using System.Collections.Generic; using System.IO; using Game; using Sirenix.OdinInspector; using Sirenix.OdinInspector.Editor; using UnityEditor; namespace ZEditor { public class EquipmentEditor : OdinEditorWindow { [MenuItem("Game/Editor Equipment Editor")] static void GetWindow() { GetWindow("EquipmentEditor").Show(); } [LabelText("路径")] [FolderPath] public string savePath = "Assets/Configs/Equipment"; [LabelText("装备配置")] [ReadOnly] public string title = "装备配置"; [LabelText("基本属性")] public EquipmentConfig Equipment = new EquipmentConfig(); [Button("保存Config")] void SaveConfig() { if (!Directory.Exists(savePath)) Directory.CreateDirectory(savePath); if (string.IsNullOrEmpty(Equipment.Name)) return; string path = $"{savePath}/{Equipment.Name}.asset"; var config = CreateInstance(); config.equipmentConfig = Equipment; AssetDatabase.CreateAsset(config, path); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); Refresh(); } void Refresh() { Equipment = new EquipmentConfig(); } } }