コード例 #1
0
        public static void Open()
        {
            WarEditor_StageConfigWindow_Modify window = EditorWindow.GetWindow <WarEditor_StageConfigWindow_Modify>("关卡配置");

            window.minSize             = new Vector2(500, 200);
            window.visiable_SaveButton = true;
            window.Show();
        }
コード例 #2
0
 override public void OpenWindow()
 {
     WarEditor_StageConfigWindow_Modify.Open();
 }
コード例 #3
0
        void GUI_StageItem(int index, StageConfig stageConfig)
        {
            Texture icon = null;

            if (stageIcons.ContainsKey(stageConfig.id))
            {
                icon = stageIcons[stageConfig.id];
            }
            else
            {
                icon = LoadEditorResource <Texture2D>("StageIcon/" + stageConfig.id + ".png");
                stageIcons.Add(stageConfig.id, icon);
            }

            if (icon == null)
            {
                icon = defaultStageIcon;
            }
            GUIContent iconContent = new GUIContent(icon);



            GUILayout.Space(5);
            GUILayout.BeginHorizontal();
            GUILayout.Label(stageConfig.id + "", guiSkin.label, GUILayout.Width(50), GUILayout.Height(itemHeight));
            GUILayout.Space(10);
            GUILayout.Box(iconContent, guiSkin.box, GUILayout.Width(300), GUILayout.Height(itemHeight));
            GUILayout.Space(10);

            GUILayout.BeginVertical();
            GUILayout.Label(stageConfig.name, guiSkin.label, GUILayout.Height(30));
            GUILayout.Space(10);

            if (GUILayout.Button("运行", guiSkin.button, GUILayout.Height(30)))
            {
                WarEditor_Instance.Run(stageConfig);
            }

            if (GUILayout.Button("编辑", guiSkin.button, GUILayout.Height(30)))
            {
                WarEditor_Instance.Open(stageConfig);
                if (editorIsOpenStageConfigWindow)
                {
                    WarEditor_StageConfigWindow_Modify.Open();
                }
            }

            if (GUILayout.Button("克隆", guiSkin.button, GUILayout.Height(30)))
            {
                WarEditor_StageConfigWindow_Create.Open(stageConfig);
            }

            if (GUILayout.Button("删除", guiSkin.button, GUILayout.Height(30)))
            {
                if (EditorUtility.DisplayDialog("删除关卡", "是否真的要删除?", "删除", "取消"))
                {
                    WarEditor_File.Delete(stageConfig.id);
                }
            }
            GUILayout.EndVertical();
            GUILayout.EndHorizontal();
            GUILayout.Space(5);
            GUILayout.Box(iconContent, GUILayout.ExpandWidth(true), GUILayout.Height(1));
        }
コード例 #4
0
        protected void GUIHanlder(StageConfig stageConfig)
        {
            scrollPos = EditorGUILayout.BeginScrollView(scrollPos);

            fold_base = EditorGUILayout.Foldout(fold_base, "基本配置");
            if (fold_base)
            {
                EditorGUILayout.BeginVertical(style_box_marginleft);

                if (id == -1 || _stageConfig != stageConfig)
                {
                    sourceId     = id = stageConfig.id;
                    _stageConfig = stageConfig;
                }

                id = EditorGUILayout.IntField("编号", id);
                OnIdChange(stageConfig);



                stageConfig.name = EditorGUILayout.TextField("名称", stageConfig.name);

                GUILayout.Space(5);
                EditorGUILayout.BeginHorizontal();
                EditorGUILayout.LabelField("描述", GUILayout.Width(100));
                stageConfig.description = EditorGUILayout.TextArea(stageConfig.description, GUILayout.Height(50));
                EditorGUILayout.EndHorizontal();
                GUILayout.Space(5);

                stageConfig.type = (StageType)EditorGUILayout.IntPopup("关卡类型", (int)stageConfig.type, stageType_names, stageType_ids);

                stageConfig.level        = EditorGUILayout.IntField("等级", stageConfig.level);
                stageConfig.nextStageId  = EditorGUILayout.IntField("解锁关卡", stageConfig.nextStageId);
                stageConfig.dropId       = EditorGUILayout.IntField("掉落", stageConfig.dropId);
                stageConfig.costStrength = EditorGUILayout.IntField("消耗体力", stageConfig.costStrength);

