using UnityEngine;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
public class MissionTriggerView : MonoBehaviour
{
///
/// 任务id
///
public int id;
///
/// 任务状态
///
public int state;
///
/// 任务触发事件列表
///
public List eventList = new List();
}
#if UNITY_EDITOR
[CustomEditor(typeof(MissionTriggerView))]
public class MissionTriggerViewEditor : Editor
{
public override void OnInspectorGUI()
{
serializedObject.Update();
MissionTriggerView _target = target as MissionTriggerView;
Transform _root = _target.transform;
_target.id = EditorGUILayout.IntField("任务ID", _target.id);
_target.state = EditorGUILayout.IntField("任务状态", _target.state);
_target.name = string.Format("Mission_{0}", _target.id);
if (GUILayout.Button("新建刷怪数据"))
{
RefreshNPCView _refreshNPCView = SoMapView.GeneralRefreshNpcView(_root);
_target.eventList.Add(_refreshNPCView);
Selection.activeGameObject = _refreshNPCView.gameObject;
}
if (GUILayout.Button("新建障碍点数据"))
{
CreateImpasseView _createImpasseView = SoMapView.GeneralCreateImpasseView(_root);
_target.eventList.Add(_createImpasseView);
Selection.activeGameObject = _createImpasseView.gameObject;
}
if (GUI.changed)
{
EditorUtility.SetDirty(target);
serializedObject.ApplyModifiedProperties();
}
}
}
#endif