예제 #1
0
        static StackObject *AddToGameObject_3(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 2);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            Spine.Unity.SkeletonDataAsset @skeletonDataAsset = (Spine.Unity.SkeletonDataAsset) typeof(Spine.Unity.SkeletonDataAsset).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            UnityEngine.GameObject @gameObject = (UnityEngine.GameObject) typeof(UnityEngine.GameObject).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);


            var result_of_this_method = Spine.Unity.SkeletonAnimation.AddToGameObject(@gameObject, @skeletonDataAsset);

            object obj_result_of_this_method = result_of_this_method;

            if (obj_result_of_this_method is CrossBindingAdaptorType)
            {
                return(ILIntepreter.PushObject(__ret, __mStack, ((CrossBindingAdaptorType)obj_result_of_this_method).ILInstance));
            }
            return(ILIntepreter.PushObject(__ret, __mStack, result_of_this_method));
        }
예제 #2
0
        public static SkeletonGraphic NewSkeletonGraphicGameObject(Spine.Unity.SkeletonDataAsset skeletonDataAsset, Transform parent)
        {
            SkeletonGraphic graphic = AddSkeletonGraphicComponent(new GameObject("New Spine GameObject"), skeletonDataAsset);

            if (parent != null)
            {
                graphic.transform.SetParent(parent, false);
            }
            return(graphic);
        }
예제 #3
0
        public static T AddSpineComponent <T>(GameObject gameObject, Spine.Unity.SkeletonDataAsset skeletonDataAsset) where T : SkeletonRenderer
        {
            T local = gameObject.AddComponent <T>();

            if (skeletonDataAsset != null)
            {
                local.skeletonDataAsset = skeletonDataAsset;
                local.Initialize(false);
            }
            return(local);
        }
예제 #4
0
        public static SkeletonGraphic AddSkeletonGraphicComponent(GameObject gameObject, Spine.Unity.SkeletonDataAsset skeletonDataAsset)
        {
            SkeletonGraphic graphic = gameObject.AddComponent <SkeletonGraphic>();

            if (skeletonDataAsset != null)
            {
                graphic.skeletonDataAsset = skeletonDataAsset;
                graphic.Initialize(false);
            }
            return(graphic);
        }
예제 #5
0
        void OnGUI()
        {
            GUIStyle boxStyle = new GUIStyle("box");

            var width  = position.size.x - boxStyle.border.horizontal;
            var height = position.size.y - boxStyle.border.vertical;

            var innerBoxWidth  = width - (boxStyle.padding.horizontal + boxStyle.border.horizontal);
            var innerBoxHeight = height - (boxStyle.padding.vertical + boxStyle.border.vertical);


            MyGUIExtend.Instance.ToolbarButton(new Dictionary <string, Action>
            {
                {
                    "读取", LoadRole
                },
                {
                    "All", () =>
                    {
                        currtagname = "";
                        showIndexList.Clear();
                        for (int ix = 0; ix < _placementConfigList.Count; ix++)
                        {
                            showIndexList.Add(ix);
                        }
                    }
                },
                {
                    "仅保存数据", saveData
                },
                {
                    "保存数据仅生成当前选中预制体", () =>
                    {
                        saveData();
                        Createprefab();
                    }
                }
            });


            EditorGUILayout.BeginVertical(boxStyle, GUILayout.Width(width), GUILayout.Height(height));

            MyGUIExtend.Instance.Foldout("BoxEditor", "路径信息", () =>
            {
                EditorGUILayout.BeginHorizontal();
                EditorGUILayout.LabelField(_roleDataFile);

                EditorGUILayout.EndHorizontal();

                EditorGUILayout.BeginHorizontal();
                EditorGUILayout.LabelField(_prefabPath);

                EditorGUILayout.EndHorizontal();

                EditorGUILayout.BeginHorizontal();
                _scalefloat = MyGUI.FloatFieldWithTitle("图片整体缩放大小", _scalefloat);
                EditorGUILayout.EndHorizontal();
            });