                stageConfig.time = EditorGUILayout.IntField("限时", (int)stageConfig.time);
                EditorGUILayout.ToggleLeft("限时", stageConfig.time > 0);

                stageConfig.showHP           = EditorGUILayout.ToggleLeft("血条开关", stageConfig.showHP);
                stageConfig.sos              = EditorGUILayout.ToggleLeft("求救提示", stageConfig.sos);
                stageConfig.neutralRoleLevel = EditorGUILayout.IntField("中立主公等级", stageConfig.neutralRoleLevel);
                stageConfig.winId            = EditorGUILayout.IntPopup("胜利条件", stageConfig.winId, win_names, win_ids);

                GUILayout.Space(10);
                EditorGUILayout.LabelField("星级评价");
                EditorGUILayout.BeginVertical(style_box_marginleft);
                if (stageConfig.stars.Length < 3)
                {
                    int[] tempStarts = stageConfig.stars;
                    stageConfig.stars = new int[3];
                    for (int i = 0; i < tempStarts.Length; i++)
                    {
                        GUILayout.Space(3);
                        stageConfig.stars[i] = tempStarts[i];
                        GUILayout.Space(3);
                    }
                }

                for (int i = 0; i < 3; i++)
                {
                    stageConfig.stars[i] = EditorGUILayout.IntPopup("星级评价1", stageConfig.stars[i], star_names, star_ids);
                }

                EditorGUILayout.EndVertical();
                GUILayout.Space(10);

                EditorGUILayout.EndVertical();
            }



            fold_legionList = EditorGUILayout.Foldout(fold_legionList, "势力列表");
            if (fold_legionList)
            {
                List <StageLegionConfig> legionList = new List <StageLegionConfig>();
                foreach (var legionKVP in stageConfig.legionDict)
                {
                    legionList.Add(legionKVP.Value);
                }

                foreach (StageLegionConfig legionConfig in legionList)
                {
                    GUILayout.Space(10);

                    EditorGUILayout.BeginHorizontal();

                    GUILayout.Space(30);
                    if (GUILayout.Button("删除", style_box_center, GUILayout.Width(50), GUILayout.Height(30)))
                    {
                        stageConfig.legionDict.Remove(legionConfig.legionId);
                    }

                    EditorGUILayout.BeginVertical(style_box_legion);
                    legion_toggles[legionConfig.legionId] = GUILayout.Toggle(legion_toggles[legionConfig.legionId], string.Format("<color={2}>势力{0} [{1}--{3}]</color>", legionConfig.legionId, WarColor.Names[legionConfig.color], WarColor.GetUnitHPColor(legionConfig.color).ToStr32(), EnumUtil.GetName <LegionType>(legionConfig.type)), style_label_toggle, GUILayout.ExpandWidth(true), GUILayout.Height(30));
                    if (legion_toggles[legionConfig.legionId])
                    {
                        legionConfig.color = EditorGUILayout.IntPopup("颜色", legionConfig.color, WarColor.Names, WarColor.IDs, style_label_IntPopup_color);

                        if (legionConfig.color != legionConfig.legionId)
                        {
                            if (stageConfig.legionDict.ContainsKey(legionConfig.color))
                            {
                                EditorGUILayout.HelpBox(string.Format("该颜色以被其他势力使用, 请改回'{0}'", WarColor.Names[legionConfig.legionId]), MessageType.Error);
                            }
                            else
                            {
                                stageConfig.legionDict.Remove(legionConfig.legionId);
                                legionConfig.legionId = legionConfig.color;
                                stageConfig.legionDict.Add(legionConfig.legionId, legionConfig);
                            }
                        }

                        legionConfig.type    = (LegionType)EditorGUILayout.IntPopup("类型", (int)legionConfig.type, legionType_Names, legionType_ids);
                        legionConfig.groupId = EditorGUILayout.IntPopup("联盟", legionConfig.groupId, group_names, group_ids);
//						legionConfig.ai = EditorGUILayout.IntPopup("AI", legionConfig.ai, ai_names, ai_ids);
                        legionConfig.robotId = EditorGUILayout.IntField("机器人", legionConfig.robotId);

