Пример #1
0
        public static void AddSetting()
        {
            GraphSetting graphSetting = FindObjectOfType <GraphSetting>();

            if (graphSetting == null)
            {
                new GameObject("GraphSetting").AddComponent <GraphSetting>();
            }
        }
Пример #2
0
        public static void SetPrefab()
        {
            /*
             * if (EditorApplication.isPlaying)
             * {
             *  EditorUtility.DisplayDialog("error", "场景不能在运行状态 ", "ok");
             *  return;
             * }*/
            GraphSetting graphSetting = FindObjectOfType <GraphSetting>();

            if (graphSetting == null)
            {
                EditorUtility.DisplayDialog("error", "找不到 GraphSetting 组件", "ok");
                return;
            }

            GraphRoot.setPrefabByDataAsset(graphSetting.sceneRectDataAssetPath, graphSetting.prefabSearchPathArr);
        }
Пример #3
0
        public static void Build()
        {
            if (!EditorApplication.isPlaying)
            {
                //EditorUtility.DisplayDialog("error", "场景必须在运行状态 ", "ok");
                //return;
            }

            GraphSetting graphSetting = FindObjectOfType <GraphSetting>();

            if (graphSetting == null)
            {
                EditorUtility.DisplayDialog("error", "找不到 GraphSetting 组件", "ok");
                return;
            }
            //Tree8.isDebug = false;
            //GraphRoot.create(new GameObject("GraphRoot"), 4, 4, LayerMask.NameToLayer("Tree"));
            GraphRoot.create(new GameObject("GraphRoot"), graphSetting.xNum, graphSetting.zNum, graphSetting.layerMask, graphSetting.tilex, graphSetting.tilez);
        }
Пример #4
0
        void OnGUI()
        {
            graphSetting = FindObjectOfType <GraphSetting>();
            if (graphSetting == null)
            {
                graphSetting = new GameObject("GraphSetting").AddComponent <GraphSetting>();
            }

            GUILayout.BeginVertical();

            EditorGUILayout.Space();
            EditorGUILayout.Space();

            GUILayout.BeginHorizontal();
            //获取当前打开场景(path)
            string currSceneName = EditorApplication.currentScene;

            //获取当前打开场景名称
            currSceneName = currSceneName.Substring(currSceneName.LastIndexOf("/") + 1);
            currSceneName = currSceneName.Replace(".unity", "");
            GUILayout.Label("SceneName");
            GUILayout.Label(currSceneName);

            GUILayout.EndHorizontal();

            EditorGUILayout.Space();
            //EditorGUILayout.Space();
            //EditorGUILayout.Space();

            GUILayout.BeginArea(new Rect(10, 90, 268, 480));

            GUILayout.BeginVertical();

            GUILayout.BeginHorizontal();
            GUILayout.Label("xNum");
            string xNumStr = (GUILayout.TextField(graphSetting.xNum.ToString()));

            int.TryParse(xNumStr, out graphSetting.xNum);
            GUILayout.Label("zNum");
            string zNumStr = (GUILayout.TextField(graphSetting.zNum.ToString()));

            int.TryParse(zNumStr, out graphSetting.zNum);
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            GUILayout.Label("tilex  ");
            string tilexStr = GUILayout.TextField(graphSetting.tilex.ToString());

            int.TryParse(tilexStr, out graphSetting.tilex);  //int.Parse(GUILayout.TextField("20"));
            GUILayout.Label("tilez  ");
            string tilezStr = (GUILayout.TextField(graphSetting.tilez.ToString()));

            int.TryParse(tilezStr, out graphSetting.tilez);

            GUILayout.EndHorizontal();
            GUILayout.EndVertical();

            GUILayout.EndArea();

            GUILayout.BeginHorizontal();
            //GUILayout.Label("Layer");
            //layerName = GUILayout.TextField(layerName);

            string[] options = new string[32];//{"CanJump", "CanShoot", "CanSwim"};
            for (int i = 0; i < 32; i++)
            {
                options[i] = LayerMask.LayerToName(i);
            }

            graphSetting.layerMask = EditorGUILayout.MaskField(" 采集 layer ", graphSetting.layerMask, options);

            //EditorGUIUtility.
            //EditorGUILayout.MaskField(layer,

            if (GUILayout.Button("1 Build", GUILayout.Width(80)))
            {
                if (!EditorApplication.isPlaying)
                {
                    EditorUtility.DisplayDialog("error", "场景必须在运行状态 ", "ok");
                    return;
                }
                //Tree8.isDebug = false;
                GraphRoot.create(new GameObject("GraphRoot"), graphSetting.xNum, graphSetting.zNum, graphSetting.layerMask, graphSetting.tilex, graphSetting.tilez);
            }
            GUILayout.EndHorizontal();

