技能编辑器是用于我们在创建角色后对角色进行编辑的编辑器,属于一种常见的编辑器类型,掌握技能编辑器有利于我们更好的对角色进行改造以及优化。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using Newtonsoft.Json;
using System;
using System.IO;
public class SkillEditorWindow : EditorWindow
{
class PlayerEditor
{
public int characterIndex = 0;
public int folderIndex = 0;
public string characterName = string.Empty;
public string folderName = string.Empty;
public string characterFilter = string.Empty;
public List<string> charactList = new List<string>();
public Player playerEntity = null;
}
PlayerEditor player = new PlayerEditor();
private List<string> folderList = new List<string>();
public List<string> characterList = new List<string>();
Dictionary<string, List<string>> folderprefabs = new Dictionary<string, List<string>>();
string newSkillName = string.Empty;
public string PlayerName = "";
public string EnemyName = "";
public int SelectIndex = 0;
public int SelectEnemyIndex = 0;
public int SelectEnemyPrefabIndex = 0;
public List<string> SilleEnemys = new List<string>();
public List<string> EnemyPrefabs = new List<string>();
public string SkillName = null;
public string Names = "";
SkillWindow skillWindow;
[MenuItem("Tools/Skill _%Q")]
public static void Init()
{
if (Application.isPlaying)
{
var s = GetWindow<SkillEditorWindow>("SkillEditor");
if (s != null)
{
s.Show();
}
}
}
public void OnEnable()
{
SerachFolder();
GetFileFlder();
}
private void GetFileFlder()
{
folderList.Clear();
folderList.Add("All");
string[] folders = Directory.GetDirectories(GetPath());
foreach (var item in folders)
{
folderList.Add(Path.GetFileName(item));
}
}
private void SerachFolder()
{
string[] FolderbNameas = Directory.GetFiles(GetPath(), "*.prefab", SearchOption.AllDirectories);
characterList.Clear();
foreach (var item in FolderbNameas)
{
characterList.Add(Path.GetFileNameWithoutExtension(item));
}
characterList.Sort();
characterList.Insert(0, "null");
player.charactList.AddRange(characterList);
}
string GetPath()
{
return Application.dataPath + "/GameDate/Model";
}
private void OnGUI()
{
GUILayout.Button("ChangeCameraParam");
GUILayout.Label("Player");
GUILayout.BeginHorizontal();
PlayerName = GUILayout.TextField(PlayerName, GUILayout.Width(100), GUILayout.Height(20));
int folderIndex = EditorGUILayout.Popup(player.folderIndex, folderList.ToArray());
if (folderIndex != player.folderIndex)
{
player.folderIndex = folderIndex;
player.characterIndex = -1;
string folderName = folderList[player.folderIndex];
List<string> lists;
if (folderName.Equals("all"))
{
lists = characterList;
}
else
{
if (!folderprefabs.TryGetValue(folderName, out lists))
{
lists = new List<string>();
string[] files = Directory.GetFiles(GetPath() + "/" + folderName, "*.prefab", SearchOption.AllDirectories);
foreach (var item in files)
{
lists.Add(Path.GetFileNameWithoutExtension(item));
}
folderprefabs[folderName] = lists;
}
}
player.charactList.Clear();
player.charactList.AddRange(lists);
}
SelectIndex = EditorGUILayout.Popup(player.characterIndex,player.charactList.ToArray(), GUILayout.Width(120), GUILayout.Height(20));
if (SelectIndex!=player.characterIndex)
{
player.characterIndex = SelectIndex;
if (player.characterName!=player.charactList[player.characterIndex])
{
player.characterName = player.charactList[player.characterIndex];
if (!string.IsNullOrEmpty(player.characterName))
{
if (player.playerEntity!=null)
