using System; using BF; using UnityEditor; using UnityEngine; namespace BFEditor { public class SetProtoPathWindow : EditorWindow { [SerializeField] private string protoPath; private SerializedObject serializedObject; private SerializedProperty protoPathProperty; static public void Init() { GetWindowWithRect(new Rect(Screen.width / 2, Screen.height / 2, 500, 120), true, "生成pb配置", true); } private void OnEnable() { protoPath = LocalData.GetProtoPath(); } private void OnGUI() { GUILayout.Space(18); GUILayout.BeginHorizontal(); GUILayout.Label("选择pb路径"); GUILayout.TextField(protoPath, GUILayout.Width(300)); if (GUILayout.Button("选择", GUILayout.Width(80))) { protoPath = EditorUtility.OpenFolderPanel("select pb path", Application.dataPath, ""); LocalData.SetProtoPath(protoPath); } GUILayout.EndHorizontal(); GUILayout.Space(10); GUILayout.BeginHorizontal(); GUILayout.Space(190); if (GUILayout.Button("生成", GUILayout.Width(110), GUILayout.Height(20))) { GenProtoConfig.GenProtoLuaConfig(); Close(); } GUILayout.EndHorizontal(); GUILayout.Space(10); } } }