Unity之Editor类创建窗口
本例为创建一个查看,设置角色攻击参数和攻击对应特效参数等的编辑窗口,界面如下
在菜单栏创建标签, 点击 "CreateWindow" 弹出窗口
代码如下
在Editor文件夹下创建脚本
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
using UnityEditor;
using System.IO;
[System.Serializable]
public class RoleParameter
{
public string roleName; // 角色名
public string roleID; //角色ID
public float Hp; // 血量
public float Spd; //速度
public float Atk; //攻击力
public float Def;
public float att1Atk; // 攻击1 的攻击力
public float att2Atk; // 攻击2 的攻击力
public float att3Atk; // 攻击3的攻击力
public float att4Atk; // 技能攻击的攻击力
public RoleAttackParameter[] attackArr;
public RoleAppearAnimationType[] roleAppearAnimationArr;
public RoleParameter()
{
roleName = "0";
roleID = "0";
Hp = 0;
Spd = 0;
Atk = 0;
Def = 0;
att1Atk = 0;
att2Atk = 0;
att3Atk = 0;
att4Atk = 0;
attackArr = new RoleAttackParameter[4];
for (int i = 0; i < 4; i++)
{
attackArr[i] = new RoleAttackParameter();
}
roleAppearAnimationArr = new RoleAppearAnimationType[3];
for (int i = 0; i < 3; i++)
{
roleAppearAnimationArr[i] = RoleAppearAnimationType.Standbyaction_1;
}
}
}
[System.Serializable]
public class RoleAttackParameter // 角色攻击参数
{
public string attackName; // 攻击名
public FxParameter[] FxArr;
public string soundID; //攻击音乐ID
public RoleAttackParameter()
{
attackName = "0";
soundID = "0";
FxArr = new FxParameter[3];
for (int i = 0; i < 3; i++)
{
FxArr[i] = new FxParameter();
}
}
}
[System.Serializable]
public class FxParameter // 特效ID pos time
{
public string fxID; //特效ID
public float time; //特效生成时间
public string path; // 子物体节点路径
public FxParameter()
{
fxID = "0";
time = 0;
path = "0";
}
}
[System.Serializable]
public enum RoleAppearAnimationType // 角色出场动画类型
{
Standbyaction_1 = 0,
Standbyaction_2,
Standbyaction_3,
Walk,
Run,
Attack_1,
Attack_2,
Attack_3,
Beaten,
Deathaction,
Thevictoryofthebattle,
Thecaster,
}
public enum CHARACTORSELECT
{
ONE,
TWO,
THREE,
}
public class CreateMyWindown : EditorWindow
{
private static bool isOnce = true; //是否是第一次打开窗口
private static Rect windowRect = new Rect(100, 100, 1600, 600); //定义窗口位置和宽高
private static CHARACTORSELECT charSelect = CHARACTORSELECT.ONE; //实例化选择角色枚举
private string[] FxEditor = { "FxEditor", "FxChecker" }; //Toolbar 选项
private int FxEditorSelect = 0; //Fx Toolbar选择的项
private Vector3 scrollPos = new Vector2(0, 0); // scrollView坐标
private int num = 0; //记录选择角色枚举的值
private RoleParameter CurrentRoleParameter = new RoleParameter(); // 当前角色参数
[MenuItem("RoleWindown/CreateWindow")] //创建角色按钮
static void Init()
{
CreateMyWindown window = (CreateMyWindown)EditorWindow.GetWindow(typeof(CreateMyWindown)); //实例化窗口
window.position = windowRect; //设置窗口坐标和宽高
window.Show(); //显示窗口
}
private static string getSelectObjNodePath = "";
[MenuItem("RoleWindown/GetNodePath")]
static void CopyPosition()
{
GameObject obj = Selection.activeGameObject;
if (obj != null)
{ //myTransform.FindChild("Banda/_model_Banda");
getSelectObjNodePath = GetGameObjectPath(obj);
}
}
public static void ShowDisplayDialog()
{
if (EditorUtility.DisplayDialog("error", "Cannot find the GameController, Please go to the firse scene", "Yes", "No")) { } //在编辑状态下不要使用Application.LoadLevel(0); 不然会将整个scene转换为 0 场景