            // 编辑区域 add by TangJian 2017/11/15 16:28:19
            EditorGUILayout.BeginHorizontal();
            //一级列表
            EditorGUILayout.BeginVertical(boxStyle, GUILayout.Width((innerBoxWidth / 2) * (1f / 3f) - 5f), GUILayout.ExpandHeight(true));
            onelistViewPos = EditorGUILayout.BeginScrollView(onelistViewPos);
            for (int e = taglist.Count - 1; e >= 0; e--)
            {
                var tag = taglist[e];
                EditorGUILayout.BeginHorizontal();

                int Index = MyGUIExtend.Instance.ListSingleButton("BoxTag", taglist[e], e, (() =>
                {
                    currtagname = tag;
                    showIndexList.Clear();
                    //firstbool = true;
                    foreach (var item in _placementConfigList)
                    {
                        if (item.tagstring == tag)
                        {
                            showIndexList.Add(_placementConfigList.IndexOf(item));
                        }
                    }
                }));

                MyGUIExtend.Instance.Mouse_RightDrop(new Dictionary <string, Action>
                {
                    {
                        "删除", (() => { taglist.RemoveAt(Index); })
                    }
                });
                EditorGUILayout.EndVertical();
            }
            newtagname = EditorGUILayout.TextField(newtagname, GUILayout.Width((innerBoxWidth / 2) * (1f / 3f) - 15f));
            if (MyGUI.Button("+"))
            {
                taglist.Add(newtagname);
            }
            EditorGUILayout.EndScrollView();
            EditorGUILayout.EndVertical();
            // // 二级列表框 add by TangJian 2017/11/15 16:27:46
            EditorGUILayout.BeginVertical(boxStyle, GUILayout.Width((innerBoxWidth / 2) * (2f / 3f)), GUILayout.ExpandHeight(true));
            SearchContext      = GUILayout.TextField(SearchContext);
            _listScrollViewPos = EditorGUILayout.BeginScrollView(_listScrollViewPos);

            if (!string.IsNullOrEmpty(SearchContext))
            {
                for (int i = 0; i < _placementConfigList.Count; i++)
                {
                    if (Regex.IsMatch(_placementConfigList[i].id.ToLower(), SearchContext))
                    {
                        ListID(i);
                    }
                }
            }
            else
            {
                for (int i = _placementConfigList.Count - 1; i >= 0; i--)
                {
                    if (!showIndexList.Contains(i))
                    {
                        continue;
                    }
                    EditorGUILayout.BeginHorizontal();
                    ListID(i);
                    EditorGUILayout.EndHorizontal();
                }
            }
            if (MyGUI.Button("+"))
            {
                _placementConfigList.Add(new tian.PlacementConfig());
                _placementConfigList[_placementConfigList.Count - 1].tagstring = currtagname;
                showIndexList.Add(_placementConfigList.Count - 1);
            }

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


            // 编辑框 add by TangJian 2017/11/15 16:28:46
            EditorGUILayout.BeginVertical(boxStyle, GUILayout.Width(innerBoxWidth / 2), GUILayout.ExpandHeight(true));
            _editScrollViewPos = EditorGUILayout.BeginScrollView(_editScrollViewPos);
            if (_currPlacementConfig != null)
            {
                _currPlacementConfig.tagstring                 = MyGUI.TextFieldWithTitle("标签", _currPlacementConfig.tagstring);
                _currPlacementConfig.id                        = MyGUI.TextFieldWithTitle("ID", _currPlacementConfig.id);
                _currPlacementConfig.prefab                    = MyGUI.TextFieldWithTitle("prefab", _currPlacementConfig.prefab);
                _currPlacementConfig.AddRigidbody              = MyGUI.ToggleWithTitle("是否应用重力", _currPlacementConfig.AddRigidbody);
                _currPlacementConfig.colliderlayer             = (tian.ColliderLayer)MyGUI.EnumPopupWithTitle("碰撞layer", _currPlacementConfig.colliderlayer);
                _currPlacementConfig.colliderSizeType          = (tian.ColliderSizeType)MyGUI.EnumPopupWithTitle("size半自动与手工填写", _currPlacementConfig.colliderSizeType);
                _currPlacementConfig.placementData.deathEffect = MyGUI.TextFieldWithTitle("死亡动画|摧毁动画|爆炸动画", _currPlacementConfig.placementData.deathEffect);
                if (_currPlacementConfig.colliderSizeType != tian.ColliderSizeType.TextureRect)
                {
                    _currPlacementConfig.boundsPosition = MyGUI.Vector3WithTitle("碰撞体position", _currPlacementConfig.boundsPosition);
                    _currPlacementConfig.size           = MyGUI.Vector3WithTitle("碰撞体size", _currPlacementConfig.size);
                }
                _currPlacementConfig.NoNavMeshObstacle = MyGUI.ToggleWithTitle("不需要NavMeshObstacle", _currPlacementConfig.NoNavMeshObstacle);
                _currPlacementConfig.NoSortRenderPos   = MyGUI.ToggleWithTitle("不需要SortRenderPos", _currPlacementConfig.NoSortRenderPos);
                // Renderer朝向 add by TangJian 2018/12/18 15:57
                _currPlacementConfig.RendererOrientation =
                    (RendererOrientation)MyGUI.EnumPopupWithTitle("Renderer朝向", _currPlacementConfig.RendererOrientation);