{
player.playerEntity.Destroy();
}
player.playerEntity = Player.Init(player.characterName);
}
}
}
GUILayout.EndHorizontal();
GUILayout.Space(5);
GUILayout.Label("Enemy");
SilleEnemys.Add("all");
SilleEnemys.Add("Enemy");
EnemyPrefabs.Add("null");
EnemyPrefabs.Add("Teddy");
GUILayout.BeginHorizontal();
EnemyName = GUILayout.TextField(EnemyName, GUILayout.Width(100), GUILayout.Height(20));
SelectEnemyIndex = EditorGUILayout.Popup(SelectEnemyIndex, SilleEnemys.ToArray(), GUILayout.Width(120), GUILayout.Height(20));
SelectEnemyPrefabIndex = EditorGUILayout.Popup(SelectEnemyPrefabIndex, EnemyPrefabs.ToArray(), GUILayout.Width(120), GUILayout.Height(20));
GUILayout.EndHorizontal();
GUILayout.Space(3);
GUILayout.Label("New");
GUILayout.BeginHorizontal();
SkillName= GUILayout.TextField(SkillName, GUILayout.Width(200), GUILayout.Height(20));
if (GUILayout.Button("New"))
{
if (!string.IsNullOrEmpty(SkillName) &&player.playerEntity!=null)
{
List<SkillBase> skills = player.playerEntity.AddNewSkills(SkillName);
SkillName = "";
}
}
GUILayout.EndHorizontal();
GUILayout.Space(3);
GUILayout.BeginHorizontal();
if (GUILayout.Button("Sa ve", GUILayout.Width(110), GUILayout.Height(20)))
{
player.playerEntity.SaveSkill();
}
if (GUILayout.Button("Save As", GUILayout.Width(110), GUILayout.Height(20)))
{
}
if (GUILayout.Button("Delete", GUILayout.Width(110), GUILayout.Height(20)))
{
}
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
GUILayout.Label("ActFilter");
Names= GUILayout.TextField(Names, GUILayout.Width(100), GUILayout.Height(20));
GUILayout.EndHorizontal();
if (player.playerEntity!=null)
{
Pos = GUILayout.BeginScrollView(Pos, false, true);
foreach (var item in player.playerEntity.skillList)
{
GUILayout.BeginHorizontal();
if (GUILayout.Button(item.Key))
{
Names = item.Key;
List<SkillBase> skillComponet = player.playerEntity.GetSkill(item.Key);
foreach (var ite in skillComponet)
{
ite.Init();
}
OpenSkillWindow(item.Key, skillComponet);
}
GUILayoutOption[] options = new GUILayoutOption[]
{
GUILayout.Width(60),
GUILayout.Height(20)
};
if (GUILayout.Button("删除技能",options))
{
player.playerEntity.RemoveSkill(item.Key);
break;
}
GUILayout.EndHorizontal();
}
GUILayout.EndScrollView();
}
}
Vector2 Pos = new Vector2(0, 0);
private void OpenSkillWindow(string skillName, List<SkillBase> skillCompoent)
{
if (skillCompoent != null)
{
if (skillWindow == null)
{
skillWindow = GetWindow<SkillWindow>("");
}
skillWindow.titleContent = new GUIContent(skillName);
skillWindow.SetiniySkill(skillCompoent, player.playerEntity);
skillWindow.Show();
skillWindow.Repaint();
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System;
public class SkillWindow : EditorWindow
{
string[] skills =new string[] { "低", "中", "高" };
string[] comos = new string[] { "null","动画", "特效","音效" };
List<SkillBase> skillComPonents=new List<SkillBase>();
public List<string> FolderList = new List<string>();
public int SelectIndex = 0;
public int Folderindex = 0;
public float speed = 1;
public float speed1 = 0;
public bool isok = true;
public bool isOpen = true;
public string str = "AnimationQueue";
Player _player;
public AnimationClip anim;
public Skill_Anim Anim;
public void SetiniySkill(List<SkillBase> skillCompoent,Player player)
{
_player = player;
speed = 1;
skillComPonents = skillCompoent;
_player.currSkillComponts = skillComPonents;
}
