public override void OnGUI(PlayerDef Data) { base.OnGUI(Data); foldout_AttributeGrow = EditorGUILayout.Foldout(foldout_AttributeGrow, "成长率"); if (foldout_Attribute) { EditorGUILayout.BeginHorizontal(GUILayout.MaxWidth(Screen.width - 16)); EditorGUILayout.Space(); EditorGUILayout.BeginVertical(); Data.DefaultAttributeGrow.HP = EditorGUILayout.IntSlider("HP", Data.DefaultAttributeGrow.HP, 0, RPGEditorGlobal.MAX_ATTRIBUTE_HP); Data.DefaultAttributeGrow.PhysicalPower = EditorGUILayout.IntSlider("物理攻击", Data.DefaultAttributeGrow.PhysicalPower, 0, RPGEditorGlobal.MAX_ATTRIBUTE_MISC); Data.DefaultAttributeGrow.MagicalPower = EditorGUILayout.IntSlider("魔法攻击", Data.DefaultAttributeGrow.MagicalPower, 0, RPGEditorGlobal.MAX_ATTRIBUTE_MISC); Data.DefaultAttributeGrow.Skill = EditorGUILayout.IntSlider("技术", Data.DefaultAttributeGrow.Skill, 0, RPGEditorGlobal.MAX_ATTRIBUTE_MISC); Data.DefaultAttributeGrow.Speed = EditorGUILayout.IntSlider("速度", Data.DefaultAttributeGrow.Speed, 0, RPGEditorGlobal.MAX_ATTRIBUTE_MISC); Data.DefaultAttributeGrow.Intel = EditorGUILayout.IntSlider("智力", Data.DefaultAttributeGrow.Intel, 0, RPGEditorGlobal.MAX_ATTRIBUTE_MISC); Data.DefaultAttributeGrow.PhysicalDefense = EditorGUILayout.IntSlider("物理防御", Data.DefaultAttributeGrow.PhysicalDefense, 0, RPGEditorGlobal.MAX_ATTRIBUTE_MISC); Data.DefaultAttributeGrow.MagicalDefense = EditorGUILayout.IntSlider("魔法防御", Data.DefaultAttributeGrow.MagicalDefense, 0, RPGEditorGlobal.MAX_ATTRIBUTE_MISC); Data.DefaultAttributeGrow.BodySize = EditorGUILayout.IntSlider("体格", Data.DefaultAttributeGrow.BodySize, 0, RPGEditorGlobal.MAX_ATTRIBUTE_MISC); Data.DefaultAttributeGrow.Movement = EditorGUILayout.IntSlider("移动", Data.DefaultAttributeGrow.Movement, 0, RPGEditorGlobal.MAX_ATTRIBUTE_MOVEMENT); EditorGUILayout.EndVertical(); EditorGUILayout.EndHorizontal(); } RPGEditorGUI.DynamicArrayView(ref weaponCount, ref Data.DefaultWeapons, "初始武器", "武器", RPGData.WeaponNameList.ToArray(), EnumTables.GetSequentialArray(RPGData.WeaponNameList.Count), 5); RPGEditorGUI.DynamicArrayView(ref skillCount, ref Data.DefaultSkills, "初始技能", "技能", 10); Data.DeadSpeech = EditorGUILayout.TextField("战败话语", Data.DeadSpeech); Data.LeaveSpeech = EditorGUILayout.TextField("战败话语", Data.LeaveSpeech); }
public override void OnInspectorGUI() { Rect blockLabelRect = new Rect(120, 5, 120, 55); EditorGUI.LabelField(blockLabelRect, new GUIContent("章节"), RPGEditorGUI.Head1Style); if (chapter.Icon != null) { EditorGUI.DrawPreviewTexture(new Rect(5, 5, 37, 37), chapter.Icon.texture); } chapter.CommonProperty.ID = EditorGUILayout.IntField(guiContent_ID, chapter.CommonProperty.ID); chapter.CommonProperty.Name = EditorGUILayout.TextField(guiContent_Name, chapter.CommonProperty.Name); chapter.CommonProperty.Description = EditorGUILayout.TextField(guiContent_Desc, chapter.CommonProperty.Description); chapter.Icon = (Sprite)EditorGUILayout.ObjectField("图标", chapter.Icon, typeof(Sprite), false); chapter.TeamIndex = EditorGUILayout.IntSlider("所属队伍", chapter.TeamIndex, 0, ConstTable.TEAM_COUNT - 1); chapter.MaxPlayerCount = EditorGUILayout.IntSlider("最大出场人数", chapter.MaxPlayerCount, 1, ConstTable.CONST_MAX_BATTLE_PLAYER_COUNT); string[] displayPlayerNames = RPGData.PlayerNameList.ToArray(); int[] valuePlayerNames = EnumTables.GetSequentialArray(RPGData.PlayerNameList.Count); RPGEditorGUI.DynamicArrayView(ref forceInvolveCount, ref chapter.ForceInvolve, "强制出场人数", "强制出场人物", displayPlayerNames, valuePlayerNames, chapter.MaxPlayerCount); chapter.Weather = (EnumWeather)EditorGUILayout.EnumPopup("默认天气", chapter.Weather); chapter.Preparation = EditorGUILayout.Toggle("是否有准备画面", chapter.Preparation); chapter.BrokeWallHP = EditorGUILayout.IntField("破坏墙壁的HP", chapter.BrokeWallHP); WinConditionInspectorGUI(chapter.WinCondition); FailConditionInspectorGUI(chapter.FailCondition); foldout_BGM = EditorGUILayout.Foldout(foldout_BGM, "BGM设定"); if (foldout_BGM) { for (int i = 0; i < bgmType.Length; i++) { chapter.BGMSetting[i] = EditorGUILayout.IntPopup(bgmType[i], chapter.BGMSetting[i], AudioPreviewWindow.BGMList, EnumTables.GetSequentialArray(AudioPreviewWindow.BGMList.Length)); } } RPGEditorGUI.DynamicArrayView(ref weaponRoomCount, ref chapter.WeaponRoom, "武器屋", "武器", RPGData.WeaponNameList.ToArray(), EnumTables.GetSequentialArray(RPGData.WeaponNameList.Count)); RPGEditorGUI.DynamicArrayView(ref propRoomCount, ref chapter.PropRoom, "道具屋", "道具", RPGData.PropNameList.ToArray(), EnumTables.GetSequentialArray(RPGData.PropNameList.Count)); chapter.Event = (SLGChapter)EditorGUILayout.ObjectField("章节事件", chapter.Event, typeof(SLGChapter), false); if (GUI.changed) { EditorUtility.SetDirty(target); } }
public override void OnInspectorGUI() { _target.Camp = (EnumCharacterCamp)EditorGUILayout.EnumPopup("阵营", _target.Camp); _target.ID = EditorGUILayout.IntField("人物ID", _target.ID); _target.Coord = EditorGUILayout.Vector2IntField("坐标", _target.Coord); if (_target.Camp == EnumCharacterCamp.Enemy) { RPGEditorGUI.DynamicArrayView(ref weaponCount, ref _target.Items, "初始武器", "武器", RPGData.WeaponNameList.ToArray(), EnumTables.GetSequentialArray(RPGData.WeaponNameList.Count), 5); } _target.UseDefaultAttribute = EditorGUILayout.Toggle("使用默认属性", _target.UseDefaultAttribute); if (!_target.UseDefaultAttribute) { CharacterDefEditor.CharacterAttributeInspector(ref _target.Attribute, ref foldOut); } if (GUI.changed) { serializedObject.ApplyModifiedProperties(); } }
