using UnityEngine;
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using System.Collections.Generic;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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public class MissionTriggerView : MonoBehaviour
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{
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/// <summary>
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/// 任务id
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/// </summary>
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public int id;
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/// <summary>
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/// 任务状态
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/// </summary>
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public int state;
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/// <summary>
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/// 任务触发事件列表
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/// </summary>
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public List<MapEventView> eventList = new List<MapEventView>();
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}
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#if UNITY_EDITOR
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[CustomEditor(typeof(MissionTriggerView))]
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public class MissionTriggerViewEditor : Editor
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{
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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MissionTriggerView _target = target as MissionTriggerView;
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Transform _root = _target.transform;
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_target.id = EditorGUILayout.IntField("任务ID", _target.id);
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_target.state = EditorGUILayout.IntField("任务状态", _target.state);
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_target.name = string.Format("Mission_{0}", _target.id);
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if (GUILayout.Button("新建刷怪数据"))
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{
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RefreshNPCView _refreshNPCView = SoMapView.GeneralRefreshNpcView(_root);
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_target.eventList.Add(_refreshNPCView);
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Selection.activeGameObject = _refreshNPCView.gameObject;
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}
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if (GUILayout.Button("新建障碍点数据"))
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{
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CreateImpasseView _createImpasseView = SoMapView.GeneralCreateImpasseView(_root);
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_target.eventList.Add(_createImpasseView);
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Selection.activeGameObject = _createImpasseView.gameObject;
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}
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if (GUI.changed)
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{
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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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