| | |
| | | _window.Show(); |
| | | } |
| | | |
| | | private enum BuildNpcType |
| | | { |
| | | Npc, |
| | | Pet, |
| | | Horse |
| | | } |
| | | |
| | | private BuildNpcType m_NpcType; |
| | | |
| | | private bool m_GenerateNoExist = false; |
| | | private bool m_GenerateAnimationClip = false; |
| | | private bool m_GenerateController = false; |
| | |
| | | private int m_ModelResID; |
| | | private int m_NpcID; |
| | | private string m_ModelName; |
| | | private string m_BuildName; |
| | | |
| | | private NpcResourcesBuilder m_NpcResBuilder; |
| | | private ModelResourcesBuilder m_ModelResBuilder; |
| | |
| | | |
| | | EditorGUILayout.LabelField("# 生成Npc角色资源 #"); |
| | | |
| | | m_ModelName = EditorGUILayout.TextField("模型名称", m_ModelName); |
| | | |
| | | EditorGUILayout.BeginVertical(); |
| | | m_ModelName = EditorGUILayout.TextField("来源名", m_ModelName); |
| | | m_BuildName = EditorGUILayout.TextField("生成名", m_BuildName); |
| | | m_NpcType = (BuildNpcType)EditorGUILayout.EnumPopup("类型:", m_NpcType); |
| | | EditorGUILayout.EndVertical(); |
| | | EditorGUILayout.BeginHorizontal(); |
| | | m_GenerateNoExist = GUILayout.Toggle(m_GenerateNoExist, "只生成不存在的"); |
| | | m_GeneratePrefab = GUILayout.Toggle(m_GeneratePrefab, "Prefab"); |
| | |
| | | |
| | | if (GUILayout.Button("单独生成", GUILayout.Height(24))) |
| | | { |
| | | m_NpcResBuilder.BuildNpc(m_ModelName); |
| | | m_NpcResBuilder.BuildNpc(m_ModelName, m_BuildName, (int)m_NpcType); |
| | | } |
| | | |
| | | if (GUILayout.Button("生成所有", GUILayout.Height(24))) |