using UnityEngine; #if UNITY_EDITOR using UnityEditor; using System.IO; using System; #endif public class SoDeadFly : ScriptableObject { public float hDuration; public AnimationCurve curve; } #if UNITY_EDITOR [CustomEditor(typeof(SoDeadFly))] public class SoDeadFlyEditor : Editor { [MenuItem("程序/角色相关/技能配置/新增 死亡击飞配置")] static void CreateSoFoTransmit() { SoDeadFly _config = CreateInstance(); string _createName = string.Format(ScriptableObjectLoader.SoDeadFly_Suffix, DateTime.UtcNow.ToFileTimeUtc()); string _path = ResourcesPath.ResourcesOutPath + "refdata/ScriptableObject/SoDeadFly/"; if (Directory.Exists(_path) == false) { Directory.CreateDirectory(_path); } _path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath, "refdata/ScriptableObject/SoDeadFly/", _createName, ".asset"); AssetDatabase.CreateAsset(_config, _path); AssetDatabase.Refresh(); ProjectWindowUtil.ShowCreatedAsset(_config); } } #endif