                _currPlacementConfig.randerChoice = (tian.RanderChoice)MyGUI.EnumPopupWithTitle("Render选择", _currPlacementConfig.randerChoice);
                switch (_currPlacementConfig.randerChoice)
                {
                case tian.RanderChoice.Anim:
                    Spine.Unity.SkeletonDataAsset             skeletonDataAsset  = (Spine.Unity.SkeletonDataAsset)AssetDatabase.LoadAssetAtPath(_currPlacementConfig.SkeletonDataAssetpath, typeof(Spine.Unity.SkeletonDataAsset));
                    UnityEditor.Animations.AnimatorController animatorController = (UnityEditor.Animations.AnimatorController)AssetDatabase.LoadAssetAtPath(_currPlacementConfig.AnimatorControllerpath, typeof(UnityEditor.Animations.AnimatorController));
                    animatorController = (UnityEditor.Animations.AnimatorController)EditorGUILayout.ObjectField(new GUIContent("动画控制器"), animatorController, typeof(UnityEditor.Animations.AnimatorController), true);
                    skeletonDataAsset  = (Spine.Unity.SkeletonDataAsset)EditorGUILayout.ObjectField(new GUIContent("Skeleton"), skeletonDataAsset, typeof(Spine.Unity.SkeletonDataAsset), true);
                    _currPlacementConfig.SkeletonDataAssetpath  = AssetDatabase.GetAssetPath(skeletonDataAsset);
                    _currPlacementConfig.AnimatorControllerpath = AssetDatabase.GetAssetPath(animatorController);
                    _currPlacementConfig.ImagePath = "";
                    if (MyGUI.Button("打开纹理正面侧面编辑器"))
                    {
                        BoxTextureEditorWindow.Open(_currPlacementConfig);
                    }
                    break;

                case tian.RanderChoice.Image:
                    _currPlacementConfig.sceneDecorationPosition = (SceneDecorationPosition)MyGUI.EnumPopupWithTitle("显示位置", _currPlacementConfig.sceneDecorationPosition);
                    _usePathorImg = EditorGUILayout.ToggleLeft(new GUIContent("使用路径还是贴图"), _usePathorImg);

                    Material material = AssetDatabase.LoadAssetAtPath <Material>(_currPlacementConfig.materialPath);
                    material = (Material)EditorGUILayout.ObjectField("材质", material, typeof(Material), false);
                    _currPlacementConfig.materialPath = AssetDatabase.GetAssetPath(material);

                    if (_usePathorImg)
                    {
                        Texture2D img = (Texture2D)AssetDatabase.LoadAssetAtPath(_currPlacementConfig.ImagePath, typeof(Texture2D));
                        img = (Texture2D)EditorGUILayout.ObjectField(new GUIContent("贴图"), img, typeof(Texture2D), _usePathorImg);
                        _currPlacementConfig.ImagePath = AssetDatabase.GetAssetPath(img);
                        EditorGUILayout.LabelField("图片路径:", _currPlacementConfig.ImagePath);
                    }
                    else
                    {
                        _currPlacementConfig.ImagePath = MyGUI.TextFieldWithTitle("图片路径:", _currPlacementConfig.ImagePath);

                        Texture2D img = (Texture2D)EditorGUILayout.ObjectField(new GUIContent("贴图"), AssetDatabase.LoadAssetAtPath(_currPlacementConfig.ImagePath, typeof(Texture2D)), typeof(Texture2D), _usePathorImg);
                    }

                    if (MyGUI.Button("打开纹理正面侧面编辑器"))
                    {
                        BoxTextureEditorWindow.Open(_currPlacementConfig);
                    }