public override void OnInspectorGUI() { base.OnInspectorGUI(); /*Rect blockLabelRect = new Rect(60, 5, 120, 55); * EditorGUI.LabelField(blockLabelRect, new GUIContent("人物"), RPGEditorGUI.Head1Style); * * if (player.Portrait != null) * EditorGUI.DrawPreviewTexture(new Rect(5, 5, 37, 37), player.Portrait.texture); * * player.CommonProperty.ID = EditorGUILayout.IntField(guiContent_ID, player.CommonProperty.ID); * player.CommonProperty.Name = EditorGUILayout.TextField(guiContent_Name, player.CommonProperty.Name); * player.CommonProperty.Description = EditorGUILayout.TextField(guiContent_Desc, player.CommonProperty.Description); * * player.Portrait = (Sprite)EditorGUILayout.ObjectField("图标", player.Portrait, typeof(Sprite), false); * player.BattleModel = EditorGUILayout.ObjectField("人物模型", player.BattleModel, typeof(GameObject), true) as GameObject; * player.CharacterImportance = (EnumCharacterImportance)EditorGUILayout.EnumPopup("重要性", player.CharacterImportance); * player.Career = EditorGUILayout.IntPopup("职业", player.Career, RPGData.CareerNameList.ToArray(), EnumTables.GetSequentialArray(RPGData.CareerNameList.Count)); * player.DefaultLevel = EditorGUILayout.IntSlider("初始等级", player.DefaultLevel, 1, 40); * * foldout_Attribute = EditorGUILayout.Foldout(foldout_Attribute, "初始属性"); * if (foldout_Attribute) * { * EditorGUILayout.BeginHorizontal(GUILayout.MaxWidth(Screen.width - 16)); * EditorGUILayout.Space(); * EditorGUILayout.BeginVertical(); * * player.DefaultAttribute.HP = EditorGUILayout.IntSlider("HP", player.DefaultAttribute.HP, 0, RPGEditorGlobal.MAX_ATTRIBUTE_HP); * player.DefaultAttribute.PhysicalPower = EditorGUILayout.IntSlider("物理攻击", player.DefaultAttribute.PhysicalPower, 0, RPGEditorGlobal.MAX_ATTRIBUTE_MISC); * player.DefaultAttribute.MagicalPower = EditorGUILayout.IntSlider("魔法攻击", player.DefaultAttribute.MagicalPower, 0, RPGEditorGlobal.MAX_ATTRIBUTE_MISC); * player.DefaultAttribute.Skill = EditorGUILayout.IntSlider("技术", player.DefaultAttribute.Skill, 0, RPGEditorGlobal.MAX_ATTRIBUTE_MISC); * player.DefaultAttribute.Speed = EditorGUILayout.IntSlider("速度", player.DefaultAttribute.Speed, 0, RPGEditorGlobal.MAX_ATTRIBUTE_MISC); * player.DefaultAttribute.Lucky = EditorGUILayout.IntSlider("智力", player.DefaultAttribute.Lucky, 0, RPGEditorGlobal.MAX_ATTRIBUTE_MISC); * player.DefaultAttribute.PhysicalDefense = EditorGUILayout.IntSlider("物理防御", player.DefaultAttribute.PhysicalDefense, 0, RPGEditorGlobal.MAX_ATTRIBUTE_MISC); * player.DefaultAttribute.MagicalDefense = EditorGUILayout.IntSlider("魔法防御", player.DefaultAttribute.MagicalDefense, 0, RPGEditorGlobal.MAX_ATTRIBUTE_MISC); * player.DefaultAttribute.Movement = EditorGUILayout.IntSlider("移动", player.DefaultAttribute.Movement, 0, RPGEditorGlobal.MAX_ATTRIBUTE_MOVEMENT); * * EditorGUILayout.EndVertical(); * EditorGUILayout.EndHorizontal(); * }*/ foldout_AttributeGrow = EditorGUILayout.Foldout(foldout_AttributeGrow, "成长率"); if (foldout_Attribute) { EditorGUILayout.BeginHorizontal(GUILayout.MaxWidth(Screen.width - 