                        GUILayout.Space(10);
                        legionConfig.produce      = EditorGUILayout.ToggleLeft("兵营是否产兵", legionConfig.produce);
                        legionConfig.produceLimit = EditorGUILayout.ToggleLeft("兵营生产是否上限(一般只有中立勾选)", legionConfig.produceLimit);
                        GUILayout.Space(10);
                        legionConfig.aiUplevel = EditorGUILayout.ToggleLeft("是否自动升级", legionConfig.aiUplevel);
                        legionConfig.aiSendArm = EditorGUILayout.ToggleLeft("是否自动派兵", legionConfig.aiSendArm);
                        legionConfig.aiSkill   = EditorGUILayout.ToggleLeft("是否自动使用技能", legionConfig.aiSkill);
                        GUILayout.Space(10);


                        // ===========================

//						EditorGUILayout.LabelField("士兵");
//						EditorGUILayout.BeginVertical(style_box_solider);
//						if(legionConfig.soldierMonsterId > 0)
//						{
//							GUI_Solider(legionConfig.soliderMonster);
//
//							if(GUILayout.Button("清除", GUILayout.Height(30)))
//							{
//								legionConfig.soldierMonsterId = 0;
//							}
//						}
//
//						if(GUILayout.Button("选择", GUILayout.Height(30)))
//						{
//							WarEditor_SoliderLibraryWindow.Open(OnSelectSolider, legionConfig);
//						}
//						EditorGUILayout.EndVertical();

                        // ===========================


//						EditorGUILayout.LabelField("英雄");
//						EditorGUILayout.BeginVertical();
//						int heroIndex = 0;
//						for(int i = 0; i < legionConfig.heroIdList.Length; i ++)
//						{
//							int heroId = legionConfig.heroIdList[i];
//							if(heroId <= 0) continue;
//							GUI_Hero(heroId, legionConfig, heroIndex, i);
//							GUILayout.Space(10);
//							heroIndex ++;
//						}
//
//						if(GUILayout.Button("添加", GUILayout.Height(30)))
//						{
//							WarEditor_HeroLibraryWindow.Open(OnSelectAddHero, legionConfig);
//						}
//
//						EditorGUILayout.EndVertical();

                        // ===========================
                    }
                    EditorGUILayout.EndVertical();
                    EditorGUILayout.EndHorizontal();

                    GUILayout.Space(10);
                }
            }



//			fold_legionGroup = EditorGUILayout.Foldout(fold_legionGroup, "势力关系");
//			if (fold_legionGroup)
//			{
//				for(int i = 0; i < stageConfig.legionGroups.Count; i ++)
//				{
//					GUILayout.Box("联盟" + i);
//					EditorGUILayout.BeginHorizontal();
//
//					EditorGUILayout.EndHorizontal();
//
//				}
//			}



            EditorGUILayout.EndScrollView();


            //------------------------

            GUILayout.Space(20);
            EditorGUILayout.BeginHorizontal();


            if (GUILayout.Button("应用", GUILayout.Width(100), GUILayout.Height(30)))
            {
                if (stageConfig.legionDict.Count < 2)
                {
                    this.ShowNotification(new GUIContent("请创建势力,势力至少需要2个"));
                }
                else
                {
                    GenerateGroup(stageConfig);
                    WarEditor_Instance.Open(stageConfig);
                    WarEditor_StageConfigWindow_Modify.Open();
                }
            }

            if (visiable_SaveButton && GUILayout.Button("保存", GUILayout.Width(100), GUILayout.Height(30)))
            {
                GenerateGroup(stageConfig);
                WarEditor_File.SaveStageConfig(stageConfig);
            }

            if (stageConfig.legionDict.Count < WarColor.Names.Length &&
                GUILayout.Button("添加势力", GUILayout.Width(100), GUILayout.Height(30)))
            {
                int legionId = 0;
                for (int i = 0; i < WarColor.Names.Length; i++)
                {
                    if (!stageConfig.legionDict.ContainsKey(i))
                    {
                        legionId = i;
                        break;
                    }
                }

                StageLegionConfig legionConfig = CreateStageLegionConfig(legionId);
                stageConfig.legionDict.Add(legionConfig.legionId, legionConfig);
            }

            EditorGUILayout.EndHorizontal();
        }