void CreateAI(string modelName, int aiId, EAiCamp camp, bool asAI) { AIUnit ai = AIMgr.instance.CreateAI(modelName, aiId); ai.aiCamp = camp; ai.SwitchAI(asAI); }
void OnGUI() { GUILayout.BeginHorizontal(); if (GUILayout.Button("Load File New")) { AIDataMgr.instance.LoadNewData(); } if (GUILayout.Button("重新加载AI配置表")) { LoadAiTable(); } if(GUILayout.Button("ClearAllAI",GUILayout.Width(100))) { AIMgr.instance.DestroyAllAIs(); } if (GUILayout.Button("DebugWindow", GUILayout.Width(100))) { AIDebugWindow.Open(); } GUILayout.EndHorizontal(); AIMgr.DisableAiAttack = EditorGUILayout.Toggle("关闭AI攻击", AIMgr.DisableAiAttack); createCamp = (EAiCamp) EditorGUILayout.EnumPopup("创建阵营", createCamp); createAsAI = EditorGUILayout.Toggle("asAi", createAsAI); GUILayout.BeginHorizontal(); aiModelName = AIFUIUtility.DrawTextField(aiModelName, "AI资源名"); aiDataId = EditorGUILayout.IntField("AI数据ID", aiDataId); GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); if (GUILayout.Button("Create")) { CreateAI(aiModelName,aiDataId,createCamp,createAsAI); } if (GUILayout.Button("CreateEnemy")) { CreateAI(aiModelName, aiDataId, EAiCamp.Enemy, true); } GUILayout.EndHorizontal(); GUILayout.Label("创建列表"); GUILayout.BeginScrollView(scrollPos); for (int i = 0; i < roleInfoTableManager.instance.Size(); i++) { roleInfo info = roleInfoTableManager.instance.GetByIndex(i); GUILayout.BeginHorizontal(); GUILayout.Label(info.ID + "/" + info.AiDataId + "/" + info.name,GUILayout.Width(200)); if (GUILayout.Button("创建为主角")) { CreateAI(info.resModel, info.AiDataId, EAiCamp.MainPlayer, false); } if (GUILayout.Button("创建为友方")) { CreateAI(info.resModel, info.AiDataId, EAiCamp.Friend, true); } if (GUILayout.Button("创建为敌方")) { CreateAI(info.resModel, info.AiDataId, EAiCamp.Enemy, true); } GUILayout.EndHorizontal(); } GUILayout.EndScrollView(); }
void OnGUI() { GUILayout.BeginHorizontal(); if (GUILayout.Button("Load File New")) { AIDataMgr.instance.LoadNewData(); } if (GUILayout.Button("重新加载AI配置表")) { LoadAiTable(); } if (GUILayout.Button("ClearAllAI", GUILayout.Width(100))) { AIMgr.instance.DestroyAllAIs(); } if (GUILayout.Button("DebugWindow", GUILayout.Width(100))) { AIDebugWindow.Open(); } GUILayout.EndHorizontal(); AIMgr.DisableAiAttack = EditorGUILayout.Toggle("关闭AI攻击", AIMgr.DisableAiAttack); createCamp = (EAiCamp)EditorGUILayout.EnumPopup("创建阵营", createCamp); createAsAI = EditorGUILayout.Toggle("asAi", createAsAI); GUILayout.BeginHorizontal(); aiModelName = AIFUIUtility.DrawTextField(aiModelName, "AI资源名"); aiDataId = EditorGUILayout.IntField("AI数据ID", aiDataId); GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); if (GUILayout.Button("Create")) { CreateAI(aiModelName, aiDataId, createCamp, createAsAI); } if (GUILayout.Button("CreateEnemy")) { CreateAI(aiModelName, aiDataId, EAiCamp.Enemy, true); } GUILayout.EndHorizontal(); GUILayout.Label("创建列表"); GUILayout.BeginScrollView(scrollPos); for (int i = 0; i < roleInfoTableManager.instance.Size(); i++) { roleInfo info = roleInfoTableManager.instance.GetByIndex(i); GUILayout.BeginHorizontal(); GUILayout.Label(info.ID + "/" + info.AiDataId + "/" + info.name, GUILayout.Width(200)); if (GUILayout.Button("创建为主角")) { CreateAI(info.resModel, info.AiDataId, EAiCamp.MainPlayer, false); } if (GUILayout.Button("创建为友方")) { CreateAI(info.resModel, info.AiDataId, EAiCamp.Friend, true); } if (GUILayout.Button("创建为敌方")) { CreateAI(info.resModel, info.AiDataId, EAiCamp.Enemy, true); } GUILayout.EndHorizontal(); } GUILayout.EndScrollView(); }