少年修仙传客户端代码仓库
hch
2025-06-12 204ef05a831c9484e2abc561d27ecbff7c797453
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using UnityEngine;
using System.Collections.Generic;
 
#if UNITY_EDITOR
using UnityEditor;
#endif
 
[CreateAssetMenu(menuName = "流程进度配置")]
public class SoProcessNode : ScriptableObject
{
    public List<Node> nodeList = new List<Node>();
 
    [System.Serializable]
    public class Node
    {
        public ProcessNode.E_ProcessType nodeType;
        public int param;
    }
}
 
#if UNITY_EDITOR
[CustomEditor(typeof(SoProcessNode))]
public class SoProcessNodeEditor : Editor
{
    private GUISkin guiSkin;
    public override void OnInspectorGUI()
    {
        if (guiSkin == null)
        {
            guiSkin = AssetDatabase.LoadAssetAtPath<GUISkin>("Assets/Scripts/Core/MapEditor/Editor/EditorResources/EditorSkin.guiskin");
        }
 
        serializedObject.Update();
 
        var _root = target as SoProcessNode;
 
        int _removeIndex = -1;
        int _insertIndex = -1;
 
        SoProcessNode.Node _node = null;
        for (int i = 0; i < _root.nodeList.Count; ++i)
        {
            _node = _root.nodeList[i];
 
            EditorGUILayout.BeginHorizontal(guiSkin.box);
 
            EditorGUILayout.LabelField((i + 1).ToString(), guiSkin.customStyles[2], GUILayout.Width(20), GUILayout.Height(22));
 
            EditorGUILayout.BeginVertical(guiSkin.box);
 
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("节点类型", GUILayout.Width(90));
            _node.nodeType = (ProcessNode.E_ProcessType)EditorGUILayout.EnumPopup(_node.nodeType);
            EditorGUILayout.EndHorizontal();
 
            if (_node.nodeType == ProcessNode.E_ProcessType.AttackCount)
            {
                _Item(ref _node, "攻击次数");
            }
            else if (_node.nodeType == ProcessNode.E_ProcessType.BeAttackCount)
            {
                _Item(ref _node, "被击次数");
            }
            else if (_node.nodeType == ProcessNode.E_ProcessType.HpPer)
            {
                _Item(ref _node, "生命值(百分率)");
            }
            else if (_node.nodeType == ProcessNode.E_ProcessType.CommonAttack)
            {
            }
            else if (_node.nodeType == ProcessNode.E_ProcessType.CastSkill)
            {
                _Item(ref _node, "使用技能");
            }
            else if (_node.nodeType == ProcessNode.E_ProcessType.AutoAI)
            {
            }
            else if (_node.nodeType == ProcessNode.E_ProcessType.WaitTime)
            {
                _Item(ref _node, "等待时间(毫秒)");
            }
            else if (_node.nodeType == ProcessNode.E_ProcessType.LockHp)
            {
                _Item(ref _node, "锁定血量(百分率)");
            }
            else if (_node.nodeType == ProcessNode.E_ProcessType.Die)
            {
            }
            else if (_node.nodeType == ProcessNode.E_ProcessType.OpenDialog)
            {
                _Item(ref _node, "打开对话");
            }
            else if (_node.nodeType == ProcessNode.E_ProcessType.ShowMotion)
            {
                _Item(ref _node, "表演动画");
            }
            else if (_node.nodeType == ProcessNode.E_ProcessType.StopAI)
            {
                _Item(ref _node, "停止AI");
            }
            else if (_node.nodeType == ProcessNode.E_ProcessType.PlayEffect)
            {
                _Item(ref _node, "播放特效");
            }
            else if (_node.nodeType == ProcessNode.E_ProcessType.StopEffect)
            {
                _Item(ref _node, "停止特效");
            }
            else if (_node.nodeType == ProcessNode.E_ProcessType.StartPlayerAI)
            {
                _Item(ref _node, "停止或开始");
            }
            else if (_node.nodeType == ProcessNode.E_ProcessType.ShowSkillTip)
            {
                _Item(ref _node, "技能提示");
            }
            else if (_node.nodeType == ProcessNode.E_ProcessType.DieNoFall)
            {
 
            }
            else if (_node.nodeType == ProcessNode.E_ProcessType.FallAndRelease)
            {
 
            }
            else if (_node.nodeType == ProcessNode.E_ProcessType.ChangeHitSound)
            {
                _Item(ref _node, "改变受击音效");
            }
 
            EditorGUILayout.EndVertical();
            EditorGUILayout.BeginVertical();
            if (GUILayout.Button("删除", GUILayout.Height(20)))
            {
                _removeIndex = i;
            }
            if (GUILayout.Button("插入", GUILayout.Height(20)))
            {
                _insertIndex = i;
            }
            EditorGUILayout.EndVertical();
            EditorGUILayout.EndHorizontal();
        }
 
        if (_removeIndex != -1)
        {
            _root.nodeList.RemoveAt(_removeIndex);
        }
 
        if (_insertIndex != -1)
        {
            _root.nodeList.Insert(_insertIndex, new SoProcessNode.Node());
        }
 
        if (GUILayout.Button("增加流程节点", guiSkin.button, GUILayout.Height(32)))
        {
            _root.nodeList.Add(new SoProcessNode.Node());
        }
 
        if (GUI.changed)
        {
            EditorUtility.SetDirty(target);
            serializedObject.ApplyModifiedProperties();
        }
    }
 
    private void _Item(ref SoProcessNode.Node node, string name)
    {
        EditorGUILayout.BeginHorizontal();
        EditorGUILayout.LabelField(name, GUILayout.Width(90));
        node.param = EditorGUILayout.IntField(node.param);
        EditorGUILayout.EndHorizontal();
    }
}
#endif