstance.Focus();
         }
     }
     else
     {
         Debug.LogWarning("请先启动游戏");
     }
 }
コード例 #11
0
    //GUI绘制函数, Unity函数
    void OnGUI()
    {
        if (!Application.isPlaying)
        {
            CloseWindow();
        }
        else
        {
            EditorGUILayout.BeginHorizontal();
            mp_ScroPos = EditorGUILayout.BeginScrollView(mp_ScroPos, false, false);
            EditorGUILayout.BeginVertical();

            mb_FoldMonsterInfo = EditorGUILayout.Foldout(mb_FoldMonsterInfo, "怪物信息");
            if (mb_FoldMonsterInfo)
            {
                SceneEditorWindow.StartSpace(1, 15);
                DrawBornInfo();
                SceneEditorWindow.EndSpace();
            }
            if (mb_MonsterBorn)
            {
                //DrawFixMonstBorninfo(ref mb_MonsterBorn, "范围刷怪点列表", InteractionTool.GetBornParent(), ref mp_MonsterBornPos, m_DCBornDictArray);
            }

            if (mb_FixMonsterBorn)
            {
                // DrawFixMonstBorninfo(ref mb_FixMonsterBorn, "定点刷怪列表", InteractionTool.GetFixBornParent(), ref mp_FixBornPos, m_DCFixBornDictArray);
            }

            if (mb_ObjBorn)
            {
                //  DrawFixMonstBorninfo(ref mb_ObjBorn, "OBJ列表", InteractionTool.GetObjParent(), ref mp_ObjBornPos, null);
            }


            DrawTotalInfo();

            EditorGUILayout.EndVertical();
            EditorGUILayout.EndScrollView();
            EditorGUILayout.EndHorizontal();
        }
    }
コード例 #12
0
    void OnGUI()
    {
        EditorGUILayout.Space();
        mapCell         = EditorGUILayout.ObjectField(mapCell, typeof(HexCell), true) as HexCell;
        cellLabelPrefab = EditorGUILayout.ObjectField(cellLabelPrefab, typeof(Text), true) as Text;
        chunkPrefab     = EditorGUILayout.ObjectField(chunkPrefab, typeof(HexGridChunk), true) as HexGridChunk;
        noiseSource     = EditorGUILayout.ObjectField(noiseSource, typeof(Texture), true) as Texture2D;
        mapSizeX        = EditorGUILayout.IntField("地图长:", mapSizeX);
        mapSizeY        = EditorGUILayout.IntField("地图宽:", mapSizeY);
        EditorGUILayout.Space();

        if (GUILayout.Button("生成地图预览"))
        {
            if (mapCell == null)
            {
                Debug.LogError("没有地图格子预制体");
                return;
            }
            GenerateMap();
            isCreate = true;
        }

        if (isCreate)
        {
            for (int i = 0; i < HexMapEditor.HexGrid.chunks.Length; i++)
            {
                HexMapEditor.HexGrid.chunks[i].LateRefresh();
            }
        }
        if (GUILayout.Button("打开怪物资源"))
        {
            SceneEditorWindow.CreateDungeonEditor();
        }
        if (GUILayout.Button("打开地图数据编辑"))
        {
            HexMapCellTypeWindow.CreateCellTypeEditor();
        }
        if (GUILayout.Button("保存当前场景数据到Json"))
        {
            MapEditorData.ExportJSON();
        }
    }
コード例 #13
0
ファイル: SceneEditorData.cs プロジェクト: mengtest/home3
    /** 读取数据 */
    public void read()
    {
        string path = SceneEditorWindow.getScenePlaceFilePath(config.id);

        BytesReadStream stream = FileUtils.readFileForBytesReadStream(path);

        if (stream != null)
        {
            int len = stream.readLen();

            for (int i = 0; i < len; i++)
            {
                ScenePlaceElementConfig eConfig = new ScenePlaceElementConfig();
                eConfig.readBytesSimple(stream);

                SceneElementEditorData eData = new SceneElementEditorData();
                eData.config = eConfig;

                elements.put(eData.config.instanceID, eData);
            }
        }
    }
コード例 #14
0
 public SceneEditorWindow()
 {
     SceneEditorWindow.instance   = this;
     SceneView.onSceneGUIDelegate = (SceneView.OnSceneFunc)Delegate.Combine(SceneView.onSceneGUIDelegate, new SceneView.OnSceneFunc(this.SceneUpdate));
 }
コード例 #15
0
 static void Init()
 {
     SceneEditorWindow window = (SceneEditorWindow)EditorWindow.GetWindow(typeof(SceneEditorWindow));
 }
コード例 #16
0
 static void clearSceneEditorData()
 {
     SceneEditorWindow.clearSceneEditorData();
 }