using System.Collections.Generic; using UnityEngine; //#if UNITY_EDITOR //using UnityEditor; //#endif public class AnimatorBuildConfig : ScriptableObject { //public List animatorStateName; public List clipConfigs; [System.Serializable] public class ClipConfig { public string stateName; public List clipNames; } } //#if UNITY_EDITOR //[CustomEditor(typeof(AnimatorBuildConfig))] //public class AnimatorBuildConfigEditor : Editor { // public override void OnInspectorGUI() { // base.OnInspectorGUI(); //serializedObject.Update(); //AnimatorBuildConfig _target = target as AnimatorBuildConfig; //EditorGUILayout.BeginHorizontal(); //EditorGUILayout.BeginVertical(); //EditorGUILayout.LabelField("状态名称", GUILayout.Width(80)); //for (int i = 0; i < _target.animatorStateName.Count; ++i) { //} //EditorGUILayout.EndVertical(); //EditorGUILayout.BeginVertical(); //EditorGUILayout.LabelField("动画名称", GUILayout.Width(80)); //for (int i = 0; i < _target.clipConfigs.Count; ++i) { //} //EditorGUILayout.EndVertical(); //EditorGUILayout.EndHorizontal(); //if (GUI.changed) { // EditorUtility.SetDirty(target); // serializedObject.ApplyModifiedProperties(); //} //} //} //#endif