private void DrawBoneWearInfo() { ShowUtil.DrawTitle("骨骼装配方案", Color.magenta); ShowUtil.DrawLine(); GUILayout.BeginHorizontal(); GUILayout.FlexibleSpace(); if (GUILayout.Button("添加骨骼", GUILayout.Width(120f))) { List <EquipInfo.EquipSki> skis; if (equipInfo.skis == null) { skis = new List <EquipInfo.EquipSki>(); } else { skis = new List <EquipInfo.EquipSki>(equipInfo.skis); } skis.Add(new EquipInfo.EquipSki()); equipInfo.skis = skis.ToArray(); } GUILayout.EndHorizontal(); if (null == equipInfo.skis) { return; } for (int i = 0; i < equipInfo.skis.Length; ++i) { ShowUtil.DrawLine(); DrawOneSki(equipInfo.skis[i]); } }
private void DrawSpriteColliderInfo() { ShowUtil.DrawTitle("代表本体的碰撞信息", Color.magenta); ShowUtil.DrawLine(); GUILayout.BeginHorizontal(); GUILayout.FlexibleSpace(); if (GUILayout.Button("重置", GUILayout.Width(120f))) { SetSpriteCollider(); } GUILayout.EndHorizontal(); if (spriteInfo.spriteCollider == null) { EditorUtils.DrawNoCollider(); return; } ObjCollider objCollider = spriteInfo.spriteCollider; EditorGUI.indentLevel += 2; EditorGUILayout.ObjectField("碰撞体", objCollider, typeof(ObjCollider), true); objCollider.gameObject.layer = EditorGUILayout.LayerField("碰撞体层级", objCollider.gameObject.layer, GUILayout.ExpandWidth(true)); EditorGUILayout.ObjectField("信息体", objCollider.info, typeof(ObjInfo), true); EditorGUI.indentLevel -= 2; }
private void DrawObstacleInfo() { ShowUtil.DrawTitle("障碍信息", Color.yellow); ShowUtil.DrawLine(); GUILayout.BeginHorizontal(); GUILayout.FlexibleSpace(); if (GUILayout.Button("设置障碍", GUILayout.Width(120f))) { SetObstacle(); } GUILayout.EndHorizontal(); if (itemInfo.obstacle == null) { EditorGUILayout.LabelField("没有设置障碍", GUILayout.Width(120)); return; } EditorGUI.indentLevel += 2; EditorGUILayout.ObjectField("障碍", itemInfo.obstacle, typeof(GameObject), true); Collider obstacleCollider = itemInfo.obstacle.GetComponent <Collider>(); if (obstacleCollider == null) { EditorGUILayout.LabelField("请设置障碍的Collider"); } EditorGUI.indentLevel -= 2; }
private void DrawUsableColliderInfo() { ShowUtil.DrawTitle("使用的碰撞信息", Color.magenta); ShowUtil.DrawLine(); GUILayout.BeginHorizontal(); GUILayout.FlexibleSpace(); if (GUILayout.Button("添加", GUILayout.Width(120f))) { UseableCollider collider = EditorUtils.AddUsableCollider(furniture.transform, furnitureInfo, 3, true); List <UseableCollider> newColliders = new List <UseableCollider>(furnitureInfo.usableColliders); newColliders.Add(collider); furnitureInfo.usableColliders = newColliders.ToArray(); } GUILayout.EndHorizontal(); if (furnitureInfo.usableColliders == null || furnitureInfo.usableColliders.Length == 0) { EditorUtils.DrawNoCollider(); return; } for (int i = 0; i < furnitureInfo.usableColliders.Length; ++i) { ShowUtil.DrawLine(); EditorUtils.DrawUsableColliderInfo(ref furnitureInfo.usableColliders[i]); } }
private void DrawEquipInfo() { DrawBoneWearInfo(); ShowUtil.DrawLine(); DrawOtherInfo(); ShowUtil.DrawLine(); EditorUtils.DrawApply(equip, prefab); }
private void DrawCharatorInfo() { ShowUtil.DrawTitle("当前角色信息", Color.cyan); ShowUtil.DrawLine(); EditorGUI.indentLevel += 2; EditorGUILayout.LabelField("模型名:" + (prefab == null?"无": prefab.name), GUILayout.ExpandWidth(true)); EditorGUI.indentLevel -= 2; }
public static void DrawPrefabInfo(GameObject prefab) { ShowUtil.DrawTitle("当前物体信息", Color.cyan); ShowUtil.DrawLine(); EditorGUI.indentLevel += 2; EditorGUILayout.LabelField("模型名:" + (prefab == null?"无": prefab.name), GUILayout.ExpandWidth(true)); EditorGUI.indentLevel -= 2; }
private void DrawItemInfo() { DrawComponentInfo(); ShowUtil.DrawLine(); DrawItemColliderInfo(); ShowUtil.DrawLine(); DrawUseableColliderInfo(); ShowUtil.DrawLine(); DrawObstacleInfo(); ShowUtil.DrawLine(); EditorUtils.DrawApply(item, prefab); }
private void DrawSpriteInfo() { DrawComponentInfo(); ShowUtil.DrawLine(); DrawMountInfo(); ShowUtil.DrawLine(); DrawSpriteColliderInfo(); ShowUtil.DrawLine(); DrawUseableColliderInfo(); ShowUtil.DrawLine(); DrawOtherInfo(); ShowUtil.DrawLine(); EditorUtils.DrawApply(charater, prefab); }
private void DrawFurnitureInfo() { DrawComponentInfo(); ShowUtil.DrawLine(); DrawFurnitureColliderInfo(); ShowUtil.DrawLine(); DrawUsableColliderInfo(); ShowUtil.DrawLine(); DrawObstacleInfo(); ShowUtil.DrawLine(); DrawOtherInfo(); ShowUtil.DrawLine(); EditorUtils.DrawApply(furniture, prefab); }
private void OnGUI() { scrollPosition = GUILayout.BeginScrollView(scrollPosition); EditorUtils.DrawNewScene(prefab, Release, SetEquip); ShowUtil.DrawLine(); EditorUtils.DrawPrefabInfo(prefab); ShowUtil.DrawLine(); if (null == equipInfo) { DrawNoEquipInfo(); } else { DrawEquipInfo(); } GUILayout.EndScrollView(); }
private void OnGUI() { scrollPosition = GUILayout.BeginScrollView(scrollPosition); DrawNewScene(); ShowUtil.DrawLine(); DrawCharatorInfo(); ShowUtil.DrawLine(); if (null == spriteInfo) { DrawNoSpriteInfo(); } else { DrawSpriteInfo(); } GUILayout.EndScrollView(); }
private void OnGUI() { scrollPosition = GUILayout.BeginScrollView(scrollPosition); DrawNewScene(); ShowUtil.DrawLine(); DrawPrefabInfo(); ShowUtil.DrawLine(); if (null == itemInfo) { DrawNoItemInfo(); } else { DrawItemInfo(); } GUILayout.EndScrollView(); }
private void DrawUseableColliderInfo() { ShowUtil.DrawTitle("代表被拾取的碰撞体信息", Color.magenta); ShowUtil.DrawLine(); GUILayout.BeginHorizontal(); GUILayout.FlexibleSpace(); if (GUILayout.Button("重置", GUILayout.Width(120f))) { EditorUtils.SetUsableCollider(ref spriteInfo.useableCollider, charater.transform, spriteInfo, 1, false); } GUILayout.EndHorizontal(); if (spriteInfo.useableCollider == null) { EditorUtils.DrawNoCollider(); return; } EditorUtils.DrawUsableColliderInfo(ref spriteInfo.useableCollider); }