16)); EditorGUILayout.Space(); EditorGUILayout.BeginVertical(); player.DefaultAttributeGrow.HP = EditorGUILayout.IntSlider("HP", player.DefaultAttributeGrow.HP, 0, RPGEditorGlobal.MAX_ATTRIBUTE_HP); player.DefaultAttributeGrow.PhysicalPower = EditorGUILayout.IntSlider("物理攻击", player.DefaultAttributeGrow.PhysicalPower, 0, RPGEditorGlobal.MAX_ATTRIBUTE_MISC); player.DefaultAttributeGrow.MagicalPower = EditorGUILayout.IntSlider("魔法攻击", player.DefaultAttributeGrow.MagicalPower, 0, RPGEditorGlobal.MAX_ATTRIBUTE_MISC); player.DefaultAttributeGrow.Skill = EditorGUILayout.IntSlider("技术", player.DefaultAttributeGrow.Skill, 0, RPGEditorGlobal.MAX_ATTRIBUTE_MISC); player.DefaultAttributeGrow.Speed = EditorGUILayout.IntSlider("速度", player.DefaultAttributeGrow.Speed, 0, RPGEditorGlobal.MAX_ATTRIBUTE_MISC); player.DefaultAttributeGrow.Intel = EditorGUILayout.IntSlider("智力", player.DefaultAttributeGrow.Intel, 0, RPGEditorGlobal.MAX_ATTRIBUTE_MISC); player.DefaultAttributeGrow.PhysicalDefense = EditorGUILayout.IntSlider("物理防御", player.DefaultAttributeGrow.PhysicalDefense, 0, RPGEditorGlobal.MAX_ATTRIBUTE_MISC); player.DefaultAttributeGrow.MagicalDefense = EditorGUILayout.IntSlider("魔法防御", player.DefaultAttributeGrow.MagicalDefense, 0, RPGEditorGlobal.MAX_ATTRIBUTE_MISC); player.DefaultAttributeGrow.BodySize = EditorGUILayout.IntSlider("体格", player.DefaultAttributeGrow.BodySize, 0, RPGEditorGlobal.MAX_ATTRIBUTE_MISC); player.DefaultAttributeGrow.Movement = EditorGUILayout.IntSlider("移动", player.DefaultAttributeGrow.Movement, 0, RPGEditorGlobal.MAX_ATTRIBUTE_MOVEMENT); EditorGUILayout.EndVertical(); EditorGUILayout.EndHorizontal(); } RPGEditorGUI.DynamicArrayView(ref weaponCount, ref player.DefaultWeapons, "初始武器", "武器", RPGData.WeaponNameList.ToArray(), EnumTables.GetSequentialArray(RPGData.WeaponNameList.Count), 5); RPGEditorGUI.DynamicArrayView(ref skillCount, ref player.DefaultSkills, "初始技能", "技能", 10); player.DeadSpeech = EditorGUILayout.TextField("战败话语", player.DeadSpeech); player.LeaveSpeech = EditorGUILayout.TextField("战败话语", player.LeaveSpeech); if (GUI.changed) { EditorUtility.SetDirty(target); } }
public override void OnInspectorGUI() { Rect blockLabelRect = new Rect(45, 5, 120, 16); EditorGUI.LabelField(blockLabelRect, new GUIContent("武器"), RPGEditorGUI.CenterLabelStyle); //EditorGUI.InspectorTitlebar(new Rect(5, 5, 128, 128),true , new Object[] { Resources.Load("CharIcon/0_0") },true ); if (wea.Icon != null) { EditorGUI.DrawPreviewTexture(new Rect(5, 5, 37, 37), wea.Icon.texture); } wea.CommonProperty.ID = EditorGUILayout.IntField(guiContent_ID, wea.CommonProperty.ID); wea.CommonProperty.Name = EditorGUILayout.TextField(guiContent_Name, wea.CommonProperty.Name); wea.CommonProperty.Description = EditorGUILayout.TextField(guiContent_Desc, wea.CommonProperty.Description); wea.Icon = (Sprite)EditorGUILayout.ObjectField("图标", wea.Icon, typeof(Sprite), false); wea.WeaponType = (EnumWeaponType)EditorGUILayout.EnumPopup("武器类型", wea.WeaponType); wea.WeaponLevel = (EnumWeaponLevel)EditorGUILayout.EnumPopup("武器等级", wea.WeaponLevel); wea.SinglePrice = EditorGUILayout.IntField("单价", wea.SinglePrice); wea.UseNumber = EditorGUILayout.IntField("使用次数", wea.UseNumber); //根据枚举类型决定该以何种形式呈现 foldout_Range = EditorGUILayout.Foldout(foldout_Range, "武器攻击范围"); if (foldout_Range) { EditorGUILayout.BeginHorizontal(GUILayout.MaxWidth(Screen.width - 16)); EditorGUILayout.Space(); EditorGUILayout.BeginVertical(); wea.RangeType.SelectType = (EnumSelectEffectRangeType)EditorGUILayout.EnumPopup("选择范围类型", wea.RangeType.SelectType); wea.RangeType.EffectType = (EnumSelectEffectRangeType)EditorGUILayout.EnumPopup("生效范围类型", wea.RangeType.EffectType); wea.RangeType.SelectRange = EditorGUILayout.Vector2IntField("选择距离", wea.RangeType.SelectRange); wea.RangeType.EffectRange = EditorGUILayout.Vector2IntField("生效距离", wea.RangeType.EffectRange); EditorGUILayout.EndVertical(); EditorGUILayout.EndHorizontal(); } ////////// wea.Weight = EditorGUILayout.IntField("重量", wea.Weight); wea.Power = EditorGUILayout.IntField("威力", wea.Power); wea.Hit = EditorGUILayout.IntField("命中率", wea.Hit); wea.Crit = EditorGUILayout.IntField("必杀率", wea.Crit); RPGEditorGUI.DynamicArrayView(ref dedicatedCharacterCount, ref wea.DedicatedCharacter, "专用人物", "人物"); string[] display = RPGData.CareerNameList.ToArray(); int[] value = EnumTables.GetSequentialArray(RPGData.CareerNameList.Count); RPGEditorGUI.DynamicArrayView(ref dedicatedJobCount, ref wea.DedicatedJob, "专用职业", "职业", display, value); RPGEditorGUI.DynamicArrayView(ref careerEffectCount, ref wea.CareerEffect, "克制职业", "职业", display, value); //Log.Write(EnumTables.MaskFieldIdentify(wea.CareerEffect, 0), EnumTables.MaskFieldIdentify(wea.CareerEffect, 1), EnumTables.MaskFieldIdentify(wea.CareerEffect, 2), EnumTables.MaskFieldIdentify(wea.CareerEffect, 3)); //Log.Write(EnumTables.MaskFieldSetTrue(2, 1)); //Log.Write(EnumTables.MaskFieldSetFalse(2, 0)); wea.SuperEffect = EditorGUILayout.MaskField(guiContent_SuperEffect, wea.SuperEffect, new string[] { "必杀", "不可反击", "狂乱", "吸血" }); wea.AttackEffect = (EnumWeaponAttackEffectType)EditorGUILayout.EnumPopup("特殊攻击效果", wea.AttackEffect); wea.ImportantWeapon = EditorGUILayout.Toggle(guiContent_ImportantWeapon, wea.ImportantWeapon); wea.NoExchange = EditorGUILayout.Toggle(guiContent_NoExchange, wea.NoExchange); foldout_AdditionalAttribute = EditorGUILayout.Foldout(foldout_AdditionalAttribute, "人物属性修正"); if (foldout_AdditionalAttribute) { EditorGUILayout.BeginHorizontal(GUILayout.MaxWidth(Screen.width - 16)); EditorGUILayout.Space(); EditorGUILayout.BeginVertical(); wea.AdditionalAttribute.HP = EditorGUILayout.IntSlider("HP", wea.AdditionalAttribute.HP, 