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| using UnityEngine; using UnityEditor; using System.Linq;
[CustomEditor(typeof(SkillConfig))] public class SkillConfigEditor : Editor { private SkillConfig skill; private SerializedObject serializedSkill; private SerializedProperty effectsProperty; private SerializedProperty conditionsProperty;
private GUIStyle headerStyle; private GUIStyle boxStyle;
void OnEnable() { skill = (SkillConfig)target; serializedSkill = new SerializedObject(target); effectsProperty = serializedSkill.FindProperty("effects"); conditionsProperty = serializedSkill.FindProperty("conditions");
InitStyles(); }
private void InitStyles() { headerStyle = new GUIStyle(EditorStyles.boldLabel) { fontSize = 14, fontStyle = FontStyle.Bold };
boxStyle = new GUIStyle(EditorStyles.helpBox) { padding = new RectOffset(10, 10, 10, 10) }; }
public override void OnInspectorGUI() { serializedSkill.Update();
DrawHeader();
EditorGUILayout.Space();
DrawBasicInfo();
EditorGUILayout.Space();
DrawProperties();
EditorGUILayout.Space();
DrawEffects();
EditorGUILayout.Space();
DrawConditions();
EditorGUILayout.Space();
DrawPreview();
serializedSkill.ApplyModifiedProperties(); }
private void DrawHeader() { EditorGUILayout.BeginHorizontal(); EditorGUILayout.ObjectField(skill.icon, typeof(Sprite), false, GUILayout.Width(64)); EditorGUILayout.BeginVertical(); EditorGUILayout.LabelField($"ID: {skill.skillId}", EditorStyles.boldLabel); EditorGUILayout.LabelField(skill.skillName, EditorStyles.largeLabel); EditorGUILayout.EndVertical(); EditorGUILayout.EndHorizontal(); }
private void DrawBasicInfo() { EditorGUILayout.LabelField("基础信息", headerStyle); EditorGUILayout.BeginVertical(boxStyle); EditorGUILayout.PropertyField(serializedSkill.FindProperty("skillId")); EditorGUILayout.PropertyField(serializedSkill.FindProperty("skillName")); EditorGUILayout.PropertyField(serializedSkill.FindProperty("skillType")); EditorGUILayout.PropertyField(serializedSkill.FindProperty("icon")); EditorGUILayout.EndVertical(); }
private void DrawProperties() { EditorGUILayout.LabelField("属性设置", headerStyle); EditorGUILayout.BeginVertical(boxStyle);
var damageProp = serializedSkill.FindProperty("damage"); var rangeProp = serializedSkill.FindProperty("range"); var cooldownProp = serializedSkill.FindProperty("cooldown");
EditorGUILayout.PropertyField(damageProp); EditorGUILayout.PropertyField(rangeProp); EditorGUILayout.PropertyField(cooldownProp);
int combatPower = skill.damage * 2 + (int)(skill.range * 5); EditorGUILayout.HelpBox($"战斗力指数: {combatPower}", MessageType.Info);
EditorGUILayout.EndVertical(); }
private void DrawEffects() { EditorGUILayout.LabelField("技能效果", headerStyle); EditorGUILayout.BeginVertical(boxStyle);
EditorGUILayout.PropertyField(effectsProperty, true);
if (effectsProperty.arraySize > 0) { EditorGUILayout.Space(); if (GUILayout.Button("清空所有效果")) { effectsProperty.ClearArray(); } }
EditorGUILayout.EndVertical(); }
private void DrawConditions() { EditorGUILayout.LabelField("释放条件", headerStyle); EditorGUILayout.BeginVertical(boxStyle); EditorGUILayout.PropertyField(conditionsProperty, true); EditorGUILayout.EndVertical(); }
private void DrawPreview() { EditorGUILayout.LabelField("预览", headerStyle); EditorGUILayout.BeginVertical(boxStyle);
DrawRangePreview();
EditorGUILayout.EndVertical(); }
private void DrawRangePreview() { Rect rect = EditorGUILayout.GetControlRect(false, 200); GUI.Box(rect, "范围预览");
Vector2 center = new Vector2(rect.x + rect.width / 2, rect.y + rect.height / 2); float maxRadius = Mathf.Min(rect.width, rect.height) / 2 - 10; float displayRadius = (skill.range / 10f) * maxRadius;
Handles.BeginGUI(); Handles.color = new Color(0, 1, 0, 0.5f); Handles.DrawWireDisc(center, Vector3.forward, displayRadius); Handles.color = new Color(1, 0, 0, 0.3f); Handles.DrawSolidDisc(center, Vector3.forward, displayRadius * 0.3f); Handles.EndGUI();
GUI.Label(new Rect(center.x - 50, center.y - 10, 100, 20), $"范围: {skill.range}m", EditorStyles.centeredGreyMiniLabel); } }
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