예제 #1
0
 public static void Initialise()
 {
     DivisionData.Setup();
     FormationData.Setup();
     TeamData.Setup();
     PlayerData.Setup();
 }
예제 #2
0
    public override void OnInspectorGUI()
    {
        EditorGUILayout.BeginVertical(GUI.skin.box);
        EditorGUI.indentLevel++;
        EditorGUILayout.LabelField("阵型编辑器:");
        EditorGUILayout.LabelField("在任意场景使用这个东西编辑一个阵型,");
        EditorGUILayout.LabelField("然后将阵型保存为数据文件");
        EditorGUI.indentLevel--;
        EditorGUILayout.EndVertical();

        EditorGUILayout.Space();

        if (GUILayout.Button("Add Node"))
        {
            self.AddNode();
        }

        EditorGUILayout.Space();

        base.OnInspectorGUI();

        EditorGUILayout.Space();

        if (GUILayout.Button("Reset"))
        {
            self.ClearNodes();
        }

        EditorGUILayout.Space();

        EditorGUILayout.Space();

        EditorGUILayout.BeginVertical(GUI.skin.box);
        EditorGUI.indentLevel++;
        EditorGUILayout.LabelField("- 点击\"Save Current Formation\"将把当前阵型保存为位置数据");
        EditorGUILayout.LabelField("- 保存的数据文件在: Assets-Set it when you use this system");
        EditorGUI.indentLevel--;
        EditorGUILayout.EndVertical();

        if (GUILayout.Button("Save Current Formation"))
        {
            FormationData formation = ScriptableObject.CreateInstance("FormationData") as FormationData;

            Vector3[] data = new Vector3[self.nodes.Count];
            for (int i = 0; i < self.nodes.Count; i++)
            {
                data[i] = self.nodes[i].position;                       //save world position
            }

            formation.Setup(self.formationName, data);

            AssetDatabase.CreateAsset(formation, "Assets/Prefabs/FormationData/" + self.formationName.ToString() + ".asset");
            AssetDatabase.SaveAssets();

            self.SetDefaultName();
        }
    }