| | |
| | | using System.Collections.Generic; |
| | | using UnityEditor; |
| | | using UnityEditor.Animations; |
| | | using TableConfig; |
| | | |
| | | using System; |
| | | |
| | | public class ActorEditor : EditorWindow |
| | |
| | | [MenuItem("程序/角色相关/卸载NPC动画状态机")] |
| | | static void RemoveAnimator() |
| | | { |
| | | var _dict = Config.Instance.GetAllValues<NPCConfig>(); |
| | | var _dict = NPCConfig.GetValues(); |
| | | int i = 0; |
| | | foreach (var _model in _dict) |
| | | { |
| | |
| | | |
| | | private void OnEnable() |
| | | { |
| | | Config.Instance.SyncLoadConfigs(); |
| | | ConfigInitiator.EditorLoad(); |
| | | m_NpcResBuilder = new NpcResourcesBuilder(); |
| | | m_ModelResBuilder = new ModelResourcesBuilder(); |
| | | } |
| | |
| | | if (GUILayout.Button("所有翅膀", GUILayout.Height(24))) |
| | | { |
| | | |
| | | var _dict = Config.Instance.GetAllValues<ModelResConfig>(); |
| | | var _dict = ModelResConfig.GetValues(); |
| | | foreach (var _item in _dict) |
| | | { |
| | | if (_item.Type == (int)E_ModelResType.Wing) |
| | |
| | | if (GUILayout.Button("所有武器", GUILayout.Height(24))) |
| | | { |
| | | |
| | | var _dict = Config.Instance.GetAllValues<ModelResConfig>(); |
| | | var _dict = ModelResConfig.GetValues(); |
| | | foreach (var _item in _dict) |
| | | { |
| | | if (_item.Type == (int)E_ModelResType.Weapon) |
| | |
| | | if (GUILayout.Button("所有副手", GUILayout.Height(24))) |
| | | { |
| | | |
| | | var _dict = Config.Instance.GetAllValues<ModelResConfig>(); |
| | | var _dict = ModelResConfig.GetValues(); |
| | | foreach (var _item in _dict) |
| | | { |
| | | if (_item.Type == (int)E_ModelResType.Secondary) |
| | |
| | | if (GUILayout.Button("所有衣服", GUILayout.Height(24))) |
| | | { |
| | | |
| | | var _dict = Config.Instance.GetAllValues<ModelResConfig>(); |
| | | var _dict = ModelResConfig.GetValues(); |
| | | foreach (var _item in _dict) |
| | | { |
| | | if (_item.Type == (int)E_ModelResType.Suit) |
| | |
| | | if (GUILayout.Button("所有坐骑", GUILayout.Height(24))) |
| | | { |
| | | |
| | | var _dict = Config.Instance.GetAllValues<ModelResConfig>(); |
| | | var _dict = ModelResConfig.GetValues(); |
| | | foreach (var _item in _dict) |
| | | { |
| | | if (_item.Type == (int)E_ModelResType.Horse) |
| | |
| | | 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<ModelResConfig>(); |
| | | var _dict = ModelResConfig.GetValues(); |
| | | foreach (var _item in _dict) |
| | | { |
| | | m_ModelResBuilder.BuildModelRes(_item.ID, m_HighMesh); |