using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; namespace BFEditor { [CustomEditor(typeof(BF.BattleUnitAttr))] public class BattleUnitAttrInspector : Editor { BF.BattleUnitAttr helper; void OnEnable() { helper = target as BF.BattleUnitAttr; } public override void OnInspectorGUI() { DrawAttribute(); DrawButton(); } private void DrawAttribute() { helper.UnitAttribute.hp = EditorGUILayout.LongField("生命(hp)", helper.UnitAttribute.hp); helper.UnitAttribute.max_hp = EditorGUILayout.LongField("最大生命(max_hp)", helper.UnitAttribute.max_hp); helper.UnitAttribute.atk = EditorGUILayout.LongField("无属性攻击力(atk)", helper.UnitAttribute.atk); helper.UnitAttribute.atk_red = EditorGUILayout.LongField("攻击力红(atk_red)", helper.UnitAttribute.atk_red); helper.UnitAttribute.atk_yellow = EditorGUILayout.LongField("攻击力黄(atk_yellow)", helper.UnitAttribute.atk_yellow); helper.UnitAttribute.atk_green = EditorGUILayout.LongField("攻击力绿(atk_green)", helper.UnitAttribute.atk_green); helper.UnitAttribute.atk_blue = EditorGUILayout.LongField("攻击力蓝(atk_blue)", helper.UnitAttribute.atk_blue); helper.UnitAttribute.atk_purple = EditorGUILayout.LongField("攻击力紫(atk_purple)", helper.UnitAttribute.atk_purple); helper.UnitAttribute.sheild_hp = EditorGUILayout.LongField("护盾(sheild_hp)", helper.UnitAttribute.sheild_hp); } private void DrawButton() { GUILayout.BeginHorizontal(); if (GUILayout.Button("刷新属性", GUILayout.Width(120))) { GetAttributeData(); } GUILayout.EndHorizontal(); } private void GetAttributeData() { helper.TryGetAttributeFromLua(); } } }