public override void OnInspectorGUI() { DrawDefaultInspector(); BattleField battleField = target as BattleField; if (GUILayout.Button("测试掉线")) { battleField.DisConnect(); } if (GUILayout.Button("测试重连")) { battleField.TestReconnect(); } if (GUILayout.Button("DrawPlacement")) { DrawPlacementArea(); } if (GUILayout.Button("PlaceBuilding")) { battleField.TestBattleMgr.AddStructureWithID(27, 3, 611110); } if (GUILayout.Button("ChangePlacement")) { var gos = GameObject.FindGameObjectsWithTag("placement"); for (int i = 0; i < gos.Length; ++i) { var go = gos[i]; var name = go.name; var index = System.Int32.Parse(name); if (index >= 27 && index <= 29) { { var greenTrans = go.transform.Find("Green/Quad"); var mat = UnityEditor.AssetDatabase.LoadAssetAtPath <Material>("Assets/Effect/skill/texture/tx/Materials/Untitled1 (2).mat"); if (mat != null) { var meshRenderer = greenTrans.GetComponent <MeshRenderer>(); meshRenderer.material = mat; greenTrans.localScale = new Vector3(1.63f, 1.63f, 1.63f); } else { Debug.LogError("load wrong!!!"); } } { var redTrans = go.transform.Find("Red/Quad"); var mat = UnityEditor.AssetDatabase.LoadAssetAtPath <Material>("Assets/Effect/skill/texture/tx/Materials/Untitled11.mat"); if (mat != null) { var meshRenderer = redTrans.GetComponent <MeshRenderer>(); meshRenderer.material = mat; redTrans.localScale = new Vector3(1.63f, 1.63f, 1.63f); } else { Debug.LogError("load wrong!!!"); } } } } } #if UNITY_EDITOR #region 作弊模式 var titleStyle = new GUIStyle(); titleStyle.alignment = TextAnchor.MiddleCenter; titleStyle.richText = true; titleStyle.fontSize = 20; GUILayout.Label("\n<color=#FF0000>↓↓↓ 作弊指令 ↓↓↓</color>", titleStyle); GUILayout.BeginHorizontal(); GUILayout.Label("战斗速度:", GUILayout.MaxWidth(70)); if (GUILayout.Button("慢放 ◀", GUILayout.MaxWidth(100))) { Time.timeScale = 0.1f; } if (GUILayout.Button("正常 ▶", GUILayout.MaxWidth(100))) { Time.timeScale = 1; } if (GUILayout.Button("快进 ▶▶", GUILayout.MaxWidth(100))) { Time.timeScale = 10; } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); GUILayout.Label("属性设置:", GUILayout.MaxWidth(70)); var fow = GUILayout.Toggle(isFOWActive, "战争迷雾", GUILayout.MaxWidth(100)); if (isFOWActive != fow) { FogOfWarManager.Instance.SetActiveFOW(fow); isFOWActive = fow; } var ai = GUILayout.Toggle(isAIActive, "开启AI摆兵 TODO", GUILayout.MaxWidth(100)); if (isAIActive != ai) { isAIActive = ai; } var invincible = GUILayout.Toggle(isInvincible, "开启战神无敌 TODO", GUILayout.MaxWidth(100)); if (isInvincible != invincible) { isInvincible = invincible; } GUILayout.EndHorizontal(); GUILayout.Space(10); if (GUILayout.Button("给我加钱 + 1000")) { CustomHelper.SetPlayerGold(0, 1000); } if (GUILayout.Button("给我加战斗力 + 1000")) { battleField.AddPlayerProductivity(0, 1000); } if (GUILayout.Button("☢☢☢ Big Bang ☢☢☢ TODO")) { } GUILayout.Space(10); GUILayout.Label("设置兵种卡:"); GUILayout.BeginVertical("Box"); addCardPos = EditorGUILayout.IntSlider("添加手卡的位置:", addCardPos, 1, 10); int unitIdx = unitIds.FindIndex(x => x == addCardID); GUILayout.BeginHorizontal(); unitIdx = EditorGUILayout.Popup("选择你要添加的英雄:", unitIdx, unitNames.ToArray()); addCardID = EditorGUILayout.IntField(addCardID, GUILayout.MaxWidth(50)); GUILayout.EndHorizontal(); Texture unitPic = null; if (unitIdx >= 0) { addCardID = unitIds[unitIdx]; int unitID = addCardID / 10 % 10000; var unitcfg = BattleManager.UnitConfig.Instance.GetData(unitID); string unitPath = "Assets/LuaFramework/MyResources/Textures/" + unitcfg.IconFolder + "/" + unitcfg.UnitIcon + ".png"; unitPic = EditorGUIUtility.Load(unitPath) as Texture; } EditorGUILayout.ObjectField("当前选中的英雄:", unitPic, typeof(Texture), true); if (GUILayout.Button("加手卡")) { if (unitIdx >= 0) { battleField.TestBattleMgr.SetHandCard(0, addCardPos - 1, addCardID); } } GUILayout.EndVertical(); GUILayout.Space(10); GUILayout.Label("设置法术卡:"); GUILayout.BeginVertical("Box"); addMagicPos = EditorGUILayout.IntSlider("添加法术的位置:", addMagicPos, 1, 5); int skillIdx = skillIds.FindIndex(x => x == addMagicID); GUILayout.BeginHorizontal(); skillIdx = EditorGUILayout.Popup("选择你要添加的法术:", skillIdx, skillNames.ToArray()); addMagicID = EditorGUILayout.IntField(addMagicID, GUILayout.MaxWidth(50)); GUILayout.EndHorizontal(); Texture skillPic = null; if (skillIdx >= 0) { addMagicID = skillIds[skillIdx]; var skillcfg = BattleManager.SkillConfig.Instance.GetData(addMagicID); string skillPath = "Assets/LuaFramework/MyResources/Textures/IconSpell/" + skillcfg.SkillImg + ".png"; skillPic = EditorGUIUtility.Load(skillPath) as Texture; } EditorGUILayout.ObjectField("当前选中的法术:", skillPic, typeof(Texture), true); if (GUILayout.Button("学法术")) { if (skillIdx >= 0) { CustomHelper.GuideBuySkill(0, addMagicID, 3, 3 + addMagicPos); } } GUILayout.EndVertical(); if (GUILayout.Button("给AI摆兵 TODO")) { } GUILayout.Label("<color=#FF0000>↑↑↑ 作弊指令 ↑↑↑</color>", titleStyle); #endregion #endif }