0, RPGEditorGlobal.MAX_ADDATTIBUTE); wea.AdditionalAttribute.PhysicalPower = EditorGUILayout.IntSlider("物理攻击", wea.AdditionalAttribute.PhysicalPower, 0, RPGEditorGlobal.MAX_ADDATTIBUTE); wea.AdditionalAttribute.MagicalPower = EditorGUILayout.IntSlider("魔法攻击", wea.AdditionalAttribute.MagicalPower, 0, RPGEditorGlobal.MAX_ADDATTIBUTE); wea.AdditionalAttribute.Skill = EditorGUILayout.IntSlider("技术", wea.AdditionalAttribute.Skill, 0, RPGEditorGlobal.MAX_ADDATTIBUTE); wea.AdditionalAttribute.Speed = EditorGUILayout.IntSlider("速度", wea.AdditionalAttribute.Speed, 0, RPGEditorGlobal.MAX_ADDATTIBUTE); wea.AdditionalAttribute.Intel = EditorGUILayout.IntSlider("智力", wea.AdditionalAttribute.Intel, 0, RPGEditorGlobal.MAX_ADDATTIBUTE); wea.AdditionalAttribute.PhysicalDefense = EditorGUILayout.IntSlider("物理防御", wea.AdditionalAttribute.PhysicalDefense, 0, RPGEditorGlobal.MAX_ADDATTIBUTE); wea.AdditionalAttribute.MagicalDefense = EditorGUILayout.IntSlider("魔法防御", wea.AdditionalAttribute.MagicalDefense, 0, RPGEditorGlobal.MAX_ADDATTIBUTE); wea.AdditionalAttribute.Movement = EditorGUILayout.IntSlider("移动", wea.AdditionalAttribute.Movement, 0, RPGEditorGlobal.MAX_ADDATTIBUTE); EditorGUILayout.EndVertical(); EditorGUILayout.EndHorizontal(); } foldout_AdditionalAttiburteGrow = EditorGUILayout.Foldout(foldout_AdditionalAttiburteGrow, "成长率修正"); //人物成长率修正 if (foldout_AdditionalAttiburteGrow) { EditorGUILayout.BeginHorizontal(GUILayout.MaxWidth(Screen.width - 16)); EditorGUILayout.Space(); EditorGUILayout.BeginVertical(); wea.AdditionalAttributeGrow.HP = EditorGUILayout.IntSlider("HP成长率", wea.AdditionalAttributeGrow.HP, 0, RPGEditorGlobal.MAX_ADDGROW); wea.AdditionalAttributeGrow.PhysicalPower = EditorGUILayout.IntSlider("物理攻击成长率", wea.AdditionalAttributeGrow.PhysicalPower, 0, RPGEditorGlobal.MAX_ADDGROW); wea.AdditionalAttributeGrow.MagicalPower = EditorGUILayout.IntSlider("魔法攻击成长率", wea.AdditionalAttributeGrow.MagicalPower, 0, RPGEditorGlobal.MAX_ADDGROW); wea.AdditionalAttributeGrow.Skill = EditorGUILayout.IntSlider("技术成长率", wea.AdditionalAttributeGrow.Skill, 0, RPGEditorGlobal.MAX_ADDGROW); wea.AdditionalAttributeGrow.Speed = EditorGUILayout.IntSlider("速度成长率", wea.AdditionalAttributeGrow.Speed, 0, RPGEditorGlobal.MAX_ADDGROW); wea.AdditionalAttributeGrow.Intel = EditorGUILayout.IntSlider("智力成长率", wea.AdditionalAttributeGrow.Intel, 0, RPGEditorGlobal.MAX_ADDGROW); wea.AdditionalAttributeGrow.PhysicalDefense = EditorGUILayout.IntSlider("物理防御成长率", wea.AdditionalAttributeGrow.PhysicalDefense, 0, RPGEditorGlobal.MAX_ADDGROW); wea.AdditionalAttributeGrow.MagicalDefense = EditorGUILayout.IntSlider("魔法防御成长率", wea.AdditionalAttributeGrow.MagicalDefense, 0, RPGEditorGlobal.MAX_ADDGROW); wea.AdditionalAttributeGrow.Movement = EditorGUILayout.IntSlider("移动成长率", wea.AdditionalAttributeGrow.Movement, 0, RPGEditorGlobal.MAX_ADDGROW); EditorGUILayout.EndVertical(); EditorGUILayout.EndHorizontal(); } if (GUI.changed) { EditorUtility.SetDirty(target); } }
