示例#1
0
        static void Init()
        {
            Clear();

            MapBlockTool.Init();
            float cubeX = EditorPrefs.GetFloat("BlockCube X", 1f);
            float cubeY = EditorPrefs.GetFloat("BlockCube Y", 1);
            float cubeZ = EditorPrefs.GetFloat("BlockCube Z", 1.75f);

            _cubeSize   = new Vector3(cubeX, cubeY, cubeZ);
            _sceneSizeX = EditorPrefs.GetInt("BlockSceneSize X", 30);
            _sceneSizeZ = EditorPrefs.GetInt("BlockSceneSize Z", 30);


            string winPath = EditorUtiliTool.UnityPath2WinAbs(BlocksPrefabsDir);

            string[] dirPaths = Directory.GetDirectories(winPath);
            for (int i = 0; i < dirPaths.Length; i++)
            {
                string blockTypePath = dirPaths[i];
                if (string.IsNullOrEmpty(blockTypePath))
                {
                    continue;
                }
                string typeName = Path.GetFileName(blockTypePath);
                _blocksTypes.Add(typeName);
                string[] blockPaths = Directory.GetFiles(blockTypePath, "**.prefab", SearchOption.AllDirectories);

                _blockPathsDic.Add(typeName, blockPaths);
            }
            SetBlockMenuData();
        }
示例#2
0
        static void Clear()
        {
            MapBlockTool.Clear();

            _blocksTypes.Clear();
            _blockPathsDic.Clear();
            _blocksDic.Clear();
            _blockPage.Clear();
        }
示例#3
0
        static void SceneInfoArea()
        {
            GUILayout.BeginHorizontal();
            {
                GUILayout.Label("场景格子", GUILayout.Width(50));
                if (GUILayout.Button("显示"))
                {
                    _showGrid = true;
                }
                if (GUILayout.Button("隐藏"))
                {
                    _showGrid = false;
                }
            }
            GUILayout.EndHorizontal();


            GUILayout.BeginHorizontal();
            {
                EditorGUI.BeginChangeCheck();
                GUILayout.Label("格子尺寸", GUILayout.Width(50));
                float cubeSizeX = EditorGUILayout.FloatField(_cubeSize.x);
                float cubeSizeY = EditorGUILayout.FloatField(_cubeSize.y);
                float cubeSizeZ = EditorGUILayout.FloatField(_cubeSize.z);
                cubeSizeX = Mathf.Clamp(cubeSizeX, float.MinValue, float.MaxValue);
                cubeSizeY = Mathf.Clamp(cubeSizeY, float.MinValue, float.MaxValue);
                cubeSizeZ = Mathf.Clamp(cubeSizeZ, float.MinValue, float.MaxValue);
                EditorPrefs.SetFloat("BlockCube X", cubeSizeX);
                EditorPrefs.SetFloat("BlockCube Y", cubeSizeY);
                EditorPrefs.SetFloat("BlockCube Z", cubeSizeZ);
                _cubeSize = new Vector3(cubeSizeX, cubeSizeY, cubeSizeZ);
                if (EditorGUI.EndChangeCheck())
                {
                    MapBlockTool.UpdateBlockPos();
                }
            }
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            {
                GUILayout.Label("矩阵规格", GUILayout.Width(50));
                int sceneSizeX = EditorGUILayout.IntField(_sceneSizeX);
                GUILayout.Label("X", EditorStyles.label);
                int sceneSizeZ = EditorGUILayout.IntField(_sceneSizeZ);
                sceneSizeX = Mathf.Clamp(sceneSizeX, int.MinValue, int.MaxValue);
                sceneSizeZ = Mathf.Clamp(sceneSizeZ, int.MinValue, int.MaxValue);
                EditorPrefs.SetInt("BlockSceneSize X", sceneSizeX);
                EditorPrefs.SetInt("BlockSceneSize Z", sceneSizeZ);
                _sceneSizeX = sceneSizeX;
                _sceneSizeZ = sceneSizeZ;
            }
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            {
                GUILayout.Label("层次调节", GUILayout.Width(50));
                int floorNum = EditorGUILayout.IntField(_floorNum);
                _floorNum = Mathf.Clamp(floorNum, 0, 10);
            }
            GUILayout.EndHorizontal();
        }