                    _currPlacementConfig.scaleType = (tian.ScaleType)MyGUI.EnumPopupWithTitle("使用整体缩放大小还是单独缩放大小", _currPlacementConfig.scaleType);
                    if (_currPlacementConfig.scaleType == tian.ScaleType.Alone)
                    {
                        _currPlacementConfig.AloneScale = MyGUI.FloatFieldWithTitle("单独缩放大小", _currPlacementConfig.AloneScale);
                    }
                    // currPlacementConfig.SkeletonDataAsset = null;
                    // currPlacementConfig.AnimatorController = null;
                    _currPlacementConfig.SkeletonDataAssetpath  = "";
                    _currPlacementConfig.AnimatorControllerpath = "";
                    break;

                default:
                    // currPlacementConfig.SkeletonDataAsset = null;
                    _currPlacementConfig.ImagePath              = "";
                    _currPlacementConfig.SkeletonDataAssetpath  = "";
                    _currPlacementConfig.AnimatorControllerpath = "";
                    // currPlacementConfig.AnimatorController = null;
                    break;
                }

                _currPlacementConfig.placementType = (tian.PlacementType)MyGUI.EnumPopupWithTitle("placementType", _currPlacementConfig.placementType);
                switch (_currPlacementConfig.placementType)
                {
                case tian.PlacementType.TreasureBox:
                    DrawDropItemList(ref _currPlacementConfig.placementData.dropItemList);
                    break;

                case tian.PlacementType.trap:
                    _currPlacementConfig.atk      = MyGUI.IntFieldWithTitle("Atk", _currPlacementConfig.atk);
                    _currPlacementConfig.trapType = (tian.TrapType)MyGUI.EnumPopupWithTitle("陷阱类型:", _currPlacementConfig.trapType);
                    switch (_currPlacementConfig.trapType)
                    {
                    case tian.TrapType.GroundStab:
                        GroundStabStateType groundStabStateType = (GroundStabStateType)_currPlacementConfig.trapState;
                        groundStabStateType            = (GroundStabStateType)MyGUI.EnumPopupWithTitle("地刺类型", groundStabStateType);
                        _currPlacementConfig.trapState = (int)groundStabStateType;
                        string st1 = "";
                        string st2 = "";
                        switch (_currPlacementConfig.trapState)
                        {
                        case 0:
                            st1 = "攻击延迟";
                            st2 = "关闭延迟";
                            break;

                        case 1:
                            st1 = "地刺地上停留时间";
                            st2 = "地刺地下停留时间";
                            _currPlacementConfig.float3 = MyGUI.FloatFieldWithTitle("首次停留时间", _currPlacementConfig.float3);
                            break;
                        }
                        _currPlacementConfig.float1 = MyGUI.FloatFieldWithTitle(st1, _currPlacementConfig.float1);
                        _currPlacementConfig.float2 = MyGUI.FloatFieldWithTitle(st2, _currPlacementConfig.float2);
                        break;
                    }
                    break;

                case tian.PlacementType.bucket:
                    _currPlacementConfig.placementData.hporCount = (tian.HporCount)MyGUI.EnumPopupWithTitle("打击数或hp", _currPlacementConfig.placementData.hporCount);
                    switch (_currPlacementConfig.placementData.hporCount)
                    {
                    case tian.HporCount.Hp:
                        _currPlacementConfig.placementData.atkhp = MyGUI.FloatFieldWithTitle("Hp", _currPlacementConfig.placementData.atkhp);
                        break;

                    case tian.HporCount.count:
                        _currPlacementConfig.placementData.atkcount = MyGUI.IntFieldWithTitle("被打击次数", _currPlacementConfig.placementData.atkcount);
                        break;

                    default:
                        break;
                    }

                    DrawDropItemList(ref _currPlacementConfig.placementData.dropItemList);
                    break;

                case tian.PlacementType.Ladder:
                    _currPlacementConfig.Laddertype = (laddertype)MyGUI.EnumPopupWithTitle("梯子在哪面", _currPlacementConfig.Laddertype);
                    break;

                case PlacementType.FenceDoor:
                    _currPlacementConfig.Laddertype = (laddertype)MyGUI.EnumPopupWithTitle("朝向", _currPlacementConfig.Laddertype);
                    break;

                default:
                    break;
                }


                // 材质类型
                _currPlacementConfig.matType       = (MatType)MyGUI.EnumPopupWithTitle("材质类型", _currPlacementConfig.matType);
                _currPlacementConfig.hitEffectType = (HitEffectType)MyGUI.EnumPopupWithTitle("打击效果类型", _currPlacementConfig.hitEffectType);

