Unity Editor编辑数据-XYGame

目标:实现一个数据编辑器,编辑敌人属性 波数等

该应用在XYGame 里面应用  http://www.dreamyouxi.com/xygame.html

项目中的相关文件有

EnemyPrototype.cs 

OneEnemyBornData.cs

TerrainObjectEnemyBornPointData.cs

EnemyBornEdit.cs

EnemyPrototypeEdit.cs

EnemyPrototypeEditor.cs

1.怪物种类原型编辑器

203810_R5IA_1391394.png

EnemyPrototypeEdit.cs

/*
* Author:  caoshanshan
* Email:   me@dreamyouxi.com
怪物原型 编辑器
 */
using UnityEngine;
using System.Collections;
#if UNITY_EDITOR

using UnityEditor;

//[RequireComponent(typeof(EnemyPrototypeEditor))]
[CustomEditor(typeof(EnemyPrototypeEditor))]
public class EnemyPrototypeEdit : Editor
{
    static int damage = 200;
    static int exp = 100;
    static int hp = 100;
    static string code="202001";
    static EnemyProtoType type = EnemyProtoType.小怪1;

    public override void OnInspectorGUI()
    {
        serializedObject.Update();
        DrawDefaultInspector();

        EnemyPrototypeEditor obj = target as EnemyPrototypeEditor;
        if (obj == null) return;

        {
            EnemyPrototype[] comps = obj.gameObject.GetComponents<EnemyPrototype>();

            GUILayout.Label("--------怪物原型编辑器---------");
            GUILayout.Label("--------生成设置---------");

            GUILayout.BeginHorizontal();
            GUILayout.Label("怪物Code");
            code = EditorGUILayout.TextField(code, GUILayout.Width(100));
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            GUILayout.Label("血量hp");
            hp = EditorGUILayout.IntField(hp, GUILayout.Width(100));
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            GUILayout.Label("经验exp");
            exp = EditorGUILayout.IntField(exp, GUILayout.Width(100));
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            GUILayout.Label("基础伤害damage");
            damage = EditorGUILayout.IntField(damage, GUILayout.Width(100));
            GUILayout.EndHorizontal();


            GUILayout.BeginHorizontal();
            GUILayout.Label("类型type");
            type = (EnemyProtoType)EditorGUILayout.EnumPopup("", type, GUILayout.Width(100)); // 单选
            GUILayout.EndHorizontal();
      
        }

        GUILayout.BeginHorizontal();

        if (GUILayout.Button("添加一个原型"))
        {
            EnemyPrototype data = obj.gameObject.AddComponent<EnemyPrototype>();
            data.hp = hp;
            data.type = type;
            data.damage = damage;
            data.exp = exp;
            data.code = code;
            serializedObject.ApplyModifiedProperties();
        }


        if (GUILayout.Button("倒序删除一个原型"))
        {
            Component[] comp = obj.gameObject.GetComponents<EnemyPrototype>();
            if (comp != null && comp.Length >= 1)
            {
                if (comp[comp.Length - 1] != null)
                {
                    GameObject.DestroyImmediate(comp[comp.Length - 1]);

                    serializedObject.ApplyModifiedProperties();
                }
            }
        }

        if (GUILayout.Button("清空"))
        {
            Component[] comp = obj.gameObject.GetComponents<EnemyPrototype>();
            foreach (Component cm in comp)
            {
                GameObject.DestroyImmediate(cm);
            }
            serializedObject.ApplyModifiedProperties();
        }

        GUILayout.EndHorizontal();

        serializedObject.Update();

    }
}


#else
public class EnemyPrototypeEdit : MonoBehaviour
{

}


#endif

 

2.怪物波数等 编辑器

203939_tw0e_1391394.png

EnemyBornEdit.cs

/*
* Author:  caoshanshan
* Email:   me@dreamyouxi.com
刷新点 编辑器
 */
using UnityEngine;
using System.Collections;
#if UNITY_EDITOR

using UnityEditor;

//[RequireComponent(typeof(TerrainObjectEnemyBornPointData))]
[CustomEditor(typeof(TerrainObjectEnemyBornPointData))]
//[CanEditMultipleObjects]
public class EnemyBornEdit : Editor
{
    void OnEnable()
    {
    }
    static float time_add = 1;
    static string type = "202001";// 原型类型
    static int count = 10;//数量


    public override void OnInspectorGUI()
    {
        serializedObject.Update();
        DrawDefaultInspector();

        TerrainObjectEnemyBornPointData obj = target as TerrainObjectEnemyBornPointData;
        if (obj == null) return;

        {
            OneEnemyBornData[] comps = obj.gameObject.GetComponents<OneEnemyBornData>();

            GUILayout.Label("--------该刷新点数据汇总---------");

            GUILayout.BeginHorizontal();
            GUILayout.Label("敌人总数:");
            GUILayout.Label(comps.Length.ToString(), GUILayout.Width(50));
            GUILayout.EndHorizontal();

