using System.Collections;
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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 DemonDungeonScriptable : ScriptableObject
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{
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[SerializeField] int treasureId;
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[SerializeField] List<Vector3> positions;
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public Vector3 GetPosition(int index)
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{
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if (index < positions.Count && index >= 0)
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{
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return positions[index];
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}
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return Vector3.zero;
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}
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#if UNITY_EDITOR
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public void ApplyPosition(int index, Vector3 _position)
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{
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if (positions == null)
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{
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positions = new List<Vector3>();
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}
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if (index >= positions.Count)
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{
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positions.Add(_position);
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}
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else
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{
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positions[index] = _position;
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}
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}
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#endif
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}
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#if UNITY_EDITOR
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public class DemonDungeonScriptableEditor : Editor
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{
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[MenuItem("策划工具/生成魔族法宝配置文件")]
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static void BuildConfig()
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{
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DemonDungeonScriptable config = CreateInstance<DemonDungeonScriptable>();
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string _path = StringUtility.Contact("Assets/ResourcesOut/Refdata/ScriptableObject/SoDemonDungeon/",
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"SoDemonDungeon_",
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".asset");
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AssetDatabase.CreateAsset(config, _path);
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AssetDatabase.Refresh();
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ProjectWindowUtil.ShowCreatedAsset(config);
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}
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}
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#endif
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