                //支持位移碰撞
                _currPlacementConfig.placementShake = MyGUI.ToggleWithTitle("支持位移碰撞", _currPlacementConfig.placementShake);
            }
            else
            {
                if (currtagname != null)
                {
                    EditorGUILayout.LabelField("当前选中标签:" + currtagname);
                    newtagnae = MyGUI.TextFieldWithTitle("新标签名称:", newtagnae);
                    if (MyGUI.Button("标签名称改动"))
                    {
                        if (taglist.Contains(currtagname))
                        {
                            //taglist[taglist.IndexOf(currtagname)] = newtagnae;
                            //currtagname = newtagnae;
                            foreach (var children in _placementConfigList)
                            {
                                if (children.tagstring == currtagname)
                                {
                                    children.tagstring = newtagnae;
                                }
                            }
                            taglist[taglist.IndexOf(currtagname)] = newtagnae;
                            currtagname = newtagnae;
                        }
                        newtagnae = "";
                    }
                }
            }

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


            EditorGUILayout.EndHorizontal();

            EditorGUILayout.EndVertical();
        }
예제 #6
0
 public static T NewSpineGameObject <T>(Spine.Unity.SkeletonDataAsset skeletonDataAsset) where T : SkeletonRenderer =>
 AddSpineComponent <T>(new GameObject("New Spine GameObject"), skeletonDataAsset);
예제 #7
0
        void OnGUI()
        {
            GUIStyle boxStyle = new GUIStyle("box");

            var width  = position.size.x - boxStyle.border.horizontal;
            var height = position.size.y - boxStyle.border.vertical;

            var innerBoxWidth  = width - (boxStyle.padding.horizontal + boxStyle.border.horizontal);
            var innerBoxHeight = height - (boxStyle.padding.vertical + boxStyle.border.vertical);

            MyGUIExtend.Instance.ToolbarButton(new Dictionary <string, Action>
            {
                {
                    "读取", loadWeapon
                },
                {
                    "保存", saveWeapon
                },
                {
                    "制作当前预制体", CreatCurrentPrefab
                }
            });


            EditorGUILayout.BeginVertical(boxStyle, GUILayout.Width(width), GUILayout.Height(height));

            MyGUIExtend.Instance.Foldout("WeaponEditor", "路径信息", (() =>
            {
                EditorGUILayout.BeginHorizontal();
                EditorGUILayout.LabelField(weaponDataFile);
                EditorGUILayout.EndHorizontal();

                EditorGUILayout.BeginHorizontal();
                excelPath = MyGUI.TextFieldWithTitle("表格路径", excelPath);
                if (MyGUI.Button("载入表格"))
                {
                    EditorTools.AnalyzeExcelToDic(excelPath, dic =>
                    {
                        EquipType equipType = (EquipType)Convert.ToInt32(dic["EquipType"]);
                        bool newWeaponData = true;
                        switch (equipType)
                        {
                        case EquipType.Lswd:
                            break;

                        case EquipType.Shield:
                            break;

                        case EquipType.Swd:
                            break;

                        case EquipType.Sswd:
                            break;

                        case EquipType.Saxe:
                            break;

                        case EquipType.Blunt:
                            break;

                        case EquipType.Katana:
                            break;

                        case EquipType.Bow:
                            break;

                        case EquipType.Spear:
                            break;

                        default:
                            newWeaponData = false;
                            break;
                        }
                        if (newWeaponData)
                        {
                            WeaponData NewWeaponData = new WeaponData();
                            foreach (var item in dic)
                            {
                                switch (item.Key)
                                {
                                case "id":
                                    NewWeaponData.id = Convert.ToString(item.Value);
                                    break;

                                case "IconName":
                                    NewWeaponData.icon = Convert.ToString(item.Value);
                                    break;

                                case "name":
                                    NewWeaponData.name = Convert.ToString(item.Value);
                                    break;

                                case "Lv":
                                    NewWeaponData.level = Convert.ToInt32(item.Value);
                                    break;

                                case "desc":
                                    NewWeaponData.desc = Convert.ToString(item.Value);
                                    break;

                                case "Hp":
                                    NewWeaponData.attrData.hpMax = Convert.ToSingle(item.Value);
                                    break;

