Assets/Editor/Actor/ActorEditor.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Assets/Editor/Actor/ModelResourcesBuilder.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Assets/Editor/Actor/NpcResourcesBuilder.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Assets/Editor/ScriptEditor/NewBieGuideEditorWindow.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Assets/Editor/Tool/ClientPackage.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Assets/Editor/Tool/ExcelParseTool.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Assets/Editor/Tool/SpriteManageTool.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Assets/Editor/Actor/ActorEditor.cs
@@ -29,7 +29,7 @@ private void OnEnable() { ConfigManager.Instance.SyncLoadConfigs(); Config.Instance.SyncLoadConfigs(); m_NpcResBuilder = new NpcResourcesBuilder(); m_ModelResBuilder = new ModelResourcesBuilder(); } @@ -63,7 +63,7 @@ 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 = ConfigManager.Instance.GetAllValues<NPCConfig>(); var _dict = Config.Instance.GetAllValues<NPCConfig>(); foreach (var _model in _dict) { if (string.IsNullOrEmpty(_model.MODE)) @@ -90,7 +90,7 @@ if (GUILayout.Button("所有翅膀", GUILayout.Height(24))) { var _dict = ConfigManager.Instance.GetAllValues<ModelResConfig>(); var _dict = Config.Instance.GetAllValues<ModelResConfig>(); foreach (var _item in _dict) { if (_item.Type == (int)E_ModelResType.Wing) @@ -103,7 +103,7 @@ if (GUILayout.Button("所有武器", GUILayout.Height(24))) { var _dict = ConfigManager.Instance.GetAllValues<ModelResConfig>(); var _dict = Config.Instance.GetAllValues<ModelResConfig>(); foreach (var _item in _dict) { if (_item.Type == (int)E_ModelResType.Weapon) @@ -116,7 +116,7 @@ if (GUILayout.Button("所有副手", GUILayout.Height(24))) { var _dict = ConfigManager.Instance.GetAllValues<ModelResConfig>(); var _dict = Config.Instance.GetAllValues<ModelResConfig>(); foreach (var _item in _dict) { if (_item.Type == (int)E_ModelResType.Secondary) @@ -129,7 +129,7 @@ if (GUILayout.Button("所有衣服", GUILayout.Height(24))) { var _dict = ConfigManager.Instance.GetAllValues<ModelResConfig>(); var _dict = Config.Instance.GetAllValues<ModelResConfig>(); foreach (var _item in _dict) { if (_item.Type == (int)E_ModelResType.Suit) @@ -142,7 +142,7 @@ if (GUILayout.Button("所有坐骑", GUILayout.Height(24))) { var _dict = ConfigManager.Instance.GetAllValues<ModelResConfig>(); var _dict = Config.Instance.GetAllValues<ModelResConfig>(); foreach (var _item in _dict) { if (_item.Type == (int)E_ModelResType.Horse) @@ -157,7 +157,7 @@ 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 = ConfigManager.Instance.GetAllValues<ModelResConfig>(); var _dict = Config.Instance.GetAllValues<ModelResConfig>(); foreach (var _item in _dict) { m_ModelResBuilder.BuildModelRes(_item.ID); Assets/Editor/Actor/ModelResourcesBuilder.cs
@@ -6,7 +6,7 @@ { public void BuildModelRes(int id) { ModelResConfig _modelRes = ConfigManager.Instance.GetTemplate<ModelResConfig>(id); ModelResConfig _modelRes = Config.Instance.Get<ModelResConfig>(id); if (_modelRes == null) { Debug.LogWarningFormat("要生成的ModelRes资源id: {0} 并不存在于配置表中, 请确认是否填写有错.", id); @@ -70,7 +70,7 @@ return; } ModelResConfig _modelRes = ConfigManager.Instance.GetTemplate<ModelResConfig>(id); ModelResConfig _modelRes = Config.Instance.Get<ModelResConfig>(id); string _path = _modelRes.ResourcesName; string _resName = _modelRes.ResourcesName; if (_path.IndexOf('/') != -1) @@ -89,7 +89,7 @@ return; } ModelResConfig _modelRes = ConfigManager.Instance.GetTemplate<ModelResConfig>(id); ModelResConfig _modelRes = Config.Instance.Get<ModelResConfig>(id); string _path = _modelRes.ResourcesName; if (_path.IndexOf('/') != -1) { @@ -106,7 +106,7 @@ return; } ModelResConfig _modelRes = ConfigManager.Instance.GetTemplate<ModelResConfig>(id); ModelResConfig _modelRes = Config.Instance.Get<ModelResConfig>(id); string _path = _modelRes.ResourcesName; if (_path.IndexOf('/') != -1) { Assets/Editor/Actor/NpcResourcesBuilder.cs