}
public static string GetGameObjectPath(GameObject obj)
{
string path = "/" + obj.name;
while (obj.transform.parent != null)
{
obj = obj.transform.parent.gameObject;
path = "/" + obj.name + path;
}
return path;
}
void OnGUI()
{
CreateUi();
}
void OnDisable() // 关闭窗口调用该方法
{
isOnce = true; //关闭窗口时重新设置 第一次打开 值为 true
}
private void CreateUi() //创建界面
{
CurrentRoleParameter.roleName = Enum.GetName(typeof(CHARACTORSELECT), CreateRoleFxItems()); //CreateRoleFxItems ().ToString().Split('_')[1]; //选择角色区域
EditorGUILayout.BeginVertical();
//循环3次,依次创建 3个
for (int i = 0; i < 3; i++)
{
CurrentRoleParameter = RoleScrollow();
}
EditorGUILayout.EndVertical();
}
private CHARACTORSELECT CreateRoleFxItems() // 选择角色区域
{
EditorGUILayout.BeginVertical("box");
EditorGUILayout.Space();
EditorGUILayout.BeginHorizontal();// 开始水平布局,选择角色枚举
string roleNam = Enum.GetName(typeof(CHARACTORSELECT), charSelect); //获取角色名字
GUILayout.Label("" + roleNam, GUILayout.Width(150), GUILayout.Height(25));
CHARACTORSELECT oldRoleName = charSelect;
charSelect = (CHARACTORSELECT)EditorGUILayout.EnumPopup("", charSelect, GUILayout.Width(400), GUILayout.Height(25));
if (oldRoleName != charSelect)
{
roleNam = Enum.GetName(typeof(CHARACTORSELECT), charSelect);
}
if (isOnce) // 第一次打开窗口时读取数据
{
isOnce = !isOnce;
}
EditorGUILayout.EndVertical();
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("Before", GUILayout.Width(100), GUILayout.Height(25))) //上一个角色按钮
{
num = (int)charSelect;
if (num > 1)
{
num--;
}
else
{
num = 34;
}
charSelect = (CHARACTORSELECT)(num);
roleNam = Enum.GetName(typeof(CHARACTORSELECT), charSelect); //获取角色名字
}
if (GUILayout.Button("Next", GUILayout.Width(100), GUILayout.Height(25))) // 下一个角色按钮
{
num = (int)charSelect;
if (num < 34)
{
num++;
}
else
{
num = 0;
}
charSelect = (CHARACTORSELECT)(num);
roleNam = Enum.GetName(typeof(CHARACTORSELECT), charSelect); //获取角色名字
}
// Fx Toolbar
FxEditorSelect = GUILayout.Toolbar(FxEditorSelect, FxEditor, GUILayout.Width(200), GUILayout.Height(25));
EditorGUILayout.EndHorizontal();
EditorGUILayout.EndVertical();
return charSelect;
}
private RoleParameter RoleScrollow()
{
scrollPos = GUI.BeginScrollView(new Rect(0, 80, position.width - 0, position.height - 80), scrollPos, new Rect(0, 80, 2100, 650)); // 创建ScrollView
EditorGUILayout.Space();
CurrentRoleParameter = RoleParameter();
GUI.EndScrollView();
return CurrentRoleParameter;
}
private RoleParameter RoleParameter()
{
EditorGUILayout.BeginVertical("box", GUILayout.Width(1530));
EditorGUILayout.BeginHorizontal("box", GUILayout.Width(1530), GUILayout.Height(80)); //
CurrentRoleParameter.roleName = RoleNameID("RoleName", CurrentRoleParameter.roleName); // 角色名字 输入框
CurrentRoleParameter.roleID = RoleNameID("RoleID", CurrentRoleParameter.roleID); // 角色ID输入框
AddHpSpdSlider();
string[] attackNameArr = { "Attack1", "Attack2", "Attack3", "Skill" };
for (int i = 0; i < 4; i++) // 攻击参数
{
CurrentRoleParameter.attackArr[i] = RoleAttackFx(attackNameArr[i], CurrentRoleParameter.attackArr[i]);