private void OnGUI()
{
FolderList.Add(null);
GUILayout.BeginHorizontal();
if (GUILayout.Button("播放", GUILayout.Width(130), GUILayout.Height(20)))
{
foreach (var item in skillComPonents)
{
item.Play();
}
}
if (GUILayout.Button("停止", GUILayout.Width(130), GUILayout.Height(20)))
{
foreach (var item in skillComPonents)
{
item.Stop();
}
}
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
_player.times = GUILayout.TextField(_player.times);
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
_player.quanzhong = GUILayout.TextField(_player.quanzhong);
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
GUILayout.Label("特效等级");
SelectIndex = EditorGUILayout.Popup(SelectIndex, skills, GUILayout.Width(120), GUILayout.Height(20));
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
GUILayout.Label("播放速度");
float Speed=EditorGUILayout.Slider(speed, 0, 3);
if (Speed!= speed)
{
speed = Speed;
Time.timeScale = speed;
}
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
GUILayout.Label("动画时间轴");
GUILayout.Label(speed1.ToString(), GUILayout.Width(50));
float value = GUILayout.HorizontalSlider((float)Math.Round(speed1, 2), 0, 3);
if (Mathf.Abs(value - speed1) > 0.001)
{
speed1 = value;
}
//speed1 = EditorGUILayout.Slider(speed1, 0, 5);
//if (Mathf.Abs())
//{
//}
GUILayout.EndHorizontal();
GUILayout.Space(3);
GUILayout.BeginHorizontal();
Folderindex = EditorGUILayout.Popup(Folderindex, comos, GUILayout.Width(120), GUILayout.Height(20));
if (GUILayout.Button("添加", GUILayout.Width(100), GUILayout.Height(20)))
{
switch (Folderindex)
{
case 1:
skillComPonents.Add(new Skill_Anim(_player));
break;
case 2:
skillComPonents.Add(new Skill_Effects(_player));
break;
case 3:
skillComPonents.Add(new Skill_Audio(_player));
break;
default:
break;
}
}
GUILayout.EndHorizontal();
isok = EditorGUILayout.Toggle("全部展开", isok);
if (isok)
{
isOpen=EditorGUILayout.Foldout(isOpen, str);
Pos = GUILayout.BeginScrollView(Pos, false, true);
foreach (var item in skillComPonents)
{
GUILayout.BeginHorizontal();
GUILayout.Label(item.name);
if (GUILayout.Button("删除"))
{
skillComPonents.Remove(item);
break;
}
GUILayout.EndHorizontal();
if (item is Skill_Anim)
{
ShowSkill_Anim(item as Skill_Anim);
}
if (item is Skill_Effects)
{
ShowSkill_Effect(item as Skill_Effects);
}
if (item is Skill_Audio)
{
ShowSkill_Audio(item as Skill_Audio);
}
}
GUILayout.EndScrollView();
}
}
Vector2 Pos = new Vector2(0, 0);
void ShowSkill_Anim(Skill_Anim _Anim)
{
_Anim.trigger = EditorGUILayout.TextField(_Anim.trigger);
AnimationClip clip = EditorGUILayout.ObjectField(_Anim.clip, typeof(AnimationClip), false) as AnimationClip;
if (_Anim.clip!=clip)
{
_Anim.SetAnimClip(clip);
}
}
void ShowSkill_Effect(Skill_Effects _Effect)
{
_Effect.trigger = EditorGUILayout.TextField(_Effect.trigger);
GameObject game = EditorGUILayout.ObjectField(_Effect.game, typeof(GameObject), false) as GameObject;
if (_Effect.game != game)
{
_Effect.SetGameClip(game);
}
}
void ShowSkill_Audio(Skill_Audio _Audio)
{
_Audio.trigger = EditorGUILayout.TextField(_Audio.trigger);
AudioClip clip = EditorGUILayout.ObjectField(_Audio.clip, typeof(AudioClip), false) as AudioClip;
if (_Audio.clip != clip)
{
_Audio.SetAudioClip(clip);
}
}
}
上面这段代码是用于对技能进行更精确的编辑时所使用的。
下面展示一下具体的效果:
技能编辑器大致效果就是在创建角色时进行编辑操作。
下面附上完整项目,
?Skill_Editor.zip-Unity3D文档类资源-CSDN下载
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