| | |
| | | public int conditionParam; |
| | | [HideInInspector] |
| | | public int overParam; |
| | | [HideInInspector] |
| | | private bool showMonsterList = false; |
| | | |
| | | #if UNITY_EDITOR |
| | | |
| | | [HideInInspector] |
| | | private bool showMonsterList = false; |
| | | |
| | | public override void Save(BinaryWriter bw) |
| | | { |
| | |
| | | EditorGUILayout.BeginVertical(guiSkin.box); |
| | | EditorGUILayout.BeginHorizontal(GUILayout.Height(22)); |
| | | EditorGUI.indentLevel += 1; |
| | | showDetail = EditorGUILayout.Foldout(showDetail, " ID:" + id + " | Type: " + type, true, guiSkin.toggle); |
| | | showDetail = EditorGUILayout.Foldout(showDetail, " ID:" + id + " | Type: " + type, true, guiSkin.customStyles[3]); |
| | | if (GUILayout.Button("定位", guiSkin.button, GUILayout.Width(60), GUILayout.Height(22))) |
| | | { |
| | | Selection.activeGameObject = gameObject; |
| | |
| | | |
| | | EditorGUILayout.BeginVertical(guiSkin.customStyles[1]); |
| | | EditorGUILayout.BeginHorizontal(GUILayout.Height(22)); |
| | | showMonsterList = EditorGUILayout.Foldout(showMonsterList, " 刷怪列表", true, guiSkin.toggle); |
| | | showMonsterList = EditorGUILayout.Foldout(showMonsterList, " 刷怪列表", true, guiSkin.customStyles[3]); |
| | | if (GUILayout.Button("添加", guiSkin.button, GUILayout.Width(60), GUILayout.Height(22))) |
| | | { |
| | | var _go = new GameObject("RefreshMonster"); |
| | |
| | | RaycastHit _hit; |
| | | |
| | | Ray _ray = new Ray(_pos + Vector3.up * 100, Vector3.down); |
| | | if (Physics.Raycast(_ray, out _hit, 200, 1 << LayerMask.NameToLayer("Walkable"))) |
| | | if (Physics.Raycast(_ray, out _hit, 200, LayerUtility.WalkbleMask)) |
| | | { |
| | | monsterList[i].transform.position = _hit.point; |
| | | } |