public override void OnInspectorGUI() { //在最开始写Label会显示在最上面 Rect blockLabelRect = new Rect(45, 5, 120, 16); EditorGUI.LabelField(blockLabelRect, new GUIContent("道具"), RPGEditorGUI.CenterLabelStyle); //EditorGUI.InspectorTitlebar(new Rect(5, 5, 128, 128),true , new Object[] { Resources.Load("CharIcon/0_0") },true ); if (props.Icon != null) { EditorGUI.DrawPreviewTexture(new Rect(5, 5, 37, 37), props.Icon.texture); } props.CommonProperty.ID = EditorGUILayout.IntField(guiContent_ID, props.CommonProperty.ID); props.CommonProperty.Name = EditorGUILayout.TextField(guiContent_Name, props.CommonProperty.Name); props.CommonProperty.Description = EditorGUILayout.TextField(guiContent_Desc, props.CommonProperty.Description); props.Icon = (Sprite)EditorGUILayout.ObjectField("图标", props.Icon, typeof(Sprite), false); props.SinglePrice = EditorGUILayout.IntField("单价", props.SinglePrice); props.UseNumber = EditorGUILayout.IntField("使用次数", props.UseNumber); props.PropsEffect = (EnumPropsEffectType)EditorGUILayout.EnumPopup("道具效果", props.PropsEffect); props.Power = EditorGUILayout.IntField("值", props.Power); string[] display = RPGData.CareerNameList.ToArray(); int[] value = EnumTables.GetSequentialArray(RPGData.CareerNameList.Count); RPGEditorGUI.DynamicArrayView(ref dedicatedCharacterCount, ref props.DedicatedCharacter, "专用人物", "人物", display, value); RPGEditorGUI.DynamicArrayView(ref dedicatedJobCount, ref props.DedicatedJob, "专用职业", "职业", display, value); props.EquipItem = EditorGUILayout.Toggle("是否可以装备", props.EquipItem); props.ImportantProps = EditorGUILayout.Toggle(guiContent_ImportantWeapon, props.ImportantProps); props.NoExchange = EditorGUILayout.Toggle(guiContent_NoExchange, props.NoExchange); props.Sellable = EditorGUILayout.Toggle("是否可以出售", props.Sellable); foldout_AdditionalAttribute = EditorGUILayout.Foldout(foldout_AdditionalAttribute, "人物属性修正"); if (foldout_AdditionalAttribute) { EditorGUILayout.BeginHorizontal(GUILayout.MaxWidth(Screen.width - 16)); EditorGUILayout.Space(); EditorGUILayout.BeginVertical(); props.AdditionalAttribute.HP = EditorGUILayout.IntSlider("HP", props.AdditionalAttribute.HP, 0, RPGEditorGlobal.MAX_ADDATTIBUTE); props.AdditionalAttribute.PhysicalPower = EditorGUILayout.IntSlider("物理攻击", props.AdditionalAttribute.PhysicalPower, 0, RPGEditorGlobal.MAX_ADDATTIBUTE); props.AdditionalAttribute.MagicalPower = EditorGUILayout.IntSlider("魔法攻击", props.AdditionalAttribute.MagicalPower, 0, RPGEditorGlobal.MAX_ADDATTIBUTE); props.AdditionalAttribute.Skill = EditorGUILayout.IntSlider("技术", props.AdditionalAttribute.Skill, 0, RPGEditorGlobal.MAX_ADDATTIBUTE); props.AdditionalAttribute.Speed = EditorGUILayout.IntSlider("速度", props.AdditionalAttribute.Speed, 0, RPGEditorGlobal.MAX_ADDATTIBUTE); props.AdditionalAttribute.Intel = EditorGUILayout.IntSlider("智力", props.AdditionalAttribute.Intel, 0, RPGEditorGlobal.MAX_ADDATTIBUTE); props.AdditionalAttribute.PhysicalDefense = EditorGUILayout.IntSlider("物理防御", props.AdditionalAttribute.PhysicalDefense, 0, RPGEditorGlobal.MAX_ADDATTIBUTE); props.AdditionalAttribute.MagicalDefense = EditorGUILayout.IntSlider("魔法防御", props.AdditionalAttribute.MagicalDefense, 0, RPGEditorGlobal.MAX_ADDATTIBUTE); props.AdditionalAttribute.BodySize = EditorGUILayout.IntSlider("体格", props.AdditionalAttribute.BodySize, 0, RPGEditorGlobal.MAX_ADDATTIBUTE); props.AdditionalAttribute.Movement = EditorGUILayout.IntSlider("移动", props.AdditionalAttribute.Movement, 0, RPGEditorGlobal.MAX_ADDATTIBUTE); EditorGUILayout.EndVertical(); EditorGUILayout.EndHorizontal(); } foldout_AdditionalAttiburteGrow = EditorGUILayout.Foldout(foldout_AdditionalAttiburteGrow, "成长率修正"); //人物成长率修正 if (foldout_AdditionalAttiburteGrow) { EditorGUILayout.BeginHorizontal(GUILayout.MaxWidth(Screen.width - 16)); EditorGUILayout.Space(); EditorGUILayout.BeginVertical(); props.AdditionalAttributeGrow.HP = EditorGUILayout.IntSlider("HP成长率", props.AdditionalAttributeGrow.HP, 0, RPGEditorGlobal.MAX_ADDGROW); props.AdditionalAttributeGrow.PhysicalPower = EditorGUILayout.IntSlider("物理攻击成长率", props.AdditionalAttributeGrow.PhysicalPower, 0, RPGEditorGlobal.MAX_ADDGROW); props.AdditionalAttributeGrow.MagicalPower = EditorGUILayout.IntSlider("魔法攻击成长率", props.AdditionalAttributeGrow.MagicalPower, 0, RPGEditorGlobal.MAX_ADDGROW); props.AdditionalAttributeGrow.Skill = EditorGUILayout.IntSlider("技术成长率", props.AdditionalAttributeGrow.Skill, 0, RPGEditorGlobal.MAX_ADDGROW); props.AdditionalAttributeGrow.Speed = EditorGUILayout.IntSlider("速度成长率", props.AdditionalAttributeGrow.Speed, 0, RPGEditorGlobal.MAX_ADDGROW); props.AdditionalAttributeGrow.Intel = EditorGUILayout.IntSlider("智力成长率", props.AdditionalAttributeGrow.Intel, 0, RPGEditorGlobal.MAX_ADDGROW); props.AdditionalAttributeGrow.PhysicalDefense = EditorGUILayout.IntSlider("物理防御成长率", props.AdditionalAttributeGrow.PhysicalDefense, 0, RPGEditorGlobal.MAX_ADDGROW); props.AdditionalAttributeGrow.MagicalDefense = EditorGUILayout.IntSlider("魔法防御成长率", props.AdditionalAttributeGrow.MagicalDefense, 0, RPGEditorGlobal.MAX_ADDGROW); props.AdditionalAttributeGrow.BodySize = EditorGUILayout.IntSlider("体格成长率", props.AdditionalAttributeGrow.BodySize, 0, RPGEditorGlobal.MAX_ADDGROW); props.AdditionalAttributeGrow.Movement = EditorGUILayout.IntSlider("移动成长率", props.AdditionalAttributeGrow.Movement, 0, RPGEditorGlobal.MAX_ADDGROW); EditorGUILayout.EndVertical(); EditorGUILayout.EndHorizontal(); } if (GUI.changed) { EditorUtility.SetDirty(target); } }