            GUILayout.Label("-------批量生成设置---------");

            GUILayout.BeginHorizontal();
            GUILayout.Label("每个单位时间增量");
            time_add = EditorGUILayout.FloatField(time_add, GUILayout.Width(100));
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            GUILayout.Label("怪物原型");
            type = EditorGUILayout.TextField(type, GUILayout.Width(100));
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            GUILayout.Label("生成个数");
            count = EditorGUILayout.IntField(count, GUILayout.Width(100));
            GUILayout.EndHorizontal();

        }

        GUILayout.BeginHorizontal();

        if (GUILayout.Button("顺序批量添加"))
        {
            OneEnemyBornData[] comps = obj.gameObject.GetComponents<OneEnemyBornData>();
            float t = 0f;
            if (comps.Length > 0)
            {
                t = time_add + comps[comps.Length - 1].time;
            }
            for (int i = 0; i < count; i++)
            {
                OneEnemyBornData data = obj.gameObject.AddComponent<OneEnemyBornData>();
                data.time = t;
                data.enemy_code = type;
                t += time_add;
            }
            serializedObject.ApplyModifiedProperties();
        }
        if (GUILayout.Button("顺序添加一个"))
        {
            OneEnemyBornData[] comps = obj.gameObject.GetComponents<OneEnemyBornData>();
            OneEnemyBornData data = obj.gameObject.AddComponent<OneEnemyBornData>();
            if (comps.Length > 0)
            {
                data.time = time_add + comps[comps.Length - 1].time;
                data.enemy_code = type;
            }
            serializedObject.ApplyModifiedProperties();
        }

        if (GUILayout.Button("倒序删除"))
        {
            Component[] comp = obj.gameObject.GetComponents<OneEnemyBornData>();
            if (comp != null && comp.Length >= 1)
            {
                if (comp[comp.Length - 1] != null)
                {
                    GameObject.DestroyImmediate(comp[comp.Length - 1]);

                    serializedObject.ApplyModifiedProperties();
                }
            }
        }

        if (GUILayout.Button("清空"))
        {
            Component[] comp = obj.gameObject.GetComponents<OneEnemyBornData>();
            foreach (Component cm in comp)
            {
                GameObject.DestroyImmediate(cm);
            }
            serializedObject.ApplyModifiedProperties();
        }

        GUILayout.EndHorizontal();

        serializedObject.Update();

    }
}


#else
public class EnemyBornEdit : MonoBehaviour
{

}


#endif

3.以上数据准备好后 ,接入代码

CustomObjects.cs


/// <summary>
/// Enemy 启动器
/// </summary>
class EnemyLauncher : Model
{
    public OneEnemyBornData data = null;

    public static EnemyLauncher Create(OneEnemyBornData data)
    {
        EnemyLauncher ret = new EnemyLauncher();
        ret.Init();
        ret.data = data;
        return ret;
    }
    public override void UpdateMS()
    {
        if (tick.Tick())
        {
            return;
        }

        EnemyPrototype proto = EnemyPrototype.GetPrototype(data.enemy_code);
        if (proto != null)
        {
            Enemy enemy = EnemyMgr.Create(proto.GetClassType());
            // one enemy data  
            enemy.team = 333;
            enemy.x = data.gameObject.transform.localPosition.x;
            enemy.z = data.gameObject.transform.localPosition.y;
            enemy.y = 2;
            //prototype
            enemy.hp = proto.hp;
            enemy.current_hp = enemy.hp;
            enemy.damage = proto.damage;
            enemy.exp = proto.exp;
        }
        this.SetInValid();
    }
    public override void OnEnter()
    {
        tick.SetMax(Utils.ConvertToFPS(data.time));
    }

    Counter tick = Counter.Create();
}

/// <summary>
/// 刷新点
/// 只提供数据
/// </summary>
public class TerrainObjectEnemyBornPoint : CustomObject
{
    public override bool Init()
    {
        base.Init();

        return true;
    }
    public override void UpdateMS()
    {

    }
    public override void InitWithData(object obj)
    {
        TerrainObjectEnemyBornPointData data = obj as TerrainObjectEnemyBornPointData;
        this.x = data.gameObject.transform.localPosition.x;
        this.y = data.gameObject.transform.localPosition.y;
        this.z = data.gameObject.transform.localPosition.z;
        this.name = data.gameObject.name;
        OneEnemyBornData[] enemys = data.gameObject.GetComponents<OneEnemyBornData>();
        foreach (OneEnemyBornData enemy in enemys)
        {//初始化 启动器
            EnemyLauncher launch = EnemyLauncher.Create(enemy);  // ModelMgr.Create<EnemyLauncher>();
            ModelMgr.ins.Add(launch);
        }
        Debug.Log("TerrainObjectEnemyBornPoint  OK " + enemys.Length);
    }
}

 

TODO:由于目前数据是以预设方式提供,发行时 应该序列化为json 或xml

转载于:https://my.oschina.net/kkkkkkkkkkkkk/blog/876365

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