网上演练
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using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(ArmActionFrame))]
public class ArmActionFrameEditor : Editor
{
public override void OnInspectorGUI()
{
ArmActionFrame ma = (ArmActionFrame)target;
EditorGUILayout.Space();
ma.action = (ActionType)EditorGUILayout.EnumPopup("举臂行为", ma.action);
EditorGUILayout.Space();
#region 获取帧数据
ArmAction amaMgr = ma.GetComponentInParent<ArmAction>();
if (amaMgr==null)
{
return;
}
List<ArmActionFrame> list = amaMgr.GetComponentsInChildren<ArmActionFrame>().ToList();
List<int> sizes = new List<int>();
List<string> names = new List<string>();
for (int i = 0; i < list.Count; i++)
{
sizes.Add(i);
names.Add(i.ToString());
}
#endregion
ma.FrameIndex = EditorGUILayout.IntPopup("帧序列", ma.FrameIndex,names.ToArray(),sizes.ToArray());
EditorGUILayout.Space();
bool allowSceneObjects = !EditorUtility.IsPersistent(target);
EditorGUILayout.Space();
switch (ma.action)
{
case ActionType.RotateToTarget:
break;
case ActionType.RotateToTargetVertacal:
ma.IsOpposite = EditorGUILayout.Toggle("模型轴向错误",ma.IsOpposite);
EditorGUILayout.Space();
break;
case ActionType.RotateToTargetHorizatal:
ma.IsOpposite = EditorGUILayout.Toggle("模型轴向错误", ma.IsOpposite);
EditorGUILayout.Space();
break;
case ActionType.TranlateToForward:
ma.ArmLenthOffset = EditorGUILayout.IntSlider("手臂长度偏移", ma.ArmLenthOffset, 0, 50);
break;
case ActionType.RotateVertacalWithDistance:
ma.Distance = EditorGUILayout.IntSlider("手臂高度偏移", ma.Distance, 0, 50);
EditorGUILayout.Space();
break;
}
if (GUI.changed)
{
EditorUtility.SetDirty(target);
}
}
}