[Unity实战]剧情对话(二)

上一篇文章中,我们在CommandManager中直接写入一个个的指令,实际上这样是很不好的,因为一个游戏可能会出现很多的剧情动画,那么不就是要写n个类吗?而且修改起来也不是很好的。所以一个比较好的方法就是写一个编辑器类。


以下是本人写的一个编辑器类,功能还不是很完善,例如可以加入"插入命令","从文本中读取命令"等等等的功能,不过,先将就用了。。

using UnityEngine;
using UnityEditor;
using System.Collections.Generic;

public enum Option
{
    CommandDestory,
    CommandDialogue,
    CommandDialogueModeEnter,
    CommandDialogueModeExit,
    CommandGenerate,
    CommandMove,
    CommandMusic,
    CommandPlayAnim,
    CommandRotate,
    CommandWait
}

public class Window : EditorWindow
{
    List<Option> options = new List<Option>();
    List<string[]> strings = new List<string[]>();
    List<int[]> ints = new List<int[]>();
    List<float[]> floats = new List<float[]>();
    List<Vector3[]> vector3s = new List<Vector3[]>();

    Vector2 v2 = new Vector2(0, 0);//滚动条参数

    [MenuItem("Window/My Window")]
    static void Init()
    {
        EditorWindow.GetWindow(typeof(Window));
    }

    void OnGUI()
    {
        if (GUILayout.Button("保存命令"))
        { 
        }

        if (GUILayout.Button("添加命令"))
        {
            Option x = Option.CommandDialogueModeEnter;
            options.Add(x);
            string[] a = new string[5];
            strings.Add(a);
            int[] b = new int[5];
            ints.Add(b);
            float[] c = new float[5];
            floats.Add(c);
            Vector3[] d = new Vector3[5];
            vector3s.Add(d);
        }

        if (GUILayout.Button("删除命令"))
        {
            options.RemoveAt(options.Count - 1);
            strings.RemoveAt(options.Count - 1);
            ints.RemoveAt(options.Count - 1);
            floats.RemoveAt(options.Count - 1);
            vector3s.RemoveAt(options.Count - 1);
        }

        v2 = EditorGUILayout.BeginScrollView(v2,false,true,null);
        for (int i = 0; i < options.Count; i++)
        {
            options[i] = (Option)EditorGUILayout.EnumPopup("选项" + i, options[i]);
            switch (options[i])
            {
                case Option.CommandDestory:
                    strings[i][0] = EditorGUILayout.TextField("物体名字", strings[i][0]);
                    break;
                case Option.CommandDialogue:
                    strings[i][0] = EditorGUILayout.TextField("xml文本名字", strings[i][0]);
                    ints[i][0] = EditorGUILayout.IntField("开始序号", ints[i][0]);
                    ints[i][1] = EditorGUILayout.IntField("结束序号", ints[i][1]);
                    ints[i][2] = EditorGUILayout.IntField("点击后执行的步骤数", ints[i][2]);
                    break;
                case Option.CommandDialogueModeEnter:
                    break;
                case Option.CommandDialogueModeExit:
                    break;
                case Option.CommandGenerate:
                    strings[i][0] = EditorGUILayout.TextField("物体名字", strings[i][0]);
                    vector3s[i][0] = EditorGUILayout.Vector3Field("生成位置", vector3s[i][0]);
                    vector3s[i][1] = EditorGUILayout.Vector3Field("生成角度", vector3s[i][1]);
                    break;
                case Option.CommandMove:
                    strings[i][0] = EditorGUILayout.TextField("物体名字", strings[i][0]);
                    vector3s[i][0] = EditorGUILayout.Vector3Field("终点位置", vector3s[i][0]);
                    floats[i][0] = EditorGUILayout.FloatField("所用时间", floats[i][0]);
                    break;
                case Option.CommandMusic:
                    strings[i][0] = EditorGUILayout.TextField("音乐名字", strings[i][0]);
                    break;
                case Option.CommandPlayAnim:
                    strings[i][0] = EditorGUILayout.TextField("物体名字", strings[i][0]);
                    ints[i][0] = EditorGUILayout.IntField("动画状态", ints[i][0]);
                    break;
                case Option.CommandRotate:
                    strings[i][0] = EditorGUILayout.TextField("物体名字", strings[i][0]);
                    vector3s[i][0] = EditorGUILayout.Vector3Field("终点角度", vector3s[i][0]);
                    floats[i][0] = EditorGUILayout.FloatField("所用时间", floats[i][0]);
                    break;
                case Option.CommandWait:
                    floats[i][0] = EditorGUILayout.FloatField("等待时间", floats[i][0]);
                    break;
                default:
                    break;
            }
        }
        EditorGUILayout.EndScrollView();
    }
}


  • 1
    点赞
  • 11
    收藏
    觉得还不错? 一键收藏
  • 1
    评论
评论 1
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值