using UnityEngine;
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using UnityEditor;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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public class StoryBattleEditorWindow : EditorWindow
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{
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private StoryBattleField storyBattleField;
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// 假设你有如下字段
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private int redIndex = 0;
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private int blueIndex = 0;
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private int skillId = 0;
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private SkillConfig currentSkillConfig;
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private int casterCamp = 0; // 0=红方,1=蓝方
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private float timeScale = 1f;
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[MenuItem("Tools/StoryBattleEditor")]
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public static void OpenWindow()
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{
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StoryBattleEditorWindow window = GetWindow<StoryBattleEditorWindow>("Story Battle Editor");
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window.minSize = new Vector2(800, 600);
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window.Show();
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BattleManager.Instance.StartStoryBattle();
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window.storyBattleField = BattleManager.Instance.storyBattleField;
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}
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private void OnGUI()
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{
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GUILayout.Label("Story Battle Editor", EditorStyles.boldLabel);
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if (storyBattleField == null)
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{
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EditorGUILayout.HelpBox("请先指定 StoryBattleField 实例", MessageType.Warning);
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if (GUILayout.Button("重新加载"))
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{
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storyBattleField = BattleManager.Instance.storyBattleField;
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}
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return;
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}
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("技能录制动作测试", EditorStyles.boldLabel);
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// 技能ID输入与配置获取
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skillId = EditorGUILayout.IntField("技能ID", skillId);
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currentSkillConfig = SkillConfig.Get(skillId);
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if (currentSkillConfig != null)
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{
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EditorGUILayout.LabelField($"技能名: {currentSkillConfig.SkillName}");
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}
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else
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{
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EditorGUILayout.HelpBox("未找到该技能配置", MessageType.Warning);
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}
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timeScale = EditorGUILayout.FloatField("TimeScale", timeScale);
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Time.timeScale = timeScale;
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// 红蓝双方 BattleObject 选择
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var redCampList = new List<BattleObject>(from BO in storyBattleField.battleObjMgr.redCampList where !BO.IsDead() select BO);
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var blueCampList = new List<BattleObject>(from BO in storyBattleField.battleObjMgr.blueCampList where !BO.IsDead() select BO);
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string[] redNames = redCampList != null
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? redCampList.ConvertAll(obj => obj != null ? obj.BattleObjectId.ToString() : "null").ToArray()
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: new string[0];
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redIndex = EditorGUILayout.Popup("红方 BattleObject", redIndex, redNames);
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string[] blueNames = blueCampList != null
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? blueCampList.ConvertAll(obj => obj != null ? obj.BattleObjectId.ToString() : "null").ToArray()
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: new string[0];
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blueIndex = EditorGUILayout.Popup("蓝方 BattleObject", blueIndex, blueNames);
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// 选择施法者
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casterCamp = EditorGUILayout.Popup("施法者阵营", casterCamp, new string[] { "红方", "蓝方" });
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EditorGUILayout.Space();
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if (GUILayout.Button("播放 SkillRecordAction"))
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{
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if (currentSkillConfig == null)
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{
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Debug.LogError("SkillConfig 未找到!");
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return;
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}
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if (redCampList == null || blueCampList == null || redCampList.Count == 0 || blueCampList.Count == 0)
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{
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Debug.LogError("红方或蓝方列表为空!");
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return;
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}
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var redObj = redCampList[Mathf.Clamp(redIndex, 0, redCampList.Count - 1)];
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var blueObj = blueCampList[Mathf.Clamp(blueIndex, 0, blueCampList.Count - 1)];
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BattleObject caster = (casterCamp == 0) ? redObj : blueObj;
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// 构造SkillRecordAction
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var action = new SkillRecordAction(skillId, storyBattleField, caster);
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if (storyBattleField.recordPlayer != null)
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{
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storyBattleField.recordPlayer.PlayRecord(action);
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}
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else
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{
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Debug.LogError("recordPlayer 未设置!");
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}
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}
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if (GUILayout.Button("全部复活"))
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{
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storyBattleField.battleObjMgr.ReviveAll();
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}
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}
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}
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