public override void OnInspectorGUI() { LevelWaveSet pElem = target as LevelWaveSet; int pId = EditorGUILayout.IntField("Id", pElem.Id); if (pElem.Id != pId) { pElem.Id = pId; pElem.SetName(); } if (GUILayout.Button("添加波次")) { LevelWave pWave = pElem.AddElement(); } }
public override void OnInspectorGUI() { LevelWave pElem = target as LevelWave; int pIndex = EditorGUILayout.IntField("波次索引", pElem.Index); if (pElem.Index != pIndex) { pElem.Index = pIndex; pElem.SetName(); } string pIndexName = EditorGUILayout.TextField("波次名字", pElem.IndexName); if (pElem.IndexName != pIndexName) { pElem.IndexName = pIndexName; } float pDelay = EditorGUILayout.FloatField("距离上一波次结束的延迟", pElem.Delay); if (pElem.Delay != pDelay) { pElem.Delay = pDelay; } ESpawn pChineseSpawn = (ESpawn)pElem.Spawn; MonsterWaveSpawnType pSpawn = (MonsterWaveSpawnType)EditorGUILayout.EnumPopup("怪物刷新方式", pChineseSpawn); if (pElem.Spawn != pSpawn) { pElem.Spawn = pSpawn; } EditorGUILayout.Space(); if (GUILayout.Button("添加怪物")) { LevelMonsterCall pMonster = pElem.AddElement(); pMonster.SetName(); } }