@@ -15,13 +15,13 @@ BuildAnimationClip1(modelName); BuildAnimatorController(modelName); var showConfigs = ConfigManager.Instance.GetAllValues<ActorShowConfig>(); var showConfigs = Config.Instance.GetAllValues<ActorShowConfig>(); NPCConfig _npcModel = null; foreach (var _item in showConfigs) { for (int i = 0; i < _item.showNpcs.Length; i++) { _npcModel = ConfigManager.Instance.GetTemplate<NPCConfig>(_item.showNpcs[i]); _npcModel = Config.Instance.Get<NPCConfig>(_item.showNpcs[i]); if (_npcModel == null) { continue; @@ -35,10 +35,10 @@ } } var realmConfigs = ConfigManager.Instance.GetAllValues<RealmConfig>(); var realmConfigs = Config.Instance.GetAllValues<RealmConfig>(); foreach (var _realmConfig in realmConfigs) { _npcModel = ConfigManager.Instance.GetTemplate<NPCConfig>(_realmConfig.BossID); _npcModel = Config.Instance.Get<NPCConfig>(_realmConfig.BossID); if (_npcModel == null) { continue; Assets/Editor/ScriptEditor/NewBieGuideEditorWindow.cs
@@ -451,10 +451,10 @@ void DrawNewbieGuides() { if (ConfigManager.Instance.inited && newbieGuides == null) if (Config.Instance.inited && newbieGuides == null) { newbieGuides = new List<NewBieGuide>(); var guides = ConfigManager.Instance.GetAllValues<GuideConfig>(); var guides = Config.Instance.GetAllValues<GuideConfig>(); foreach (var config in guides) { if (config.Type == 1) @@ -507,10 +507,10 @@ void DrawFunctionalGuides() { if (ConfigManager.Instance.inited && functionalGuides == null) if (Config.Instance.inited && functionalGuides == null) { functionalGuides = new List<FunctionalGuide>(); var guides = ConfigManager.Instance.GetAllValues<GuideConfig>(); var guides = Config.Instance.GetAllValues<GuideConfig>(); foreach (var config in guides) { if (config.Type == 2) Assets/Editor/Tool/ClientPackage.cs
@@ -102,7 +102,7 @@ if (halfPackages.Count > 0) { ConfigManager.Instance.PreLoadConfigs(); Config.Instance.PreLoadConfigs(); FileExtersion.DirectoryCopy(_assetBundlePath, ResourcesPath.Instance.StreamingAssetPath); var files = new List<FileInfo>(); Assets/Editor/Tool/ExcelParseTool.cs
@@ -51,11 +51,11 @@ if (GUILayout.Button("解析")) { m_Englishs.Clear(); ConfigManager.Instance.SyncLoadConfigs(); Config.Instance.SyncLoadConfigs(); m_FitterKeys.Clear(); m_FitterKeys.AddRange(ConfigManager.Instance.GetAllKeys<LanguageConfig>()); m_FitterKeys.AddRange(ConfigManager.Instance.GetAllKeys<SysInfoConfig>()); m_FitterKeys.AddRange(ConfigManager.Instance.GetAllKeys<IconConfig>()); m_FitterKeys.AddRange(Config.Instance.GetAllKeys<LanguageConfig>()); m_FitterKeys.AddRange(Config.Instance.GetAllKeys<SysInfoConfig>()); m_FitterKeys.AddRange(Config.Instance.GetAllKeys<IconConfig>()); FindEnglishLabel(); } @@ -84,11 +84,11 @@ { DebugEx.LogError(e.ToString()); } ConfigManager.Instance.SyncLoadConfigs(); Config.Instance.SyncLoadConfigs(); m_FitterKeys.Clear(); m_FitterKeys.AddRange(ConfigManager.Instance.GetAllKeys<LanguageConfig>()); m_FitterKeys.AddRange(ConfigManager.Instance.GetAllKeys<SysInfoConfig>()); m_FitterKeys.AddRange(ConfigManager.Instance.GetAllKeys<IconConfig>()); m_FitterKeys.AddRange(Config.Instance.GetAllKeys<LanguageConfig>()); m_FitterKeys.AddRange(Config.Instance.GetAllKeys<SysInfoConfig>()); m_FitterKeys.AddRange(Config.Instance.GetAllKeys<IconConfig>()); FindEnglishLabel(true); } } Assets/Editor/Tool/SpriteManageTool.cs
@@ -125,8 +125,8 @@ private void OnEnable() { ConfigManager.Instance.SyncLoadConfigs(); m_IconCfgs = ConfigManager.Instance.GetAllValues<IconConfig>(); Config.Instance.SyncLoadConfigs(); m_IconCfgs = Config.Instance.GetAllValues<IconConfig>(); m_DeleteTexture = EditorGUIUtility.FindTexture("TreeEditor.Trash"); InitStyle();