public override void OnInspectorGUI() { if (GUILayout.Button("技設定画面を開く")) { PlayerSkillEditor.Open((FighterSkill)target); } }
private void OnGUI() { roleIndex = EditorGUILayout.Popup("选择模型", roleIndex, roleName); if (GUILayout.Button("创建角色")) { if (roleName[roleIndex] == "Null") { Debug.Log("创建角色不能为空"); return; } if (playerSkillEditor == null) { playerSkillEditor = GetWindow <PlayerSkillEditor>("角色控制中心");//, typeof(SkilledEditor) } //确保只能编辑一个模型 if (playerName != roleName[roleIndex]) { // 将已创建的角色删除 if (player != null) { player.Unload(); Destroy(player.gameObject); player = null; } //创建新的角色 GameObject obj = Instantiate(Resources.Load <GameObject>("Role/" + roleName[roleIndex])); player = obj.GetComponent <Player>(); PlayerSkillEditor.player = player; playerName = roleName[roleIndex]; player.data.roleName = playerName; } playerSkillEditor.Show(); } }