}
CurrentRoleParameter.roleAppearAnimationArr = AppearAnimationParameter(CurrentRoleParameter.roleAppearAnimationArr); // 角色出场动画
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal(); // 最下方的保存按钮
GUILayout.Label("", GUILayout.Width(750));
if (GUILayout.Button("Save", GUILayout.Width(120), GUILayout.Height(25)))
{
SaveRoleParameter(CurrentRoleParameter);
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.EndVertical();
return CurrentRoleParameter;
}
private void AddHpSpdSlider() // 添加角色血量,攻击力
{
string[] roleHpTitle = { "Hp", "Spd", "Atk", "Def", "att1Atk", "att2Atk", "att3Atk", "att4Atk" };
HpSpdSlider(roleHpTitle);
}
private void HpSpdSlider(string[] roleHpTitle) // 角色血量,攻击力,速度等 Slider
{
EditorGUILayout.BeginVertical("box", GUILayout.Width(200));
GUILayout.Label(" parameter");
EditorGUILayout.BeginHorizontal("box");
EditorGUILayout.BeginVertical();
foreach (string title in roleHpTitle)
{
GUILayout.Label(title, GUILayout.Width(50), GUILayout.Height(20));
}
EditorGUILayout.EndVertical();
EditorGUILayout.BeginVertical();
CurrentRoleParameter.Hp = EditorGUILayout.Slider("", CurrentRoleParameter.Hp, 0, 1, GUILayout.Height(20)); // 血量
CurrentRoleParameter.Spd = EditorGUILayout.Slider("", CurrentRoleParameter.Spd, 0, 1, GUILayout.Height(20)); // 速度
CurrentRoleParameter.Atk = EditorGUILayout.Slider("", CurrentRoleParameter.Atk, 0, 1, GUILayout.Height(20)); //攻击力
CurrentRoleParameter.Def = EditorGUILayout.Slider("", CurrentRoleParameter.Def, 0, 1, GUILayout.Height(20)); //
CurrentRoleParameter.att1Atk = EditorGUILayout.Slider("", CurrentRoleParameter.att1Atk, 0, 1, GUILayout.Height(20)); // 攻击1 的攻击力
CurrentRoleParameter.att2Atk = EditorGUILayout.Slider("", CurrentRoleParameter.att2Atk, 0, 1, GUILayout.Height(20)); //攻击2的攻击力
CurrentRoleParameter.att3Atk = EditorGUILayout.Slider("", CurrentRoleParameter.att3Atk, 0, 1, GUILayout.Height(20)); //攻击3的攻击力
CurrentRoleParameter.att4Atk = EditorGUILayout.Slider("", CurrentRoleParameter.att4Atk, 0, 1, GUILayout.Height(20)); //技能攻击的攻击力
EditorGUILayout.EndVertical();
EditorGUILayout.EndHorizontal();
EditorGUILayout.EndVertical();
}
private void SaveRoleParameter(RoleParameter role) // 将信息保存至 txt 中, 参数为 当前角色
{
}
private string RoleNameID(string title, string valueID) // 左侧副本名, 副本ID, 参数1 为标题,参数2 为需要填写的ID, ID 为string类型
{
EditorGUILayout.BeginVertical("box", GUILayout.Width(110), GUILayout.Height(60));
EditorGUILayout.BeginVertical("box", GUILayout.Width(130)); //标题区域
GUILayout.Label(title, GUILayout.Width(100), GUILayout.Height(40));
EditorGUILayout.EndVertical();
EditorGUILayout.BeginVertical("box", GUILayout.Width(130), GUILayout.Height(60));
valueID = EditorGUILayout.TextField("", valueID, GUILayout.Width(110), GUILayout.Height(20)); // 填写的ID
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.EndVertical();
EditorGUILayout.EndVertical();
return valueID;
}
private RoleAttackParameter RoleAttackFx(string attackName, RoleAttackParameter roleattackParameter)
{
FxIdTimePos();
roleattackParameter = RoleAttack(" " + attackName, roleattackParameter);
