public override void OnInspectorGUI() { this.serializedObject.Update(); myScript = (BattleboxManager)target; DrawDefaultInspector(); // EditorGUILayout.Space(); // EditorGUILayout.Space(); // if (GUILayout.Button("从文件载入格子数据")) // { // myScript.InitFromFile(); // } EditorGUILayout.Space(); EditorGUILayout.Space(); if (GUILayout.Button(IsSceneEditing ? $"结束编辑(G)" : "开始编辑(G)")) { ChangeEditStatus(!IsSceneEditing); } EditorGUILayout.Space(); EditorGUILayout.Space(); if (GUILayout.Button("初始化格子数据(慎用)")) { myScript.CreateDataset(); } }
//先清空所有战斗格子 //如果该位置可以战斗,则设置当前战斗盒子 //初始化当前战斗盒子 //生成所有战斗格子(默认为inactive) public bool EnterBattle(Vector3 pos) { ClearAllBlocks(); foreach (var box in _boxList) { if (box.ColliderContain(pos)) { Debug.Log($"找到了战斗盒子,玩家坐标:{pos.x}:{pos.y}:{pos.z}"); _currentBattlebox = box; _currentBattlebox.Init(); _currentBattlebox.DrawAreaBlocks(pos, m_MoveZoneDrawRange); return(true); } } return(false); }