示例#1
0
        private void DrawButtons()
        {
            //使用选择的技能参数
            if (GUILayout.Button(new GUIContent("Use Choose Unit\n加载选择的技能数据", "使用选择的技能Unit"), GUILayout.Height(40)))
            {
                DataConvert.ConvertSkillUnit(EditorDataContainer.currentskillAssetData.skillUnit, EditorDataContainer.allSkillUnits.units[SelectSkillUnit]);
                int curart = EditorDataContainer.currentskillAssetData.skillUnit.artId;
                SkillUnit.SkillArt oart = EditorDataContainer.allSkillUnits.arts[curart];
                DataConvert.ConvertSkillArt(EditorDataContainer.currentskillAssetData.skillArt, oart);
                EditorDataContainer.UseSkillArt(oart);
            }
            //使用选择的技能参数
            if (GUILayout.Button(new GUIContent("Use Choose Skill Art\n加载选择的特效数据", "使用选择的技能数据填充当前技能数据"), GUILayout.Height(40)))
            {
                SkillUnit.SkillArt oart = EditorDataContainer.allSkillUnits.arts[SelectSkillArt];
                EditorDataContainer.UseSkillArt(oart);
            }
            if (GUILayout.Button(new GUIContent("Generate Sequence\n生成序列", "生成序列"), GUILayout.Height(40)))
            {
                EditorDataContainer.GenerateSequence(EditorDataContainer.currentskillAssetData);
                Close();
            }
            if (GUILayout.Button(new GUIContent("Generate SkillData\n生成技能数据", "由当前序列生成技能数据对象"), GUILayout.Height(40)))
            {
                if (CurrentSequence != null)
                {
                    EditorDataContainer.currentskillAssetData = EditorDataContainer.MakeSkillAssetData(CurrentSequence);
                    Debug.Log(EditorDataContainer.currentskillAssetData.skillArt.beginEffect.Count);
                    Reset();
                }
            }
            if (GUILayout.Button("Search\n搜索技能", GUILayout.Height(40)))
            {
                var window = GetWindow <SearchWindow>();
                window.Show();
            }
            if (GUILayout.Button("Save Asset\n保存技能为Asset", GUILayout.Height(40)))
            {
                EditorDataContainer.SaveSkillAssetData();
            }
            if (GUILayout.Button("Load Asset\n加载Asset技能文件", GUILayout.Height(40)))
            {
                EditorDataContainer.LoadSkillAssetData();
                Reset();
                Repaint();
            }
            if (GUILayout.Button("Save SystemTables\n保存技能到系统表", GUILayout.Height(40)))
            {
                EditorDataContainer.SaveSystemTables();
                EditorDataContainer.LoadSystemTables();
                Reset();
                Repaint();
            }

            if (GUILayout.Button(showUnitList ? "HideSkillUnitList\n隐藏系统技能表" : "ShowSkillUnitList\n显示系统技能表", GUILayout.Height(40)))
            {
                showUnitList = !showUnitList;
            }
            if (GUILayout.Button(showArtList ? "HideSkillArtList\n隐藏系统特效表" : "ShowSkillArtList\n显示系统特效表", GUILayout.Height(40)))
            {
                showArtList = !showArtList;
            }
            if (GUILayout.Button("Close\n关闭窗口", GUILayout.Height(40)))
            {
                Close();
            }
        }
示例#2
0
        private void DisplayTopBar()
        {
            float space = 16.0f;

            GUILayout.Box("", EditorStyles.toolbar, GUILayout.ExpandWidth(true), GUILayout.Height(18.0f));

            if (UnityEngine.Event.current.type == EventType.Repaint)
            {
                TopBar = GUILayoutUtility.GetLastRect();
            }

            GUILayout.BeginArea(TopBar);
            {
                GUILayout.BeginHorizontal();
                {
                    if (GUILayout.Button("Create New Sequence", EditorStyles.toolbarButton))
                    {
                        GameObject newSequence = new GameObject("Sequence");
                        JSequencer sequence    = newSequence.AddComponent <JSequencer>();
                        //USUtility.CreateAndAttachObserver(sequence);

                        if (CurrentSequence == null)
                        {
                            Selection.activeGameObject = newSequence;
                            Selection.activeTransform  = newSequence.transform;
                            SequenceSwitch(sequence);
                        }

                        Repaint();
                    }

                    string currentSequence = CurrentSequence != null ? CurrentSequence.name : "";
                    string label           = "Select a Sequence";
                    if (CurrentSequence != null)
                    {
                        label = String.Format("Editting : {0}", currentSequence);
                    }
                    if (GUILayout.Button(label, EditorStyles.toolbarButton, GUILayout.Width(150.0f)))
                    {
                        GenericMenu  menu             = new GenericMenu();
                        JSequencer[] sequences        = FindObjectsOfType(typeof(JSequencer)) as JSequencer[];
                        var          orderedSequences = sequences.OrderBy(sequence => sequence.name);
                        foreach (JSequencer sequence in orderedSequences)
                        {
                            menu.AddItem(new GUIContent(sequence.name),
                                         currentSequence == sequence.name ? true : false,
                                         (obj) => Selection.activeGameObject = (GameObject)obj,
                                         sequence.gameObject);
                        }
                        menu.ShowAsContext();
                    }

                    GUILayout.Space(space);
                    GUILayout.Box("", USEditorUtility.SeperatorStyle, GUILayout.Height(18.0f));
                    GUILayout.Space(space);

                    if (CurrentSequence != null)
                    {
                        if (GUILayout.Button(new GUIContent(!CurrentSequence.IsPlaying ? USEditorUtility.PlayButton : USEditorUtility.PauseButton, "Toggle Play Mode (P)"), USEditorUtility.ToolbarButtonSmall))
                        {
                            PlayOrPause();
                        }
                        if (GUILayout.Button(USEditorUtility.StopButton, USEditorUtility.ToolbarButtonSmall))
                        {
                            Stop();
                        }

                        GUILayout.Space(space);
                        GUILayout.Box("", USEditorUtility.SeperatorStyle, GUILayout.Height(18.0f));
                        GUILayout.Space(space);
                    }
                    if (GUILayout.Button("CreateNewSkill", EditorStyles.toolbarButton))
                    {
                        Debug.Log("创建新技能");
                        var window = GetWindow <SetModelWindow>();
                        window.Show();
                    }
                    if (GUILayout.Button("Configure", EditorStyles.toolbarButton))
                    {
                        Debug.Log("配置面板");
                        var window = GetWindow <ConfigureWindow>();
                        window.CurrentSequence = CurrentSequence;
                        window.Show();
                    }
                    if (GUILayout.Button("Save", EditorStyles.toolbarButton))
                    {
                        EditorDataContainer.SaveSkillAssetData();
                    }
                    if (GUILayout.Button("Load", EditorStyles.toolbarButton))
                    {
                        EditorDataContainer.LoadSkillAssetData();
                    }

                    GUILayout.FlexibleSpace();
                }
                GUILayout.EndHorizontal();
            }
            GUILayout.EndArea();
        }