return roleattackParameter;
}
private void FxIdTimePos() // 攻击名左边 的 提示Lable
{
EditorGUILayout.BeginVertical("box", GUILayout.Width(40));
GUILayout.Label("", GUILayout.Height(60));
string[] fxArr = { "Trans", "FxID", "Time ", "Path", "", "Sound" };
for (int i = 0; i < 6; i++)
{
GUILayout.Label(fxArr[i]);
}
EditorGUILayout.EndVertical();
}
private RoleAttackParameter RoleAttack(string title, RoleAttackParameter roleattackParameter) //一个攻击对应的三种特效类型, 参数为攻击名
{
EditorGUILayout.BeginVertical();
EditorGUILayout.BeginHorizontal("box");
EditorGUILayout.BeginVertical(GUILayout.Width(200));
EditorGUILayout.BeginHorizontal("box");
GUILayout.Label(title);
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.BeginHorizontal("box");
GUILayout.Label(" 自 身", GUILayout.Width(80)); //提示Lable 在自身位置显示的 特效
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal("box");
GUILayout.Label(" 追 踪", GUILayout.Width(80)); //提示Lable 追踪目标的特效
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal("box");
GUILayout.Label(" 目 标", GUILayout.Width(80)); //提示Lable 在目标位置生成的特效
EditorGUILayout.EndHorizontal();
EditorGUILayout.EndHorizontal();
EditorGUILayout.EndVertical();
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
for (int i = 0; i < 3; i++)
{
EditorGUILayout.BeginVertical(GUILayout.Width(70));
roleattackParameter.FxArr[i] = FxParameter(roleattackParameter.FxArr[i]); //循环3 次生成 一个攻击对应的 3 种特效的参数
EditorGUILayout.EndVertical();
}
EditorGUILayout.EndHorizontal();
roleattackParameter.soundID = EditorGUILayout.TextField("", roleattackParameter.soundID, GUILayout.Width(278)); // 攻击对应的音效ID
EditorGUILayout.EndVertical();
return roleattackParameter;
}
private FxParameter FxParameter(FxParameter fxParameter) // 一个 特效对应的 ID, 生成时间, 生成位置
{
EditorGUILayout.BeginVertical(GUILayout.Width(90));
Transform roleTransform = null;
roleTransform = EditorGUILayout.ObjectField(roleTransform, typeof(Transform), true, GUILayout.Width(90)) as Transform;
if (roleTransform != null)
{
fxParameter.fxID = roleTransform.name;
}
fxParameter.fxID = EditorGUILayout.TextField("", fxParameter.fxID, GUILayout.Width(90));
fxParameter.time = EditorGUILayout.FloatField("", fxParameter.time, GUILayout.Width(90));
fxParameter.path = EditorGUILayout.TextField("", fxParameter.path, GUILayout.Width(90));
if (GUILayout.Button("粘贴Pos", GUILayout.Width(60), GUILayout.Height(15)))
{
fxParameter.path = getSelectObjNodePath;
}
EditorGUILayout.EndVertical();
return fxParameter;
}
private RoleAppearAnimationType[] AppearAnimationParameter(RoleAppearAnimationType[] roleAppearAnimationTypeArr) // 出场动画
{
EditorGUILayout.BeginVertical("box");
GUILayout.Label(" AppearAnimation");
for (int i = 0; i < roleAppearAnimationTypeArr.Length; i++)
{
roleAppearAnimationTypeArr[i] = (RoleAppearAnimationType)EditorGUILayout.EnumPopup("", roleAppearAnimationTypeArr[i], GUILayout.Width(150), GUILayout.Height(40));
}
EditorGUILayout.EndVertical();
return roleAppearAnimationTypeArr;
}
void OnInspectorUpdate()
{
Repaint(); //重新绘制
}
}
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