                                case "defence":
                                    NewWeaponData.attrData.def = Convert.ToSingle(item.Value);
                                    break;

                                case "ATK":
                                    NewWeaponData.attrData.atk = Convert.ToSingle(item.Value);
                                    break;

                                case "speed":
                                    NewWeaponData.attrData.atkSpeedScale = Convert.ToSingle(item.Value);
                                    break;

                                case "Critical":
                                    NewWeaponData.attrData.criticalRate = Convert.ToSingle(item.Value);
                                    break;

                                case "CriticalDamage":
                                    NewWeaponData.attrData.criticalDamage = Convert.ToSingle(item.Value);
                                    break;

                                case "move":
                                    NewWeaponData.attrData.moveSpeedScale = Convert.ToSingle(item.Value);
                                    break;

                                case "EquipType":
                                    NewWeaponData.equipType = equipType;
                                    break;
                                }
                            }

                            int index = weaponDataList.FindIndex((data) => data.id == NewWeaponData.id);

                            if (index >= 0)
                            {
                                string icon = weaponDataList[index].icon;
                                weaponDataList.RemoveAt(index);
                                NewWeaponData.icon = icon;
                            }

                            weaponDataList.Add(NewWeaponData);
                        }
                    });
                }
                EditorGUILayout.EndHorizontal();

                EditorGUILayout.BeginHorizontal();
                EditorGUILayout.LabelField(prefabPath);
                EditorGUILayout.EndHorizontal();

                EditorGUILayout.BeginHorizontal();
                skeletonDataAsset = (Spine.Unity.SkeletonDataAsset)AssetDatabase.LoadAssetAtPath(skeletonDataAssetPath, typeof(Spine.Unity.SkeletonDataAsset));
                skeletonDataAsset = (Spine.Unity.SkeletonDataAsset)EditorGUILayout.ObjectField(new GUIContent("SkeletonDataAsstet"), skeletonDataAsset, typeof(Spine.Unity.SkeletonDataAsset), true);
                skeletonDataAssetPath = AssetDatabase.GetAssetPath(skeletonDataAsset);
                EditorGUILayout.EndHorizontal();
            }));



            // 编辑区域 add by TangJian 2017/11/15 16:28:19
            EditorGUILayout.BeginHorizontal();

            // // 列表框 add by TangJian 2017/11/15 16:27:46
            EditorGUILayout.BeginVertical(boxStyle, GUILayout.Width(innerBoxWidth / 2), GUILayout.ExpandHeight(true));
            listScrollViewPos = EditorGUILayout.BeginScrollView(listScrollViewPos);

            for (int i = weaponDataList.Count - 1; i >= 0; i--)
            {
                var item = weaponDataList[i];
                EditorGUILayout.BeginHorizontal();

                int Index = MyGUIExtend.Instance.ListSingleButton("WeaponEditor", item.id, i, (() => { currWeaponData = item; }));

                MyGUIExtend.Instance.Mouse_RightDrop(new Dictionary <string, Action>
                {
                    {
                        "复制", (() =>
                        {
                            var weaponData = Tools.Json2Obj <WeaponData>(Tools.Obj2Json(weaponDataList[Index], true));
                            weaponDataList.Add(weaponData);
                        })
                    },
                    {
                        "删除", (() => { weaponDataList.RemoveAt(Index); })
                    }
                });
                EditorGUILayout.EndHorizontal();
            }

            if (MyGUI.Button("+"))
            {
                weaponDataList.Add(new WeaponData());
            }

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


            // 编辑框 add by TangJian 2017/11/15 16:28:46
            EditorGUILayout.BeginVertical(boxStyle, GUILayout.Width(innerBoxWidth / 2), GUILayout.ExpandHeight(true));
            editScrollViewPos = EditorGUILayout.BeginScrollView(editScrollViewPos);
            if (currWeaponData != null)
            {
                MyGUI.ItemDataField(currWeaponData, skeletonDataAssetPath);
            }

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


            EditorGUILayout.EndHorizontal();

            EditorGUILayout.EndVertical();
        }
예제 #8
0
 public static void LoadSpinAnimSkeleton(Spine.Unity.SkeletonAnimation anim, Qarth.ResLoader loader, string asset)
 {
     Spine.Unity.SkeletonDataAsset data = loader.LoadSync(asset) as Spine.Unity.SkeletonDataAsset;
     anim.skeletonDataAsset = data;
     anim.Initialize(true);
 }