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