| | |
| | | _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; |
| | | |
| | | public bool m_HighMesh; |
| | | |
| | | 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); |
| | | EditorGUILayout.BeginHorizontal(); |
| | | m_NpcType = (BuildNpcType)EditorGUILayout.EnumPopup("类型:", m_NpcType); |
| | | m_HighMesh = EditorGUILayout.ToggleLeft("高模", m_HighMesh); |
| | | EditorGUILayout.EndHorizontal(); |
| | | 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, m_HighMesh); |
| | | } |
| | | |
| | | if (GUILayout.Button("生成所有", GUILayout.Height(24))) |
| | | { |
| | | bool _result = EditorUtility.DisplayDialog("温馨提醒", "生成所有换装资源将会耗费比较长的时间, 请记得几点, 是否是需要生成所有的资源, 如果不是, 记得可以去掉不生成的资源,是不是不需要生成已经存在的资源, 如果不需要, 记得勾选[只生成不存在的]", "确认生成", "我按错了"); |
| | | if (_result) |
| | | { |
| | | var _dict = Config.Instance.GetAllValues<NPCConfig>(); |
| | | foreach (var _model in _dict) |
| | | { |
| | | if (string.IsNullOrEmpty(_model.MODE)) |
| | | { |
| | | continue; |
| | | } |
| | | // if (GUILayout.Button("生成所有", GUILayout.Height(24))) |
| | | // { |
| | | // bool _result = EditorUtility.DisplayDialog("温馨提醒", "生成所有换装资源将会耗费比较长的时间, 请记得几点, 是否是需要生成所有的资源, 如果不是, 记得可以去掉不生成的资源,是不是不需要生成已经存在的资源, 如果不需要, 记得勾选[只生成不存在的]", "确认生成", "我按错了"); |
| | | // if (_result) |
| | | // { |
| | | // var _dict = Config.Instance.GetAllValues<NPCConfig>(); |
| | | // foreach (var _model in _dict) |
| | | // { |
| | | // if (string.IsNullOrEmpty(_model.MODE)) |
| | | // { |
| | | // continue; |
| | | // } |
| | | |
| | | m_NpcResBuilder.BuildNpc(_model.MODE); |
| | | } |
| | | } |
| | | } |
| | | // m_NpcResBuilder.BuildNpc(_model.MODE); |
| | | // } |
| | | // } |
| | | // } |
| | | |
| | | GUILayout.Space(10); |
| | | |
| | |
| | | |
| | | if (GUILayout.Button("单独生成", GUILayout.Height(24))) |
| | | { |
| | | m_ModelResBuilder.BuildModelRes(m_ModelResID); |
| | | m_ModelResBuilder.BuildModelRes(m_ModelResID, m_HighMesh); |
| | | } |
| | | |
| | | if (GUILayout.Button("所有翅膀", GUILayout.Height(24))) |
| | |
| | | { |
| | | if (_item.Type == (int)E_ModelResType.Wing) |
| | | { |
| | | m_ModelResBuilder.BuildWing(_item.ID); |
| | | m_ModelResBuilder.BuildWing(_item.ID, m_HighMesh); |
| | | } |
| | | } |
| | | } |
| | |
| | | { |
| | | if (_item.Type == (int)E_ModelResType.Weapon) |
| | | { |
| | | m_ModelResBuilder.BuildWeapon(_item.ID); |
| | | m_ModelResBuilder.BuildWeapon(_item.ID, m_HighMesh); |
| | | } |
| | | } |
| | | } |
| | |
| | | { |
| | | if (_item.Type == (int)E_ModelResType.Secondary) |
| | | { |
| | | m_ModelResBuilder.BuildSecondary(_item.ID); |
| | | m_ModelResBuilder.BuildSecondary(_item.ID, m_HighMesh); |
| | | } |
| | | } |
| | | } |
| | |
| | | { |
| | | if (_item.Type == (int)E_ModelResType.Suit) |
| | | { |
| | | m_ModelResBuilder.BuildClothes(_item.ID); |
| | | m_ModelResBuilder.BuildClothes(_item.ID, m_HighMesh); |
| | | } |
| | | } |
| | | } |
| | |
| | | { |
| | | if (_item.Type == (int)E_ModelResType.Horse) |
| | | { |
| | | m_ModelResBuilder.BuildHorse(_item.ID); |
| | | m_ModelResBuilder.BuildHorse(_item.ID, m_HighMesh); |
| | | } |
| | | } |
| | | } |
| | |
| | | var _dict = Config.Instance.GetAllValues<ModelResConfig>(); |
| | | foreach (var _item in _dict) |
| | | { |
| | | m_ModelResBuilder.BuildModelRes(_item.ID); |
| | | m_ModelResBuilder.BuildModelRes(_item.ID, m_HighMesh); |
| | | } |
| | | } |
| | | } |