            EditorGUILayout.Space();
            EditorGUILayout.Space();

            GUILayout.BeginHorizontal();
            GUILayout.BeginArea(new Rect(10, 90 + 100, 568, 280));
            GUILayout.Label("2.保存场景捕获数据SceneRectData到Resources");
            if (GUILayout.Button("2 Save Assets ", GUILayout.Width(218)))
            {
                if (!EditorApplication.isPlaying)
                {
                    EditorUtility.DisplayDialog("error", "场景必须在运行状态 ", "ok");
                    return;
                }
                GraphRoot.save();
            }
            GUILayout.EndArea();
            GUILayout.BeginArea(new Rect(10, 90 + 100 + 48, 568, 280));
            GUILayout.Label("3.设置SceneRectData中的Prefab路径 ");
            if (GUILayout.Button("3 Set SceneRectData PrefabPath  ", GUILayout.Width(218)))
            {
                if (EditorApplication.isPlaying)
                {
                    EditorUtility.DisplayDialog("error", "场景不能在运行状态 ", "ok");
                    return;
                }
                //GraphRoot.setPrefab();
            }
            GUILayout.EndArea();
            GUILayout.BeginArea(new Rect(10, 90 + 100 + 48 * 2, 568, 280));
            GUILayout.Label("4.打包 SceneRectData 到 AssetBundles ");
            if (GUILayout.Button("4 AssetBundles SceneRectData  ", GUILayout.Width(218)))
            {
                GraphEditor.AssetBundles();
            }
            GUILayout.EndArea();
            GUILayout.EndHorizontal();

            /*
             * GUILayout.BeginHorizontal();
             * //获取当前打开场景(path)
             * string currSceneName = EditorApplication.currentScene;
             * //获取当前打开场景名称
             * currSceneName = currSceneName.Substring(currSceneName.LastIndexOf("/") + 1);
             * currSceneName = currSceneName.Replace(".unity", "");
             * GUILayout.Label("SceneName");
             * GUILayout.Label(currSceneName);
             *
             * if (GUILayout.Button("Export", GUILayout.Width(80)))
             * {
             *  ExportSceneLightMap.Export();
             * }
             * GUILayout.EndHorizontal();
             *
             * // Lightmap 列表
             * LightmapData[] currSceneLightMaps = LightmapSettings.lightmaps;
             * int length = currSceneLightMaps.Length;
             *
             * foreach (LightmapData lightmapData in currSceneLightMaps)
             * {
             *  GUILayout.BeginHorizontal();
             *
             *  //GUILayout.Label(lightmapData.lightmapLight, typeof(Texture2D)) as Texture2D);
             *  EditorGUILayout.ObjectField(lightmapData.lightmapLight, typeof(Texture2D), true, GUILayout.Width(220));
             *
             *  GUILayout.EndHorizontal();
             * }
             * //end Lightmap 列表
             * //输出 Lightmap 列表
             * for (int i = 0; i < length; i++)
             * {
             *  GUILayout.BeginHorizontal();
             *  //获取 lm Texture2D
             *  Texture2D currLightMapColor = currSceneLightMaps[i].lightmapColor;
             *  Texture2D currLightMapDir = currSceneLightMaps[i].lightmapDir;
             *
             *  //格式化名称
             *  string currLightMapColorName = string.Format("Assets/Resources/Lightmap_{1}/LightmapColor_{0}_{1}", i, currSceneName);
             *  string currLightMapDirName = string.Format("Assets/Resources/Lightmap_{1}/LightmapDir_{0}_{1}", i, currSceneName);
             *
             *  GUILayout.Label("output >>>>>>> index = " + i);
             *
             *  if (File.Exists(Application.dataPath + currLightMapDirName.Replace("Assets", "") + ".exr"))
             *  {
             *      Texture2D currAssetLightMapDir = (Texture2D)AssetDatabase.LoadAssetAtPath(currLightMapDirName, typeof(Texture2D));
             *      EditorGUILayout.ObjectField(currAssetLightMapDir, typeof(Texture2D), true, GUILayout.Width(160));
             *  }
             *  if (File.Exists(Application.dataPath + currLightMapColorName.Replace("Assets", "") + ".exr"))
             *  {
             *      Texture2D currAssetLightMapColor = (Texture2D)AssetDatabase.LoadAssetAtPath(currLightMapColorName + ".exr", typeof(Texture2D));
             *      EditorGUILayout.ObjectField(currAssetLightMapColor, typeof(Texture2D), true, GUILayout.Width(160));
             *  }
             *  GUILayout.EndHorizontal();
             * }*/
            //end 输出 Lightmap 列表
            GUILayout.EndVertical();
        }