using System.Collections.Generic;
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using UnityEngine;
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//#if UNITY_EDITOR
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//using UnityEditor;
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//#endif
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public class AnimatorBuildConfig : ScriptableObject {
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//public List<string> animatorStateName;
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public List<ClipConfig> clipConfigs;
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[System.Serializable]
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public class ClipConfig {
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public string stateName;
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public List<string> clipNames;
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}
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}
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//#if UNITY_EDITOR
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//[CustomEditor(typeof(AnimatorBuildConfig))]
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//public class AnimatorBuildConfigEditor : Editor {
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// public override void OnInspectorGUI() {
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// base.OnInspectorGUI();
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//serializedObject.Update();
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//AnimatorBuildConfig _target = target as AnimatorBuildConfig;
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//EditorGUILayout.BeginHorizontal();
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//EditorGUILayout.BeginVertical();
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//EditorGUILayout.LabelField("状态名称", GUILayout.Width(80));
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//for (int i = 0; i < _target.animatorStateName.Count; ++i) {
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//}
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//EditorGUILayout.EndVertical();
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//EditorGUILayout.BeginVertical();
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//EditorGUILayout.LabelField("动画名称", GUILayout.Width(80));
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//for (int i = 0; i < _target.clipConfigs.Count; ++i) {
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//}
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//EditorGUILayout.EndVertical();
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//EditorGUILayout.EndHorizontal();
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//if (GUI.changed) {
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// EditorUtility.SetDirty(target);
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// serializedObject.ApplyModifiedProperties();
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//}
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//}
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//}
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//#endif
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